reactos/subsystems/win32/win32k/include/gdifloat.h

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#pragma once
#include <reactos/win32k/ntgdityp.h>
#include <reactos/win32k/ntgdihdl.h>
#include "dc.h"
#include "math.h"
#include <ft2build.h>
#include FT_FREETYPE_H
typedef struct tagFLOAT_POINT
{
FLOAT x, y;
} FLOAT_POINT;
/* Rounds a floating point number to integer. The world-to-viewport
* transformation process is done in floating point internally. This function
* is then used to round these coordinates to integer values.
*/
static __inline INT GDI_ROUND(FLOAT val)
{
return (int)floor(val + 0.5);
}
/* FIXME: Do not use the fpu in kernel on x86, use FLOATOBJ_Xxx api instead
* Performs a world-to-viewport transformation on the specified point (which
* is in floating point format).
*/
static __inline void INTERNAL_LPTODP_FLOAT(DC *dc, FLOAT_POINT *point)
{
FLOAT x, y;
XFORM xformWorld2Vport;
MatrixS2XForm(&xformWorld2Vport, &dc->dclevel.mxWorldToDevice);
/* Perform the transformation */
x = point->x;
y = point->y;
point->x = x * xformWorld2Vport.eM11 +
y * xformWorld2Vport.eM21 +
xformWorld2Vport.eDx;
point->y = x * xformWorld2Vport.eM12 +
y * xformWorld2Vport.eM22 +
xformWorld2Vport.eDy;
}
/* Performs a viewport-to-world transformation on the specified point (which
* is in integer format). Returns TRUE if successful, else FALSE.
*/
#if 0
static __inline BOOL INTERNAL_DPTOLP(DC *dc, LPPOINT point)
{
FLOAT_POINT floatPoint;
/* Perform operation with floating point */
floatPoint.x=(FLOAT)point->x;
floatPoint.y=(FLOAT)point->y;
if (!INTERNAL_DPTOLP_FLOAT(dc, &floatPoint))
return FALSE;
/* Round to integers */
point->x = GDI_ROUND(floatPoint.x);
point->y = GDI_ROUND(floatPoint.y);
return TRUE;
}
/* Performs a world-to-viewport transformation on the specified point (which
* is in integer format).
*/
static __inline void INTERNAL_LPTODP(DC *dc, LPPOINT point)
{
FLOAT_POINT floatPoint;
/* Perform operation with floating point */
floatPoint.x=(FLOAT)point->x;
floatPoint.y=(FLOAT)point->y;
INTERNAL_LPTODP_FLOAT(dc, &floatPoint);
/* Round to integers */
point->x = GDI_ROUND(floatPoint.x);
point->y = GDI_ROUND(floatPoint.y);
}
#endif
#define MulDiv( x, y, z ) EngMulDiv( x, y, z )
#define XDPTOLP(pdcattr,tx) \
(MulDiv(((tx)-(pdcattr)->ptlViewportOrg.x), (pdcattr)->szlWindowExt.cx, (pdcattr)->szlViewportExt.cx) + (pdcattr)->ptlWindowOrg.x)
#define YDPTOLP(pdcattr,ty) \
(MulDiv(((ty)-(pdcattr)->ptlViewportOrg.y), (pdcattr)->szlWindowExt.cy, (pdcattr)->szlViewportExt.cy) + (pdcattr)->ptlWindowOrg.y)
#define XLPTODP(pdcattr,tx) \
(MulDiv(((tx)-(pdcattr)->ptlWindowOrg.x), (pdcattr)->szlViewportExt.cx, (pdcattr)->szlWindowExt.cx) + (pdcattr)->ptlViewportOrg.x)
#define YLPTODP(pdcattr,ty) \
(MulDiv(((ty)-(pdcattr)->ptlWindowOrg.y), (pdcattr)->szlViewportExt.cy, (pdcattr)->szlWindowExt.cy) + (pdcattr)->ptlViewportOrg.y)
/* Device <-> logical size conversion */
#define XDSTOLS(pdcattr,tx) \
MulDiv((tx), (pdcattr)->szlWindowExt.cx, (pdcattr)->szlViewportExt.cx)
#define YDSTOLS(DC_Attr,ty) \
MulDiv((ty), (pdcattr)->szlWindowExt.cy, (pdcattr)->szlViewportExt.cy)
#define XLSTODS(pdcattr,tx) \
MulDiv((tx), (pdcattr)->szlViewportExt.cx, (pdcattr)->szlWindowExt.cx)
#define YLSTODS(pdcattr,ty) \
MulDiv((ty), (pdcattr)->szlViewportExt.cy, (pdcattr)->szlWindowExt.cy)