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//! Transformation context

use DrawState;
use math::{abs_transform, identity, get_scale, Matrix2d, Scalar, Vec2d};
use Viewport;

/// Drawing 2d context.
#[derive(Copy, Clone)]
pub struct Context {
    /// Viewport information.
    pub viewport: Option<Viewport>,
    /// View transformation.
    pub view: Matrix2d,
    /// Current transformation.
    pub transform: Matrix2d,
    /// Current draw state settings.
    pub draw_state: DrawState,
}

impl Context {
    /// Creates a new drawing context.
    #[inline(always)]
    pub fn new() -> Context {
        Context {
            view: identity(),
            transform: identity(),
            draw_state: Default::default(),
            viewport: None,
        }
    }

    /// Creates a new context with absolute transform in point coordinates.
    ///
    /// This function assumes the default coordinate system
    /// being centered with x axis pointing to the right
    /// and y axis pointing up.
    ///
    /// Returns a drawing context
    /// with origin in the upper left corner
    /// and x axis pointing to the right
    /// and y axis pointing down.
    #[inline(always)]
    pub fn new_viewport(viewport: Viewport) -> Context {
        let mat = viewport.abs_transform();
        Context {
            view: mat,
            transform: mat,
            draw_state: Default::default(),
            viewport: Some(viewport),
        }
    }

    /// Creates a new drawing context in absolute coordinates.
    ///
    /// This function assumes the default coordinate system
    /// being centered with x axis pointing to the right
    /// and y axis pointing up.
    ///
    /// Returns a drawing context
    /// with origin in the upper left corner
    /// and x axis pointing to the right
    /// and y axis pointing down.
    #[inline(always)]
    pub fn new_abs(w: Scalar, h: Scalar) -> Context {
        let mat = abs_transform(w, h);
        Context {
            view: mat,
            transform: mat,
            draw_state: Default::default(),
            viewport: None,
        }
    }

    /// Moves the current transform to the view coordinate system.
    ///
    /// This is usually [0.0, 0.0] in the upper left corner
    /// with the x axis pointing to the right
    /// and the y axis pointing down.
    #[inline(always)]
    pub fn view(mut self) -> Self {
        self.transform = self.view;
        self
    }

    /// Moves the current transform to the default coordinate system.
    ///
    /// This is usually [0.0, 0.0] in the center
    /// with the x axis pointing to the right
    /// and the y axis pointing up.
    #[inline(always)]
    pub fn reset(mut self) -> Self {
        self.transform = identity();
        self
    }

    /// Stores the current transform as new view.
    #[inline(always)]
    pub fn store_view(mut self) -> Self {
        self.view = self.transform;
        self
    }

    /// Computes the current view size.
    #[inline(always)]
    pub fn get_view_size(&self) -> Vec2d {
        let scale = get_scale(self.view);
        [2.0 / scale[0], 2.0 / scale[1]]
    }
}

#[cfg(test)]
mod test {
    use super::Context;

    #[test]
    fn test_context() {
        use Transformed;

        let c = Context::new();
        {
            let d = c.trans(20.0, 40.0);
            let d = d.trans(10.0, 10.0);
            let transform = d.transform;
            assert_eq!(transform[0][2], 30.0);
            assert_eq!(transform[1][2], 50.0);
        }

        let transform = c.transform;
        assert_eq!(transform[0][2], 0.0);
        assert_eq!(transform[1][2], 0.0);

        let c = c.rot_deg(90.0);
        let transform = c.transform;
        assert!((transform[0][0] - 0.0).abs() < 0.00001);
        assert!((transform[0][1] + 1.0).abs() < 0.00001);
    }

    #[test]
    fn test_scale() {
        use Transformed;

        let c = Context::new();
        let c = c.scale(2.0, 3.0);
        let transform = c.transform;
        assert!((transform[0][0] - 2.0).abs() < 0.00001);
        assert!((transform[1][1] - 3.0).abs() < 0.00001);
    }
}