#pragma once #include "win_pre_config.hpp" #include "../matrix.hpp" #include "cru/common/ui_base.hpp" namespace cru::platform::win::util { inline D2D1_MATRIX_3X2_F Convert(const Matrix& matrix) { D2D1_MATRIX_3X2_F m; m._11 = matrix.m11; m._12 = matrix.m12; m._21 = matrix.m21; m._22 = matrix.m22; m._31 = matrix.m31; m._32 = matrix.m32; return m; } inline D2D1_COLOR_F Convert(const ui::Color& color) { return D2D1::ColorF(color.red / 255.0f, color.green / 255.0f, color.blue / 255.0f, color.alpha / 255.0f); } inline D2D1_POINT_2F Convert(const ui::Point& point) { return D2D1::Point2F(point.x, point.y); } inline D2D1_RECT_F Convert(const ui::Rect& rect) { return D2D1::RectF(rect.left, rect.top, rect.left + rect.width, rect.top + rect.height); } inline D2D1_ROUNDED_RECT Convert(const ui::RoundedRect& rounded_rect) { return D2D1::RoundedRect(Convert(rounded_rect.rect), rounded_rect.radius_x, rounded_rect.radius_y); } inline D2D1_ELLIPSE Convert(const ui::Ellipse& ellipse) { return D2D1::Ellipse(Convert(ellipse.center), ellipse.radius_x, ellipse.radius_y); } inline Matrix Convert(const D2D1_MATRIX_3X2_F& matrix) { return Matrix{matrix._11, matrix._12, matrix._21, matrix._22, matrix._31, matrix._32}; } inline ui::Color Convert(const D2D1_COLOR_F& color) { auto floor = [](float n) { return static_cast(n + 0.5f); }; return ui::Color{floor(color.r * 255.0f), floor(color.g * 255.0f), floor(color.b * 255.0f), floor(color.a * 255.0f)}; } inline ui::Point Convert(const D2D1_POINT_2F& point) { return ui::Point(point.x, point.y); } inline ui::Rect Convert(const D2D1_RECT_F& rect) { return ui::Rect(rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top); } inline ui::RoundedRect Convert(const D2D1_ROUNDED_RECT& rounded_rect) { return ui::RoundedRect(Convert(rounded_rect.rect), rounded_rect.radiusX, rounded_rect.radiusY); } inline ui::Ellipse Convert(const D2D1_ELLIPSE& ellipse) { return ui::Ellipse(Convert(ellipse.point), ellipse.radiusX, ellipse.radiusY); } inline bool operator==(const D2D1_POINT_2F& left, const D2D1_POINT_2F& right) { return left.x == right.x && left.y == right.y; } inline bool operator!=(const D2D1_POINT_2F& left, const D2D1_POINT_2F& right) { return !(left == right); } inline bool operator==(const D2D1_RECT_F& left, const D2D1_RECT_F& right) { return left.left == right.left && left.top == right.top && left.right == right.right && left.bottom == right.bottom; } inline bool operator!=(const D2D1_RECT_F& left, const D2D1_RECT_F& right) { return !(left == right); } inline bool operator==(const D2D1_ROUNDED_RECT& left, const D2D1_ROUNDED_RECT& right) { return left.rect == right.rect && left.radiusX == right.radiusX && left.radiusY == right.radiusY; } inline bool operator!=(const D2D1_ROUNDED_RECT& left, const D2D1_ROUNDED_RECT& right) { return !(left == right); } inline bool operator==(const D2D1_ELLIPSE& left, const D2D1_ELLIPSE& right) { return left.point == right.point && left.radiusX == right.radiusX && left.radiusY == right.radiusY; } inline bool operator!=(const D2D1_ELLIPSE& left, const D2D1_ELLIPSE& right) { return !(left == right); } } // namespace cru::platform::win::util