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#pragma once
#include "Base.h"
#include "cru/platform/graphics/Base.h"
namespace cru::platform::graphics::direct2d {
inline D2D1_MATRIX_3X2_F Convert(const platform::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 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 Point& point) {
return D2D1::Point2F(point.x, point.y);
}
inline D2D1_RECT_F Convert(const Rect& rect) {
return D2D1::RectF(rect.left, rect.top, rect.left + rect.width,
rect.top + rect.height);
}
inline D2D1_ROUNDED_RECT Convert(const RoundedRect& rounded_rect) {
return D2D1::RoundedRect(Convert(rounded_rect.rect), rounded_rect.radius_x,
rounded_rect.radius_y);
}
inline D2D1_ELLIPSE Convert(const Ellipse& ellipse) {
return D2D1::Ellipse(Convert(ellipse.center), ellipse.radius_x,
ellipse.radius_y);
}
inline platform::Matrix Convert(const D2D1_MATRIX_3X2_F& matrix) {
return platform::Matrix{matrix._11, matrix._12, matrix._21,
matrix._22, matrix._31, matrix._32};
}
inline Color Convert(const D2D1_COLOR_F& color) {
auto floor = [](float n) { return static_cast<std::uint8_t>(n + 0.5f); };
return Color{floor(color.r * 255.0f), floor(color.g * 255.0f),
floor(color.b * 255.0f), floor(color.a * 255.0f)};
}
inline Point Convert(const D2D1_POINT_2F& point) {
return Point(point.x, point.y);
}
inline Rect Convert(const D2D1_RECT_F& rect) {
return Rect(rect.left, rect.top, rect.right - rect.left,
rect.bottom - rect.top);
}
inline RoundedRect Convert(const D2D1_ROUNDED_RECT& rounded_rect) {
return RoundedRect(Convert(rounded_rect.rect), rounded_rect.radiusX,
rounded_rect.radiusY);
}
inline Ellipse Convert(const D2D1_ELLIPSE& ellipse) {
return 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::graphics::direct2d
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