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📄 position.c

📁 flash swf file player
💻 C
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/*    Ming, an SWF output library    Copyright (C) 2002  Opaque Industries - http://www.opaque.net/    This library is free software; you can redistribute it and/or    modify it under the terms of the GNU Lesser General Public    License as published by the Free Software Foundation; either    version 2.1 of the License, or (at your option) any later version.    This library is distributed in the hope that it will be useful,    but WITHOUT ANY WARRANTY; without even the implied warranty of    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU    Lesser General Public License for more details.    You should have received a copy of the GNU Lesser General Public    License along with this library; if not, write to the Free Software    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA*/#include <stdlib.h>#include <math.h>#include "ming.h"#include "libming.h"#include "position.h"#include "blocks/matrix.h"#include "movie.h"void destroySWFPosition(SWFPosition position){	/* something else owns the matrix, so don't free it. */	free(position);}/* position wraps a matrix */SWFPositionnewSWFPosition(SWFMatrix matrix){	SWFPosition p = (SWFPosition)malloc(sizeof(struct SWFPosition_s));	p->x = 0;	p->y = 0;	p->xScale = 1.0;	p->yScale = 1.0;	p->xSkew = 0;	p->ySkew = 0;	p->rot = 0;	p->matrix = matrix;	return p;}/* x-skew, then y-skew, then rot and scale, then xlate */static voidupdateMatrix(SWFPosition p){	float cRot = (float)cos(p->rot*M_PI/180);	float sRot = (float)sin(p->rot*M_PI/180);	float xS = p->xSkew, yS = p->ySkew;	SWFMatrix m = p->matrix;	SWFMatrix_set(m, p->xScale * (cRot - xS*sRot),		p->xScale * (yS*cRot - (xS*yS+1)*sRot),		p->yScale * (sRot + xS*cRot),		p->yScale * (yS*sRot + (xS*yS+1)*cRot),		(int)rint(Ming_scale*p->x),		(int)rint(Ming_scale*p->y));}voidSWFPosition_skewX(SWFPosition p, float x){	p->xSkew += x;	updateMatrix(p);}voidSWFPosition_skewXTo(SWFPosition p, float x){	p->xSkew = x;	updateMatrix(p);}voidSWFPosition_skewY(SWFPosition p, float y){	p->ySkew += y;	updateMatrix(p);}voidSWFPosition_skewYTo(SWFPosition p, float y){	p->ySkew = y;	updateMatrix(p);}voidSWFPosition_scaleX(SWFPosition p, float x){	p->xScale *= x;	updateMatrix(p);}voidSWFPosition_scaleXTo(SWFPosition p, float x){	p->xScale = x;	updateMatrix(p);}voidSWFPosition_scaleY(SWFPosition p, float y){	p->yScale *= y;	updateMatrix(p);}voidSWFPosition_scaleYTo(SWFPosition p, float y){	p->yScale = y;	updateMatrix(p);}voidSWFPosition_rotate(SWFPosition p, float degrees){	p->rot += degrees;	updateMatrix(p);}voidSWFPosition_rotateTo(SWFPosition p, float degrees){	p->rot = degrees;	updateMatrix(p);}voidSWFPosition_move(SWFPosition p, float x, float y){	p->x += x;	p->y += y;	updateMatrix(p);}voidSWFPosition_moveTo(SWFPosition p, float x, float y){	p->x = x;	p->y = y;	updateMatrix(p);}voidSWFPosition_scaleXY(SWFPosition p, float x, float y){	p->xScale *= x;	p->yScale *= y;	updateMatrix(p);}voidSWFPosition_scaleXYTo(SWFPosition p, float x, float y){	p->xScale = x;	p->yScale = y;	updateMatrix(p);}voidSWFPosition_setMatrix(SWFPosition p,											float a, float b, float c, float d, float x, float y){	/* set the transform matrix, but don't touch the position properties-		 you won't want to use the two in conjunction, anyway */	SWFMatrix_set(p->matrix, a, b, c, d,		(int)rint(Ming_scale*x), (int)rint(Ming_scale*y));}floatSWFPosition_getRotation(SWFPosition position){	return position->rot;}floatSWFPosition_getX(SWFPosition position){	return position->x;}floatSWFPosition_getY(SWFPosition position){	return position->y;}voidSWFPosition_getXY(SWFPosition position, float* outX, float* outY){	if ( outX != NULL )		*outX = position->x;	if ( outY != NULL )		*outY = position->y;}floatSWFPosition_getXScale(SWFPosition position){	return position->xScale;}floatSWFPosition_getYScale(SWFPosition position){	return position->yScale;}voidSWFPosition_getXYScale(SWFPosition position, float* outXScale, float* outYScale){	if ( outXScale != NULL )		*outXScale = position->xScale;	if ( outYScale != NULL )		*outYScale = position->yScale;}floatSWFPosition_getXSkew(SWFPosition position){	return position->xSkew;}floatSWFPosition_getYSkew(SWFPosition position){	return position->ySkew;}voidSWFPosition_getXYSkew(SWFPosition position, float* outXSkew, float* outYSkew){	if ( outXSkew )		*outXSkew = position->xSkew;	if ( outYSkew )		*outYSkew = position->ySkew;}/* * Local variables: * tab-width: 2 * c-basic-offset: 2 * End: */

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