📄 base_types.h.svn-base
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#ifndef _BASE_TYPES_H_#define _BASE_TYPES_H_#include <glib.h>#define UI8 unsigned char#define UI16 unsigned short#define UI32 unsigned long#define SI8 char#define SI16 short#define SI32 long#define UB_1 unsigned char#define STRING char*#define FB float#define TWIPS_PER_POINT 20//矩形范围struct RECT { long Xmin; long Xmax; long Ymin; long Ymax;};struct RGB { UI8 Red; UI8 Green; UI8 Blue;};struct RGBA { UI8 Red; UI8 Green; UI8 Blue; UI8 Alpha; long pixel; // R+B+G+Alpha 的值};//带透明度的颜色转变加法和乘法struct CxFormWithAlpha { UB_1 HasAddTerms; UB_1 HasMultTerms; FB RedMultTerm; // 乘法 FB GreenMultTerm; FB BlueMultTerm; FB AlphaMultTerm; long RedAddTerm; // 加法 long GreenAddTerm; long BlueAddTerm; long AlphaAddTerm;};//物体移动矩阵缩放旋转平移struct Matrix { UB_1 HasScale; // 缩放 FB ScaleX; FB ScaleY; UB_1 HasRotate; // 旋转 FB RotateSkew0; FB RotateSkew1; long TranslateX; // 移动 long TranslateY;};struct GradRecord { UI8 Ratio; struct RGBA Color;};// 颜色渐变struct Gradient { UI8 NumGradients; struct RGBA *g_ramp; struct Matrix imat; int g_has_alpha; struct GradRecord GradientRecords[1];};// ActionScript P-Code 块struct ActionRecord { struct ActionRecord* NextP; UI32 Length; UI8 Code[1];};struct RGBA BackgroundColor;long mat_getx(struct Matrix *matrix_p,long x,long y) ;long mat_gety(struct Matrix *matrix_p, long x, long y) ;void mat_new(struct Matrix *matrix_p) ;struct Matrix mat_multi(struct Matrix *n, struct Matrix *m) ;struct Matrix mat_invert(struct Matrix *matrix_p) ;struct RECT mat_multi_rect(struct Matrix *m_p, struct RECT *r_p);gboolean rect_is_point_in(struct RECT *r_p, long x, long y);gboolean rect_is_rect_cross(struct RECT *r1_p, struct RECT *r2_p);struct RECT rect_add(struct RECT *r1_p, struct RECT *r2_p);void rect_new(struct RECT *r_p);void cxform_new(struct CxFormWithAlpha *cx_p);#endif
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