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authorLars Knoll <lars.knoll@nokia.com>2009-03-23 09:34:13 (GMT)
committerSimon Hausmann <simon.hausmann@nokia.com>2009-03-23 09:34:13 (GMT)
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Long live Qt!
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+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (qt-info@nokia.com)
+**
+** This file is part of the QtGui module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
+** package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qdatastream.h"
+#include "qdebug.h"
+#include "qmatrix.h"
+#include "qregion.h"
+#include "qpainterpath.h"
+#include "qvariant.h"
+#include <qmath.h>
+
+#include <limits.h>
+
+QT_BEGIN_NAMESPACE
+
+/*!
+ \class QMatrix
+ \brief The QMatrix class specifies 2D transformations of a
+ coordinate system.
+
+ \ingroup multimedia
+
+ A matrix specifies how to translate, scale, shear or rotate the
+ coordinate system, and is typically used when rendering graphics.
+
+ A QMatrix object can be built using the setMatrix(), scale(),
+ rotate(), translate() and shear() functions. Alternatively, it
+ can be built by applying \l {QMatrix#Basic Matrix
+ Operations}{basic matrix operations}. The matrix can also be
+ defined when constructed, and it can be reset to the identity
+ matrix (the default) using the reset() function.
+
+ The QMatrix class supports mapping of graphic primitives: A given
+ point, line, polygon, region, or painter path can be mapped to the
+ coordinate system defined by \e this matrix using the map()
+ function. In case of a rectangle, its coordinates can be
+ transformed using the mapRect() function. A rectangle can also be
+ transformed into a \e polygon (mapped to the coordinate system
+ defined by \e this matrix), using the mapToPolygon() function.
+
+ QMatrix provides the isIdentity() function which returns true if
+ the matrix is the identity matrix, and the isInvertible() function
+ which returns true if the matrix is non-singular (i.e. AB = BA =
+ I). The inverted() function returns an inverted copy of \e this
+ matrix if it is invertible (otherwise it returns the identity
+ matrix). In addition, QMatrix provides the det() function
+ returning the matrix's determinant.
+
+ Finally, the QMatrix class supports matrix multiplication, and
+ objects of the class can be streamed as well as compared.
+
+ \tableofcontents
+
+ \section1 Rendering Graphics
+
+ When rendering graphics, the matrix defines the transformations
+ but the actual transformation is performed by the drawing routines
+ in QPainter.
+
+ By default, QPainter operates on the associated device's own
+ coordinate system. The standard coordinate system of a
+ QPaintDevice has its origin located at the top-left position. The
+ \e x values increase to the right; \e y values increase
+ downward. For a complete description, see the \l {The Coordinate
+ System}{coordinate system} documentation.
+
+ QPainter has functions to translate, scale, shear and rotate the
+ coordinate system without using a QMatrix. For example:
+
+ \table 100%
+ \row
+ \o \inlineimage qmatrix-simpletransformation.png
+ \o
+ \snippet doc/src/snippets/matrix/matrix.cpp 0
+ \endtable
+
+ Although these functions are very convenient, it can be more
+ efficient to build a QMatrix and call QPainter::setMatrix() if you
+ want to perform more than a single transform operation. For
+ example:
+
+ \table 100%
+ \row
+ \o \inlineimage qmatrix-combinedtransformation.png
+ \o
+ \snippet doc/src/snippets/matrix/matrix.cpp 1
+ \endtable
+
+ \section1 Basic Matrix Operations
+
+ \image qmatrix-representation.png
+
+ A QMatrix object contains a 3 x 3 matrix. The \c dx and \c dy
+ elements specify horizontal and vertical translation. The \c m11
+ and \c m22 elements specify horizontal and vertical scaling. And
+ finally, the \c m21 and \c m12 elements specify horizontal and
+ vertical \e shearing.
+
+ QMatrix transforms a point in the plane to another point using the
+ following formulas:
+
+ \snippet doc/src/snippets/code/src_gui_painting_qmatrix.cpp 0
+
+ The point \e (x, y) is the original point, and \e (x', y') is the
+ transformed point. \e (x', y') can be transformed back to \e (x,
+ y) by performing the same operation on the inverted() matrix.
+
+ The various matrix elements can be set when constructing the
+ matrix, or by using the setMatrix() function later on. They can also
+ be manipulated using the translate(), rotate(), scale() and
+ shear() convenience functions, The currently set values can be
+ retrieved using the m11(), m12(), m21(), m22(), dx() and dy()
+ functions.
+
+ Translation is the simplest transformation. Setting \c dx and \c
+ dy will move the coordinate system \c dx units along the X axis
+ and \c dy units along the Y axis. Scaling can be done by setting
+ \c m11 and \c m22. For example, setting \c m11 to 2 and \c m22 to
+ 1.5 will double the height and increase the width by 50%. The
+ identity matrix has \c m11 and \c m22 set to 1 (all others are set
+ to 0) mapping a point to itself. Shearing is controlled by \c m12
+ and \c m21. Setting these elements to values different from zero
+ will twist the coordinate system. Rotation is achieved by
+ carefully setting both the shearing factors and the scaling
+ factors.
+
+ Here's the combined transformations example using basic matrix
+ operations:
+
+ \table 100%
+ \row
+ \o \inlineimage qmatrix-combinedtransformation.png
+ \o
+ \snippet doc/src/snippets/matrix/matrix.cpp 2
+ \endtable
+
+ \sa QPainter, {The Coordinate System}, {demos/affine}{Affine
+ Transformations Demo}, {Transformations Example}
+*/
+
+
+// some defines to inline some code
+#define MAPDOUBLE(x, y, nx, ny) \
+{ \
+ qreal fx = x; \
+ qreal fy = y; \
+ nx = _m11*fx + _m21*fy + _dx; \
+ ny = _m12*fx + _m22*fy + _dy; \
+}
+
+#define MAPINT(x, y, nx, ny) \
+{ \
+ qreal fx = x; \
+ qreal fy = y; \
+ nx = qRound(_m11*fx + _m21*fy + _dx); \
+ ny = qRound(_m12*fx + _m22*fy + _dy); \
+}
+
+/*****************************************************************************
+ QMatrix member functions
+ *****************************************************************************/
+
+/*!
+ Constructs an identity matrix.
+
+ All elements are set to zero except \c m11 and \c m22 (specifying
+ the scale), which are set to 1.
+
+ \sa reset()
+*/
+
+QMatrix::QMatrix()
+{
+ _m11 = _m22 = 1.0;
+ _m12 = _m21 = _dx = _dy = 0.0;
+}
+
+/*!
+ Constructs a matrix with the elements, \a m11, \a m12, \a m21, \a
+ m22, \a dx and \a dy.
+
+ \sa setMatrix()
+*/
+
+QMatrix::QMatrix(qreal m11, qreal m12, qreal m21, qreal m22,
+ qreal dx, qreal dy)
+{
+ _m11 = m11; _m12 = m12;
+ _m21 = m21; _m22 = m22;
+ _dx = dx; _dy = dy;
+}
+
+
+/*!
+ Constructs a matrix that is a copy of the given \a matrix.
+ */
+QMatrix::QMatrix(const QMatrix &matrix)
+{
+ *this = matrix;
+}
+
+/*!
+ Sets the matrix elements to the specified values, \a m11, \a m12,
+ \a m21, \a m22, \a dx and \a dy.
+
+ Note that this function replaces the previous values. QMatrix
+ provide the translate(), rotate(), scale() and shear() convenience
+ functions to manipulate the various matrix elements based on the
+ currently defined coordinate system.
+
+ \sa QMatrix()
+*/
+
+void QMatrix::setMatrix(qreal m11, qreal m12, qreal m21, qreal m22,
+ qreal dx, qreal dy)
+{
+ _m11 = m11; _m12 = m12;
+ _m21 = m21; _m22 = m22;
+ _dx = dx; _dy = dy;
+}
+
+
+/*!
+ \fn qreal QMatrix::m11() const
+
+ Returns the horizontal scaling factor.
+
+ \sa scale(), {QMatrix#Basic Matrix Operations}{Basic Matrix
+ Operations}
+*/
+
+/*!
+ \fn qreal QMatrix::m12() const
+
+ Returns the vertical shearing factor.
+
+ \sa shear(), {QMatrix#Basic Matrix Operations}{Basic Matrix
+ Operations}
+*/
+
+/*!
+ \fn qreal QMatrix::m21() const
+
+ Returns the horizontal shearing factor.
+
+ \sa shear(), {QMatrix#Basic Matrix Operations}{Basic Matrix
+ Operations}
+*/
+
+/*!
+ \fn qreal QMatrix::m22() const
+
+ Returns the vertical scaling factor.
+
+ \sa scale(), {QMatrix#Basic Matrix Operations}{Basic Matrix
+ Operations}
+*/
+
+/*!
+ \fn qreal QMatrix::dx() const
+
+ Returns the horizontal translation factor.
+
+ \sa translate(), {QMatrix#Basic Matrix Operations}{Basic Matrix
+ Operations}
+*/
+
+/*!
+ \fn qreal QMatrix::dy() const
+
+ Returns the vertical translation factor.
+
+ \sa translate(), {QMatrix#Basic Matrix Operations}{Basic Matrix
+ Operations}
+*/
+
+
+/*!
+ Maps the given coordinates \a x and \a y into the coordinate
+ system defined by this matrix. The resulting values are put in *\a
+ tx and *\a ty, respectively.
+
+ The coordinates are transformed using the following formulas:
+
+ \snippet doc/src/snippets/code/src_gui_painting_qmatrix.cpp 1
+
+ The point (x, y) is the original point, and (x', y') is the
+ transformed point.
+
+ \sa {QMatrix#Basic Matrix Operations}{Basic Matrix Operations}
+*/
+
+void QMatrix::map(qreal x, qreal y, qreal *tx, qreal *ty) const
+{
+ MAPDOUBLE(x, y, *tx, *ty);
+}
+
+
+
+/*!
+ \overload
+
+ Maps the given coordinates \a x and \a y into the coordinate
+ system defined by this matrix. The resulting values are put in *\a
+ tx and *\a ty, respectively. Note that the transformed coordinates
+ are rounded to the nearest integer.
+*/
+
+void QMatrix::map(int x, int y, int *tx, int *ty) const
+{
+ MAPINT(x, y, *tx, *ty);
+}
+
+QRect QMatrix::mapRect(const QRect &rect) const
+{
+ QRect result;
+ if (_m12 == 0.0F && _m21 == 0.0F) {
+ int x = qRound(_m11*rect.x() + _dx);
+ int y = qRound(_m22*rect.y() + _dy);
+ int w = qRound(_m11*rect.width());
+ int h = qRound(_m22*rect.height());
+ if (w < 0) {
+ w = -w;
+ x -= w;
+ }
+ if (h < 0) {
+ h = -h;
+ y -= h;
+ }
+ result = QRect(x, y, w, h);
+ } else {
+ // see mapToPolygon for explanations of the algorithm.
+ qreal x0, y0;
+ qreal x, y;
+ MAPDOUBLE(rect.left(), rect.top(), x0, y0);
+ qreal xmin = x0;
+ qreal ymin = y0;
+ qreal xmax = x0;
+ qreal ymax = y0;
+ MAPDOUBLE(rect.right() + 1, rect.top(), x, y);
+ xmin = qMin(xmin, x);
+ ymin = qMin(ymin, y);
+ xmax = qMax(xmax, x);
+ ymax = qMax(ymax, y);
+ MAPDOUBLE(rect.right() + 1, rect.bottom() + 1, x, y);
+ xmin = qMin(xmin, x);
+ ymin = qMin(ymin, y);
+ xmax = qMax(xmax, x);
+ ymax = qMax(ymax, y);
+ MAPDOUBLE(rect.left(), rect.bottom() + 1, x, y);
+ xmin = qMin(xmin, x);
+ ymin = qMin(ymin, y);
+ xmax = qMax(xmax, x);
+ ymax = qMax(ymax, y);
+ result = QRect(qRound(xmin), qRound(ymin), qRound(xmax)-qRound(xmin), qRound(ymax)-qRound(ymin));
+ }
+ return result;
+}
+
+/*!
+ \fn QRectF QMatrix::mapRect(const QRectF &rectangle) const
+
+ Creates and returns a QRectF object that is a copy of the given \a
+ rectangle, mapped into the coordinate system defined by this
+ matrix.
+
+ The rectangle's coordinates are transformed using the following
+ formulas:
+
+ \snippet doc/src/snippets/code/src_gui_painting_qmatrix.cpp 2
+
+ If rotation or shearing has been specified, this function returns
+ the \e bounding rectangle. To retrieve the exact region the given
+ \a rectangle maps to, use the mapToPolygon() function instead.
+
+ \sa mapToPolygon(), {QMatrix#Basic Matrix Operations}{Basic Matrix
+ Operations}
+*/
+QRectF QMatrix::mapRect(const QRectF &rect) const
+{
+ QRectF result;
+ if (_m12 == 0.0F && _m21 == 0.0F) {
+ qreal x = _m11*rect.x() + _dx;
+ qreal y = _m22*rect.y() + _dy;
+ qreal w = _m11*rect.width();
+ qreal h = _m22*rect.height();
+ if (w < 0) {
+ w = -w;
+ x -= w;
+ }
+ if (h < 0) {
+ h = -h;
+ y -= h;
+ }
+ result = QRectF(x, y, w, h);
+ } else {
+ qreal x0, y0;
+ qreal x, y;
+ MAPDOUBLE(rect.x(), rect.y(), x0, y0);
+ qreal xmin = x0;
+ qreal ymin = y0;
+ qreal xmax = x0;
+ qreal ymax = y0;
+ MAPDOUBLE(rect.x() + rect.width(), rect.y(), x, y);
+ xmin = qMin(xmin, x);
+ ymin = qMin(ymin, y);
+ xmax = qMax(xmax, x);
+ ymax = qMax(ymax, y);
+ MAPDOUBLE(rect.x() + rect.width(), rect.y() + rect.height(), x, y);
+ xmin = qMin(xmin, x);
+ ymin = qMin(ymin, y);
+ xmax = qMax(xmax, x);
+ ymax = qMax(ymax, y);
+ MAPDOUBLE(rect.x(), rect.y() + rect.height(), x, y);
+ xmin = qMin(xmin, x);
+ ymin = qMin(ymin, y);
+ xmax = qMax(xmax, x);
+ ymax = qMax(ymax, y);
+ result = QRectF(xmin, ymin, xmax-xmin, ymax - ymin);
+ }
+ return result;
+}
+
+/*!
+ \fn QRect QMatrix::mapRect(const QRect &rectangle) const
+ \overload
+
+ Creates and returns a QRect object that is a copy of the given \a
+ rectangle, mapped into the coordinate system defined by this
+ matrix. Note that the transformed coordinates are rounded to the
+ nearest integer.
+*/
+
+
+/*!
+ \fn QPoint operator*(const QPoint &point, const QMatrix &matrix)
+ \relates QMatrix
+
+ This is the same as \a{matrix}.map(\a{point}).
+
+ \sa QMatrix::map()
+*/
+
+QPoint QMatrix::map(const QPoint &p) const
+{
+ qreal fx = p.x();
+ qreal fy = p.y();
+ return QPoint(qRound(_m11*fx + _m21*fy + _dx),
+ qRound(_m12*fx + _m22*fy + _dy));
+}
+
+/*!
+ \fn QPointF operator*(const QPointF &point, const QMatrix &matrix)
+ \relates QMatrix
+
+ Same as \a{matrix}.map(\a{point}).
+
+ \sa QMatrix::map()
+*/
+
+/*!
+ \overload
+
+ Creates and returns a QPointF object that is a copy of the given
+ \a point, mapped into the coordinate system defined by this
+ matrix.
+*/
+QPointF QMatrix::map(const QPointF &point) const
+{
+ qreal fx = point.x();
+ qreal fy = point.y();
+ return QPointF(_m11*fx + _m21*fy + _dx, _m12*fx + _m22*fy + _dy);
+}
+
+/*!
+ \fn QPoint QMatrix::map(const QPoint &point) const
+ \overload
+
+ Creates and returns a QPoint object that is a copy of the given \a
+ point, mapped into the coordinate system defined by this
+ matrix. Note that the transformed coordinates are rounded to the
+ nearest integer.
+*/
+
+/*!
+ \fn QLineF operator*(const QLineF &line, const QMatrix &matrix)
+ \relates QMatrix
+
+ This is the same as \a{matrix}.map(\a{line}).
+
+ \sa QMatrix::map()
+*/
+
+/*!
+ \fn QLine operator*(const QLine &line, const QMatrix &matrix)
+ \relates QMatrix
+
+ This is the same as \a{matrix}.map(\a{line}).
+
+ \sa QMatrix::map()
+*/
+
+/*!
+ \overload
+
+ Creates and returns a QLineF object that is a copy of the given \a
+ line, mapped into the coordinate system defined by this matrix.
+*/
+QLineF QMatrix::map(const QLineF &line) const
+{
+ return QLineF(map(line.p1()), map(line.p2()));
+}
+
+/*!
+ \overload
+
+ Creates and returns a QLine object that is a copy of the given \a
+ line, mapped into the coordinate system defined by this matrix.
+ Note that the transformed coordinates are rounded to the nearest
+ integer.
+*/
+QLine QMatrix::map(const QLine &line) const
+{
+ return QLine(map(line.p1()), map(line.p2()));
+}
+
+/*!
+ \fn QPolygonF operator *(const QPolygonF &polygon, const QMatrix &matrix)
+ \relates QMatrix
+
+ This is the same as \a{matrix}.map(\a{polygon}).
+
+ \sa QMatrix::map()
+*/
+
+/*!
+ \fn QPolygon operator*(const QPolygon &polygon, const QMatrix &matrix)
+ \relates QMatrix
+
+ This is the same as \a{matrix}.map(\a{polygon}).
+
+ \sa QMatrix::map()
+*/
+
+QPolygon QMatrix::map(const QPolygon &a) const
+{
+ int size = a.size();
+ int i;
+ QPolygon p(size);
+ const QPoint *da = a.constData();
+ QPoint *dp = p.data();
+ for(i = 0; i < size; i++) {
+ MAPINT(da[i].x(), da[i].y(), dp[i].rx(), dp[i].ry());
+ }
+ return p;
+}
+
+/*!
+ \fn QPolygonF QMatrix::map(const QPolygonF &polygon) const
+ \overload
+
+ Creates and returns a QPolygonF object that is a copy of the given
+ \a polygon, mapped into the coordinate system defined by this
+ matrix.
+*/
+QPolygonF QMatrix::map(const QPolygonF &a) const
+{
+ int size = a.size();
+ int i;
+ QPolygonF p(size);
+ const QPointF *da = a.constData();
+ QPointF *dp = p.data();
+ for(i = 0; i < size; i++) {
+ MAPDOUBLE(da[i].xp, da[i].yp, dp[i].xp, dp[i].yp);
+ }
+ return p;
+}
+
+/*!
+ \fn QPolygon QMatrix::map(const QPolygon &polygon) const
+ \overload
+
+ Creates and returns a QPolygon object that is a copy of the given
+ \a polygon, mapped into the coordinate system defined by this
+ matrix. Note that the transformed coordinates are rounded to the
+ nearest integer.
+*/
+
+/*!
+ \fn QRegion operator*(const QRegion &region, const QMatrix &matrix)
+ \relates QMatrix
+
+ This is the same as \a{matrix}.map(\a{region}).
+
+ \sa QMatrix::map()
+*/
+
+extern QPainterPath qt_regionToPath(const QRegion &region);
+
+/*!
+ \fn QRegion QMatrix::map(const QRegion &region) const
+ \overload
+
+ Creates and returns a QRegion object that is a copy of the given
+ \a region, mapped into the coordinate system defined by this matrix.
+
+ Calling this method can be rather expensive if rotations or
+ shearing are used.
+*/
+QRegion QMatrix::map(const QRegion &r) const
+{
+ if (_m11 == 1.0 && _m22 == 1.0 && _m12 == 0.0 && _m21 == 0.0) { // translate or identity
+ if (_dx == 0.0 && _dy == 0.0) // Identity
+ return r;
+ QRegion copy(r);
+ copy.translate(qRound(_dx), qRound(_dy));
+ return copy;
+ }
+
+ QPainterPath p = map(qt_regionToPath(r));
+ return p.toFillPolygon().toPolygon();
+}
+
+/*!
+ \fn QPainterPath operator *(const QPainterPath &path, const QMatrix &matrix)
+ \relates QMatrix
+
+ This is the same as \a{matrix}.map(\a{path}).
+
+ \sa QMatrix::map()
+*/
+
+/*!
+ \overload
+
+ Creates and returns a QPainterPath object that is a copy of the
+ given \a path, mapped into the coordinate system defined by this
+ matrix.
+*/
+QPainterPath QMatrix::map(const QPainterPath &path) const
+{
+ if (path.isEmpty())
+ return QPainterPath();
+
+ QPainterPath copy = path;
+
+ // Translate or identity
+ if (_m11 == 1.0 && _m22 == 1.0 && _m12 == 0.0 && _m21 == 0.0) {
+
+ // Translate
+ if (_dx != 0.0 || _dy != 0.0) {
+ copy.detach();
+ for (int i=0; i<path.elementCount(); ++i) {
+ QPainterPath::Element &e = copy.d_ptr->elements[i];
+ e.x += _dx;
+ e.y += _dy;
+ }
+ }
+
+ // Full xform
+ } else {
+ copy.detach();
+ for (int i=0; i<path.elementCount(); ++i) {
+ QPainterPath::Element &e = copy.d_ptr->elements[i];
+ qreal fx = e.x, fy = e.y;
+ e.x = _m11*fx + _m21*fy + _dx;
+ e.y = _m12*fx + _m22*fy + _dy;
+ }
+ }
+
+ return copy;
+}
+
+/*!
+ \fn QRegion QMatrix::mapToRegion(const QRect &rectangle) const
+
+ Returns the transformed rectangle \a rectangle as a QRegion
+ object. A rectangle which has been rotated or sheared may result
+ in a non-rectangular region being returned.
+
+ Use the mapToPolygon() or map() function instead.
+*/
+#ifdef QT3_SUPPORT
+QRegion QMatrix::mapToRegion(const QRect &rect) const
+{
+ QRegion result;
+ if (isIdentity()) {
+ result = rect;
+ } else if (m12() == 0.0F && m21() == 0.0F) {
+ int x = qRound(m11()*rect.x() + dx());
+ int y = qRound(m22()*rect.y() + dy());
+ int w = qRound(m11()*rect.width());
+ int h = qRound(m22()*rect.height());
+ if (w < 0) {
+ w = -w;
+ x -= w - 1;
+ }
+ if (h < 0) {
+ h = -h;
+ y -= h - 1;
+ }
+ result = QRect(x, y, w, h);
+ } else {
+ result = QRegion(mapToPolygon(rect));
+ }
+ return result;
+
+}
+#endif
+/*!
+ \fn QPolygon QMatrix::mapToPolygon(const QRect &rectangle) const
+
+ Creates and returns a QPolygon representation of the given \a
+ rectangle, mapped into the coordinate system defined by this
+ matrix.
+
+ The rectangle's coordinates are transformed using the following
+ formulas:
+
+ \snippet doc/src/snippets/code/src_gui_painting_qmatrix.cpp 3
+
+ Polygons and rectangles behave slightly differently when
+ transformed (due to integer rounding), so
+ \c{matrix.map(QPolygon(rectangle))} is not always the same as
+ \c{matrix.mapToPolygon(rectangle)}.
+
+ \sa mapRect(), {QMatrix#Basic Matrix Operations}{Basic Matrix
+ Operations}
+*/
+QPolygon QMatrix::mapToPolygon(const QRect &rect) const
+{
+ QPolygon a(4);
+ qreal x[4], y[4];
+ if (_m12 == 0.0F && _m21 == 0.0F) {
+ x[0] = _m11*rect.x() + _dx;
+ y[0] = _m22*rect.y() + _dy;
+ qreal w = _m11*rect.width();
+ qreal h = _m22*rect.height();
+ if (w < 0) {
+ w = -w;
+ x[0] -= w;
+ }
+ if (h < 0) {
+ h = -h;
+ y[0] -= h;
+ }
+ x[1] = x[0]+w;
+ x[2] = x[1];
+ x[3] = x[0];
+ y[1] = y[0];
+ y[2] = y[0]+h;
+ y[3] = y[2];
+ } else {
+ qreal right = rect.x() + rect.width();
+ qreal bottom = rect.y() + rect.height();
+ MAPDOUBLE(rect.x(), rect.y(), x[0], y[0]);
+ MAPDOUBLE(right, rect.y(), x[1], y[1]);
+ MAPDOUBLE(right, bottom, x[2], y[2]);
+ MAPDOUBLE(rect.x(), bottom, x[3], y[3]);
+ }
+#if 0
+ int i;
+ for(i = 0; i< 4; i++)
+ qDebug("coords(%d) = (%f/%f) (%d/%d)", i, x[i], y[i], qRound(x[i]), qRound(y[i]));
+ qDebug("width=%f, height=%f", qSqrt((x[1]-x[0])*(x[1]-x[0]) + (y[1]-y[0])*(y[1]-y[0])),
+ qSqrt((x[0]-x[3])*(x[0]-x[3]) + (y[0]-y[3])*(y[0]-y[3])));
+#endif
+ // all coordinates are correctly, tranform to a pointarray
+ // (rounding to the next integer)
+ a.setPoints(4, qRound(x[0]), qRound(y[0]),
+ qRound(x[1]), qRound(y[1]),
+ qRound(x[2]), qRound(y[2]),
+ qRound(x[3]), qRound(y[3]));
+ return a;
+}
+
+/*!
+ Resets the matrix to an identity matrix, i.e. all elements are set
+ to zero, except \c m11 and \c m22 (specifying the scale) which are
+ set to 1.
+
+ \sa QMatrix(), isIdentity(), {QMatrix#Basic Matrix
+ Operations}{Basic Matrix Operations}
+*/
+
+void QMatrix::reset()
+{
+ _m11 = _m22 = 1.0;
+ _m12 = _m21 = _dx = _dy = 0.0;
+}
+
+/*!
+ \fn bool QMatrix::isIdentity() const
+
+ Returns true if the matrix is the identity matrix, otherwise
+ returns false.
+
+ \sa reset()
+*/
+
+/*!
+ Moves the coordinate system \a dx along the x axis and \a dy along
+ the y axis, and returns a reference to the matrix.
+
+ \sa setMatrix()
+*/
+
+QMatrix &QMatrix::translate(qreal dx, qreal dy)
+{
+ _dx += dx*_m11 + dy*_m21;
+ _dy += dy*_m22 + dx*_m12;
+ return *this;
+}
+
+/*!
+ \fn QMatrix &QMatrix::scale(qreal sx, qreal sy)
+
+ Scales the coordinate system by \a sx horizontally and \a sy
+ vertically, and returns a reference to the matrix.
+
+ \sa setMatrix()
+*/
+
+QMatrix &QMatrix::scale(qreal sx, qreal sy)
+{
+ _m11 *= sx;
+ _m12 *= sx;
+ _m21 *= sy;
+ _m22 *= sy;
+ return *this;
+}
+
+/*!
+ Shears the coordinate system by \a sh horizontally and \a sv
+ vertically, and returns a reference to the matrix.
+
+ \sa setMatrix()
+*/
+
+QMatrix &QMatrix::shear(qreal sh, qreal sv)
+{
+ qreal tm11 = sv*_m21;
+ qreal tm12 = sv*_m22;
+ qreal tm21 = sh*_m11;
+ qreal tm22 = sh*_m12;
+ _m11 += tm11;
+ _m12 += tm12;
+ _m21 += tm21;
+ _m22 += tm22;
+ return *this;
+}
+
+const qreal deg2rad = qreal(0.017453292519943295769); // pi/180
+
+/*!
+ \fn QMatrix &QMatrix::rotate(qreal degrees)
+
+ Rotates the coordinate system the given \a degrees
+ counterclockwise.
+
+ Note that if you apply a QMatrix to a point defined in widget
+ coordinates, the direction of the rotation will be clockwise
+ because the y-axis points downwards.
+
+ Returns a reference to the matrix.
+
+ \sa setMatrix()
+*/
+
+QMatrix &QMatrix::rotate(qreal a)
+{
+ qreal sina = 0;
+ qreal cosa = 0;
+ if (a == 90. || a == -270.)
+ sina = 1.;
+ else if (a == 270. || a == -90.)
+ sina = -1.;
+ else if (a == 180.)
+ cosa = -1.;
+ else{
+ qreal b = deg2rad*a; // convert to radians
+ sina = qSin(b); // fast and convenient
+ cosa = qCos(b);
+ }
+ qreal tm11 = cosa*_m11 + sina*_m21;
+ qreal tm12 = cosa*_m12 + sina*_m22;
+ qreal tm21 = -sina*_m11 + cosa*_m21;
+ qreal tm22 = -sina*_m12 + cosa*_m22;
+ _m11 = tm11; _m12 = tm12;
+ _m21 = tm21; _m22 = tm22;
+ return *this;
+}
+
+/*!
+ \fn bool QMatrix::isInvertible() const
+
+ Returns true if the matrix is invertible, otherwise returns false.
+
+ \sa inverted()
+*/
+
+/*!
+ \fn qreal QMatrix::det() const
+
+ Returns the matrix's determinant.
+*/
+
+/*!
+ \fn QMatrix QMatrix::invert(bool *invertible) const
+
+ Returns an inverted copy of this matrix.
+
+ Use the inverted() function instead.
+*/
+
+/*!
+ Returns an inverted copy of this matrix.
+
+ If the matrix is singular (not invertible), the returned matrix is
+ the identity matrix. If \a invertible is valid (i.e. not 0), its
+ value is set to true if the matrix is invertible, otherwise it is
+ set to false.
+
+ \sa isInvertible()
+*/
+
+QMatrix QMatrix::inverted(bool *invertible) const
+{
+ qreal determinant = det();
+ if (determinant == 0.0) {
+ if (invertible)
+ *invertible = false; // singular matrix
+ QMatrix defaultMatrix;
+ return defaultMatrix;
+ }
+ else { // invertible matrix
+ if (invertible)
+ *invertible = true;
+ qreal dinv = 1.0/determinant;
+ QMatrix imatrix((_m22*dinv), (-_m12*dinv),
+ (-_m21*dinv), (_m11*dinv),
+ ((_m21*_dy - _m22*_dx)*dinv),
+ ((_m12*_dx - _m11*_dy)*dinv));
+ return imatrix;
+ }
+}
+
+
+/*!
+ \fn bool QMatrix::operator==(const QMatrix &matrix) const
+
+ Returns true if this matrix is equal to the given \a matrix,
+ otherwise returns false.
+*/
+
+bool QMatrix::operator==(const QMatrix &m) const
+{
+ return _m11 == m._m11 &&
+ _m12 == m._m12 &&
+ _m21 == m._m21 &&
+ _m22 == m._m22 &&
+ _dx == m._dx &&
+ _dy == m._dy;
+}
+
+/*!
+ \fn bool QMatrix::operator!=(const QMatrix &matrix) const
+
+ Returns true if this matrix is not equal to the given \a matrix,
+ otherwise returns false.
+*/
+
+bool QMatrix::operator!=(const QMatrix &m) const
+{
+ return _m11 != m._m11 ||
+ _m12 != m._m12 ||
+ _m21 != m._m21 ||
+ _m22 != m._m22 ||
+ _dx != m._dx ||
+ _dy != m._dy;
+}
+
+/*!
+ \fn QMatrix &QMatrix::operator *=(const QMatrix &matrix)
+ \overload
+
+ Returns the result of multiplying this matrix by the given \a
+ matrix.
+*/
+
+QMatrix &QMatrix::operator *=(const QMatrix &m)
+{
+ qreal tm11 = _m11*m._m11 + _m12*m._m21;
+ qreal tm12 = _m11*m._m12 + _m12*m._m22;
+ qreal tm21 = _m21*m._m11 + _m22*m._m21;
+ qreal tm22 = _m21*m._m12 + _m22*m._m22;
+
+ qreal tdx = _dx*m._m11 + _dy*m._m21 + m._dx;
+ qreal tdy = _dx*m._m12 + _dy*m._m22 + m._dy;
+
+ _m11 = tm11; _m12 = tm12;
+ _m21 = tm21; _m22 = tm22;
+ _dx = tdx; _dy = tdy;
+ return *this;
+}
+
+/*!
+ \fn QMatrix QMatrix::operator *(const QMatrix &matrix) const
+
+ Returns the result of multiplying this matrix by the given \a
+ matrix.
+
+ Note that matrix multiplication is not commutative, i.e. a*b !=
+ b*a.
+*/
+
+QMatrix QMatrix::operator *(const QMatrix &m) const
+{
+ QMatrix result = *this;
+ result *= m;
+ return result;
+}
+
+/*!
+ Assigns the given \a matrix's values to this matrix.
+*/
+QMatrix &QMatrix::operator=(const QMatrix &matrix)
+{
+ _m11 = matrix._m11;
+ _m12 = matrix._m12;
+ _m21 = matrix._m21;
+ _m22 = matrix._m22;
+ _dx = matrix._dx;
+ _dy = matrix._dy;
+ return *this;
+}
+
+/*!
+ \since 4.2
+
+ Returns the matrix as a QVariant.
+*/
+QMatrix::operator QVariant() const
+{
+ return QVariant(QVariant::Matrix, this);
+}
+
+Q_GUI_EXPORT QPainterPath operator *(const QPainterPath &p, const QMatrix &m)
+{
+ return m.map(p);
+}
+
+
+/*****************************************************************************
+ QMatrix stream functions
+ *****************************************************************************/
+#ifndef QT_NO_DATASTREAM
+/*!
+ \fn QDataStream &operator<<(QDataStream &stream, const QMatrix &matrix)
+ \relates QMatrix
+
+ Writes the given \a matrix to the given \a stream and returns a
+ reference to the stream.
+
+ \sa {Format of the QDataStream Operators}
+*/
+
+QDataStream &operator<<(QDataStream &s, const QMatrix &m)
+{
+ if (s.version() == 1) {
+ s << (float)m.m11() << (float)m.m12() << (float)m.m21()
+ << (float)m.m22() << (float)m.dx() << (float)m.dy();
+ } else {
+ s << double(m.m11())
+ << double(m.m12())
+ << double(m.m21())
+ << double(m.m22())
+ << double(m.dx())
+ << double(m.dy());
+ }
+ return s;
+}
+
+/*!
+ \fn QDataStream &operator>>(QDataStream &stream, QMatrix &matrix)
+ \relates QMatrix
+
+ Reads the given \a matrix from the given \a stream and returns a
+ reference to the stream.
+
+ \sa {Format of the QDataStream Operators}
+*/
+
+QDataStream &operator>>(QDataStream &s, QMatrix &m)
+{
+ if (s.version() == 1) {
+ float m11, m12, m21, m22, dx, dy;
+ s >> m11; s >> m12; s >> m21; s >> m22;
+ s >> dx; s >> dy;
+ m.setMatrix(m11, m12, m21, m22, dx, dy);
+ }
+ else {
+ double m11, m12, m21, m22, dx, dy;
+ s >> m11;
+ s >> m12;
+ s >> m21;
+ s >> m22;
+ s >> dx;
+ s >> dy;
+ m.setMatrix(m11, m12, m21, m22, dx, dy);
+ }
+ return s;
+}
+#endif // QT_NO_DATASTREAM
+
+#ifndef QT_NO_DEBUG_STREAM
+QDebug operator<<(QDebug dbg, const QMatrix &m)
+{
+ dbg.nospace() << "QMatrix("
+ << "11=" << m.m11()
+ << " 12=" << m.m12()
+ << " 21=" << m.m21()
+ << " 22=" << m.m22()
+ << " dx=" << m.dx()
+ << " dy=" << m.dy()
+ << ")";
+ return dbg.space();
+}
+#endif
+
+/*!
+ \fn QRect QMatrix::map(const QRect &rect) const
+ \compat
+
+ Creates and returns a QRect object that is a copy of the given
+ rectangle, mapped into the coordinate system defined by this
+ matrix.
+
+ Use the mapRect() function instead.
+*/
+
+QT_END_NAMESPACE