126 lines
4.2 KiB
Haxe
126 lines
4.2 KiB
Haxe
/*
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* Copyright (C)2005-2019 Haxe Foundation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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// This file is generated from mozilla\SVGMatrix.webidl. Do not edit!
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package js.html.svg;
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/**
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Many of SVG's graphics operations utilize 2x3 matrices of the form:
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Documentation [SVGMatrix](https://developer.mozilla.org/en-US/docs/Web/API/SVGMatrix) by [Mozilla Contributors](https://developer.mozilla.org/en-US/docs/Web/API/SVGMatrix$history), licensed under [CC-BY-SA 2.5](https://creativecommons.org/licenses/by-sa/2.5/).
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@see <https://developer.mozilla.org/en-US/docs/Web/API/SVGMatrix>
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**/
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@:native("SVGMatrix")
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extern class Matrix {
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/**
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A float representing the a component of the matrix.
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**/
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var a : Float;
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/**
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A float representing the b component of the matrix.
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**/
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var b : Float;
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/**
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A float representing the c component of the matrix.
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**/
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var c : Float;
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/**
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A float representing the d component of the matrix.
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**/
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var d : Float;
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/**
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A float representing the e component of the matrix.
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**/
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var e : Float;
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/**
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A float representing the f component of the matrix.
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**/
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var f : Float;
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/**
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Performs matrix multiplication. This matrix is post-multiplied by another matrix, returning the resulting new matrix as `SVGMatrix`.
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**/
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function multiply( secondMatrix : Matrix ) : Matrix;
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/**
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Returns the inverse matrix as `SVGMatrix`.
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@throws DOMError
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**/
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function inverse() : Matrix;
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/**
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Post-multiplies a translation transformation on the current matrix and returns the resulting matrix as `SVGMatrix`.
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**/
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function translate( x : Float, y : Float ) : Matrix;
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/**
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Post-multiplies a uniform scale transformation on the current matrix and returns the resulting matrix as `SVGMatrix`.
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**/
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function scale( scaleFactor : Float ) : Matrix;
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/**
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Post-multiplies a non-uniform scale transformation on the current matrix and returns the resulting matrix as `SVGMatrix`.
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**/
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function scaleNonUniform( scaleFactorX : Float, scaleFactorY : Float ) : Matrix;
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/**
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Post-multiplies a rotation transformation on the current matrix and returns the resulting matrix as `SVGMatrix`.
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**/
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function rotate( angle : Float ) : Matrix;
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/**
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Post-multiplies a rotation transformation on the current matrix and returns the resulting matrix as `SVGMatrix`. The rotation angle is determined by taking (+/-) atan(y/x). The direction of the vector (x, y) determines whether the positive or negative angle value is used.
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@throws DOMError
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**/
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function rotateFromVector( x : Float, y : Float ) : Matrix;
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/**
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Post-multiplies the transformation [-1 0 0 1 0 0] and returns the resulting matrix as `SVGMatrix`.
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**/
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function flipX() : Matrix;
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/**
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Post-multiplies the transformation [1 0 0 -1 0 0] and returns the resulting matrix as `SVGMatrix`.
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**/
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function flipY() : Matrix;
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/**
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Post-multiplies a skewX transformation on the current matrix and returns the resulting matrix as `SVGMatrix`.
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@throws DOMError
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**/
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function skewX( angle : Float ) : Matrix;
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/**
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Post-multiplies a skewY transformation on the current matrix and returns the resulting matrix as `SVGMatrix`.
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@throws DOMError
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**/
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function skewY( angle : Float ) : Matrix;
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} |