-//\r
-// System.Drawing.Drawing2D.Matrix.cs\r
-//\r
-// Author:\r
-// Stefan Maierhofer <sm@cg.tuwien.ac.at>\r
-//\r
-// (C) Ximian, Inc. http://www.ximian.com\r
-//\r
-\r
-using System;\r
-using System.Drawing;\r
-using System.Runtime.InteropServices;\r
-\r
-namespace System.Drawing.Drawing2D\r
-{\r
- public sealed class Matrix : MarshalByRefObject, IDisposable\r
- {\r
- // initialize to identity\r
- private float[] m = {1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f};\r
- \r
- // constructors\r
- public Matrix() { }\r
- \r
- /* TODO: depends on System.Drawing.Drawing2D.Rectangle\r
- public Matrix(Rectangle rect , Point[] plgpts)\r
- {\r
- // TODO\r
- }\r
- */\r
- \r
- /* TODO: depends on System.Drawing.Drawing2D.RectangleF\r
- public Matrix(RectangleF rect , PointF[] pa)\r
- {\r
- // TODO\r
- }\r
- */\r
- public Matrix(float m11, float m12, \r
- float m21, float m22, \r
- float dx, float dy)\r
- {\r
- m[0] = m11; m[1] = m12;\r
- m[2] = m21; m[3] = m22;\r
- m[4] = dx; m[5] = dy;\r
- }\r
- \r
- // properties\r
- public float[] Elements\r
- {\r
- get { return m; }\r
- }\r
- \r
- public bool IsIdentity\r
- {\r
- get \r
- {\r
- if ( (m[0] == 1.0f) && (m[1] == 0.0f) &&\r
- (m[2] == 0.0f) && (m[3] == 1.0f) &&\r
- (m[4] == 0.0f) && (m[5] == 0.0f) )\r
- return true;\r
- else \r
- return false;\r
- }\r
- }\r
- \r
- public bool IsInvertible\r
- {\r
- get \r
- { \r
- // matrix M is invertible if det(M) != 0\r
- float det = m[0] * m[3] - m[2] * m[1];\r
- if (det != 0.0f) return true;\r
- else return false;\r
- }\r
- }\r
- \r
- public float OffsetX\r
- {\r
- get { return m[4]; }\r
- }\r
- \r
- public float OffsetY\r
- {\r
- get { return m[5]; }\r
- }\r
- \r
- // methods\r
- public Matrix Clone()\r
- {\r
- return new Matrix(m[0], m[1], m[2], m[3], m[4], m[5]);\r
- }\r
- \r
- public void Dispose() { }\r
- \r
- public override bool Equals(object obj)\r
- {\r
- if (obj is Matrix)\r
- {\r
- float[] a = ((Matrix)obj).Elements;\r
- if ( m[0] == a[0] && m[1] == a[1] &&\r
- m[2] == a[2] && m[3] == a[3] &&\r
- m[4] == a[4] && m[5] == a[5] ) \r
- return true;\r
- else \r
- return false;\r
- }\r
- else\r
- {\r
- return false;\r
- }\r
- }\r
- \r
- ~Matrix() {}\r
- \r
- [StructLayout(LayoutKind.Explicit)]\r
- internal struct BitConverter \r
- {\r
- [FieldOffset(0)] public float f;\r
- [FieldOffset(0)] public int i;\r
- }\r
- \r
- public override int GetHashCode()\r
- {\r
- BitConverter b;\r
- // compiler is not smart\r
- b.i = 0;\r
- int h = 0;\r
- for (int i = 0; i < 6; i++) \r
- {\r
- b.f = m[i];\r
- h ^= b.i >> i;\r
- }\r
- return h;\r
- }\r
- \r
- public void Invert()\r
- {\r
- float det = m[0] * m[3] - m[2] * m[1];\r
- if (det != 0.0f) // if invertible\r
- {\r
- float[] r = \r
- {\r
- m[3] / det, \r
- -m[1] / det,\r
- -m[2] / det,\r
- m[0] / det,\r
- (-m[3] * m[4] + m[1] * m[5]) / det,\r
- (m[2] * m[4] - m[0] * m[5]) / det\r
- };\r
- m = r;\r
- }\r
- }\r
- \r
- public void Multiply(Matrix matrix)\r
- {\r
- Multiply(matrix, MatrixOrder.Prepend);\r
- }\r
- \r
- public void Multiply(Matrix matrix, MatrixOrder order)\r
- {\r
- switch (order)\r
- {\r
- case MatrixOrder.Prepend:\r
- // this = matrix * this\r
- float[] p = matrix.Elements;\r
- float[] r0 = \r
- {\r
- p[0] * m[0] + p[1] * m[2],\r
- p[0] * m[1] + p[1] * m[3],\r
- p[2] * m[0] + p[3] * m[2],\r
- p[2] * m[1] + p[3] * m[3],\r
- p[4] * m[0] + p[5] * m[2] + m[4],\r
- p[4] * m[1] + p[5] * m[3] + m[5]\r
- };\r
- m = r0;\r
- break;\r
- case MatrixOrder.Append:\r
- // this = this * matrix\r
- float[] a = matrix.Elements;\r
- float[] r1 = \r
- {\r
- m[0] * a[0] + m[1] * a[2],\r
- m[0] * a[1] + m[1] * a[3],\r
- m[2] * a[0] + m[3] * a[2],\r
- m[2] * a[1] + m[3] * a[3],\r
- m[4] * a[0] + m[5] * a[2] + a[4],\r
- m[4] * a[1] + m[5] * a[3] + a[5]\r
- };\r
- m = r1;\r
- break;\r
- }\r
- }\r
- \r
- public void Reset()\r
- {\r
- m[0] = 1.0f; m[1] = 0.0f;\r
- m[2] = 0.0f; m[3] = 1.0f;\r
- m[4] = 0.0f; m[5] = 0.0f;\r
- }\r
- \r
- public void Rotate(float angle)\r
- {\r
- Rotate(angle, MatrixOrder.Prepend);\r
- }\r
- \r
- public void Rotate(float angle, MatrixOrder order)\r
- {\r
- angle *= (float)(Math.PI / 180.0); // degrees to randians\r
- float cos = (float)Math.Cos(angle);\r
- float sin = (float)Math.Sin(angle);\r
- switch (order)\r
- {\r
- case MatrixOrder.Prepend:\r
- // this = rotation * this\r
- float[] r0 = \r
- {\r
- cos * m[0] + sin * m[2],\r
- cos * m[1] + sin * m[3],\r
- -sin * m[0] + cos * m[2],\r
- -sin * m[1] + cos * m[3],\r
- m[4],\r
- m[5]\r
- };\r
- m = r0;\r
- break;\r
- case MatrixOrder.Append:\r
- // this = this * rotation\r
- float[] r1 = \r
- {\r
- m[0] * cos + m[1] * -sin,\r
- m[0] * sin + m[1] * cos,\r
- m[2] * cos + m[3] * -sin,\r
- m[2] * sin + m[3] * cos,\r
- m[4] * cos + m[5] * -sin,\r
- m[4] * sin + m[5] * cos\r
- };\r
- m = r1;\r
- break;\r
- }\r
- }\r
- \r
- public void RotateAt(float angle, PointF point)\r
- {\r
- RotateAt(angle, point, MatrixOrder.Prepend);\r
- }\r
- \r
- public void RotateAt(float angle, PointF point, MatrixOrder order)\r
- {\r
- angle *= (float)(Math.PI / 180.0); // degrees to randians\r
- float cos = (float)Math.Cos(angle);\r
- float sin = (float)Math.Sin(angle);\r
- float e4 = -point.X * cos + point.Y * sin + point.X;\r
- float e5 = -point.X * sin - point.Y * cos + point.Y;\r
- switch (order)\r
- {\r
- case MatrixOrder.Prepend:\r
- // this = rotation * this\r
- float[] r0 = \r
- {\r
- cos * m[0] + sin * m[2],\r
- cos * m[1] + sin * m[3],\r
- -sin * m[0] + cos * m[2],\r
- -sin * m[1] + cos * m[3],\r
- e4 * m[0] + e5 * m[2] + m[4],\r
- e4 * m[1] + e5 * m[3] + m[5]\r
- };\r
- m = r0;\r
- break;\r
- case MatrixOrder.Append:\r
- // this = this * rotation\r
- float[] r1 = \r
- {\r
- m[0] * cos + m[1] * -sin,\r
- m[0] * sin + m[1] * cos,\r
- m[2] * cos + m[3] * -sin,\r
- m[2] * sin + m[3] * cos,\r
- m[4] * cos + m[5] * -sin + e4,\r
- m[4] * sin + m[5] * cos + e5\r
- };\r
- m = r1;\r
- break;\r
- }\r
- }\r
- \r
- public void Scale(float scaleX, float scaleY)\r
- {\r
- Scale(scaleX, scaleY, MatrixOrder.Prepend);\r
- }\r
- \r
- public void Scale(float scaleX, float scaleY, MatrixOrder order)\r
- {\r
- switch (order)\r
- {\r
- case MatrixOrder.Prepend:\r
- // this = scale * this\r
- m[0] *= scaleX; m[1] *= scaleX;\r
- m[2] *= scaleY; m[3] *= scaleY;\r
- break;\r
- case MatrixOrder.Append:\r
- // this = this * scale\r
- m[0] *= scaleX; m[1] *= scaleY;\r
- m[2] *= scaleX; m[3] *= scaleY;\r
- m[4] *= scaleX; m[5] *= scaleY;\r
- break;\r
- }\r
- }\r
- \r
- public void Shear(float shearX, float shearY)\r
- {\r
- Shear(shearX, shearY, MatrixOrder.Prepend);\r
- }\r
- \r
- // LAMESPEC: quote from beta 2 sdk docs: "[To be supplied!]"\r
- //\r
- // assuming transformation matrix:\r
- //\r
- // (1 shearY 0)\r
- // (shearX 1 0)\r
- // (0 0 1)\r
- //\r
- public void Shear(float shearX, float shearY, MatrixOrder order)\r
- {\r
- switch (order)\r
- {\r
- case MatrixOrder.Prepend:\r
- // this = shear * this\r
- float[] r0 = \r
- {\r
- m[0] + shearY * m[2],\r
- m[1] + shearY * m[3],\r
- shearX * m[0] + m[2],\r
- shearX * m[1] + m[3],\r
- m[4],\r
- m[5]\r
- };\r
- m = r0;\r
- break;\r
- case MatrixOrder.Append:\r
- // this = this * shear\r
- float[] r1 = \r
- {\r
- m[0] + m[1] * shearX,\r
- m[0] * shearY + m[1],\r
- m[2] + m[3] * shearX,\r
- m[2] * shearY + m[3],\r
- m[4] + m[5] * shearX ,\r
- m[4] * shearY + m[5]\r
- };\r
- m = r1;\r
- break;\r
- }\r
- }\r
- \r
- public void TransformPoints(Point[] pts)\r
- {\r
- for (int i = 0; i < pts.Length; i++)\r
- {\r
- float x = (float)pts[i].X;\r
- float y = (float)pts[i].Y;\r
- pts[i].X = (int)(x * m[0] + y * m[2] + m[4]);\r
- pts[i].Y = (int)(x * m[1] + y * m[3] + m[5]);\r
- }\r
- }\r
- \r
- public void TransformPoints(PointF[] pts)\r
- {\r
- for (int i = 0; i < pts.Length; i++)\r
- {\r
- float x = pts[i].X;\r
- float y = pts[i].Y;\r
- pts[i].X = x * m[0] + y * m[2] + m[4];\r
- pts[i].Y = x * m[1] + y * m[3] + m[5];\r
- }\r
- }\r
- \r
- public void TransformVectors(Point[] pts)\r
- {\r
- for (int i = 0; i < pts.Length; i++)\r
- {\r
- float x = (float)pts[i].X;\r
- float y = (float)pts[i].Y;\r
- pts[i].X = (int)(x * m[0] + y * m[2]);\r
- pts[i].Y = (int)(x * m[1] + y * m[3]);\r
- }\r
- }\r
- \r
- public void TransformVectors(PointF[] pts)\r
- {\r
- for (int i = 0; i < pts.Length; i++)\r
- {\r
- float x = pts[i].X;\r
- float y = pts[i].Y;\r
- pts[i].X = x * m[0] + y * m[2];\r
- pts[i].Y = x * m[1] + y * m[3];\r
- }\r
- }\r
- \r
- public void Translate(float offsetX, float offsetY)\r
- {\r
- Translate(offsetX, offsetY, MatrixOrder.Prepend);\r
- }\r
- \r
- public void Translate(float offsetX, float offsetY, MatrixOrder order)\r
- {\r
- switch (order)\r
- {\r
- case MatrixOrder.Prepend:\r
- // this = translation * this\r
- m[4] = offsetX * m[0] + offsetY * m[2] + m[4];\r
- m[5] = offsetX * m[1] + offsetY * m[3] + m[5];\r
- break;\r
- case MatrixOrder.Append:\r
- // this = this * translation\r
- m[4] += offsetX;\r
- m[5] += offsetY;\r
- break;\r
- }\r
- }\r
- \r
- // LAMESPEC: quote from beta 2 sdk docs: "[To be supplied!]"\r
-// [MonoTODO] \r
- public void VectorTransformPoints(Point[] pts)\r
- {\r
- // TODO\r
- }\r
- \r
- // some simple test (TODO: remove)\r
- /*\r
- public static void Main()\r
- {\r
- PointF[] p = {new PointF(1.0f, 2.0f)};\r
- Console.WriteLine("(" + p[0].X + " " + p[0].Y + ")");\r
- Matrix m = new Matrix();\r
- \r
- m.Translate(1.0f, 1.0f); \r
- m.Scale(2.0f, 2.0f); \r
- m.Rotate(180.0f);\r
- \r
- m.TransformPoints(p);\r
- Console.WriteLine("(" + p[0].X + " " + p[0].Y + ")");\r
- m.Invert();\r
- m.TransformPoints(p);\r
- Console.WriteLine("(" + p[0].X + " " + p[0].Y + ")");\r
- \r
- Matrix a = new Matrix(1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f);\r
- Matrix b = new Matrix(2.0f, 0.0f, 0.0f, 2.0f, 0.0f, 0.0f);\r
- \r
- Console.WriteLine("h(a) = " + a.GetHashCode());\r
- Console.WriteLine("h(b) = " + b.GetHashCode());\r
- }\r
- */\r
- \r
- }\r
-}\r
+//
+// System.Drawing.Drawing2D.Matrix.cs
+//
+// Authors:
+// Stefan Maierhofer <sm@cg.tuwien.ac.at>
+// Dennis Hayes (dennish@Raytek.com)
+// Duncan Mak (duncan@ximian.com)
+// Ravindra (rkumar@novell.com)
+//
+// (C) Ximian, Inc. http://www.ximian.com
+// Copyright (C) 2004, 2006 Novell, Inc (http://www.novell.com)
+//
+// Permission is hereby granted, free of charge, to any person obtaining
+// a copy of this software and associated documentation files (the
+// "Software"), to deal in the Software without restriction, including
+// without limitation the rights to use, copy, modify, merge, publish,
+// distribute, sublicense, and/or sell copies of the Software, and to
+// permit persons to whom the Software is furnished to do so, subject to
+// the following conditions:
+//
+// The above copyright notice and this permission notice shall be
+// included in all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
+// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
+// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
+// OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+//
+
+using System.Runtime.InteropServices;
+
+namespace System.Drawing.Drawing2D
+{
+ public sealed class Matrix : MarshalByRefObject, IDisposable
+ {
+ internal IntPtr nativeMatrix;
+
+ // constructors
+ internal Matrix (IntPtr ptr)
+ {
+ nativeMatrix = ptr;
+ }
+
+ public Matrix ()
+ {
+ Status status = GDIPlus.GdipCreateMatrix (out nativeMatrix);
+ GDIPlus.CheckStatus (status);
+ }
+
+ public Matrix (Rectangle rect, Point[] plgpts)
+ {
+ if (plgpts == null)
+ throw new ArgumentNullException ("plgpts");
+ if (plgpts.Length != 3)
+ throw new ArgumentException ("plgpts");
+
+ Status status = GDIPlus.GdipCreateMatrix3I (ref rect, plgpts, out nativeMatrix);
+ GDIPlus.CheckStatus (status);
+ }
+
+ public Matrix (RectangleF rect, PointF[] plgpts)
+ {
+ if (plgpts == null)
+ throw new ArgumentNullException ("plgpts");
+ if (plgpts.Length != 3)
+ throw new ArgumentException ("plgpts");
+
+ Status status = GDIPlus.GdipCreateMatrix3 (ref rect, plgpts, out nativeMatrix);
+ GDIPlus.CheckStatus (status);
+ }
+
+ public Matrix (float m11, float m12, float m21, float m22, float dx, float dy)
+ {
+ Status status = GDIPlus.GdipCreateMatrix2 (m11, m12, m21, m22, dx, dy, out nativeMatrix);
+ GDIPlus.CheckStatus (status);
+ }
+
+ // properties
+ public float[] Elements {
+ get {
+ float [] retval = new float [6];
+ IntPtr tmp = Marshal.AllocHGlobal (Marshal.SizeOf (typeof (float)) * 6);
+ try {
+ Status status = GDIPlus.GdipGetMatrixElements (nativeMatrix, tmp);
+ GDIPlus.CheckStatus (status);
+ Marshal.Copy (tmp, retval, 0, 6);
+ }
+ finally {
+ Marshal.FreeHGlobal (tmp);
+ }
+ return retval;
+ }
+ }
+
+ public bool IsIdentity {
+ get {
+ bool retval;
+ Status status = GDIPlus.GdipIsMatrixIdentity (nativeMatrix, out retval);
+ GDIPlus.CheckStatus (status);
+ return retval;
+ }
+ }
+
+ public bool IsInvertible {
+ get {
+ bool retval;
+ Status status = GDIPlus.GdipIsMatrixInvertible (nativeMatrix, out retval);
+ GDIPlus.CheckStatus (status);
+ return retval;
+ }
+ }
+
+ public float OffsetX {
+ get {
+ return this.Elements [4];
+ }
+ }
+
+ public float OffsetY {
+ get {
+ return this.Elements [5];
+ }
+ }
+
+ public Matrix Clone()
+ {
+ IntPtr retval;
+ Status status = GDIPlus.GdipCloneMatrix (nativeMatrix, out retval);
+ GDIPlus.CheckStatus (status);
+ return new Matrix (retval);
+ }
+
+
+ public void Dispose ()
+ {
+ if (nativeMatrix != IntPtr.Zero) {
+ Status status = GDIPlus.GdipDeleteMatrix (nativeMatrix);
+ GDIPlus.CheckStatus (status);
+ nativeMatrix = IntPtr.Zero;
+ }
+
+ GC.SuppressFinalize (this);
+ }
+
+ public override bool Equals (object obj)
+ {
+ Matrix m = obj as Matrix;
+
+ if (m != null) {
+ bool retval;
+ Status status = GDIPlus.GdipIsMatrixEqual (nativeMatrix, m.nativeMatrix, out retval);
+ GDIPlus.CheckStatus (status);
+ return retval;
+
+ } else
+ return false;
+ }
+
+ ~Matrix()
+ {
+ Dispose ();
+ }
+
+ public override int GetHashCode ()
+ {
+ return base.GetHashCode ();
+ }
+
+ public void Invert ()
+ {
+ Status status = GDIPlus.GdipInvertMatrix (nativeMatrix);
+ GDIPlus.CheckStatus (status);
+ }
+
+ public void Multiply (Matrix matrix)
+ {
+ Multiply (matrix, MatrixOrder.Prepend);
+ }
+
+ public void Multiply (Matrix matrix, MatrixOrder order)
+ {
+ if (matrix == null)
+ throw new ArgumentNullException ("matrix");
+
+ Status status = GDIPlus.GdipMultiplyMatrix (nativeMatrix, matrix.nativeMatrix, order);
+ GDIPlus.CheckStatus (status);
+ }
+
+ public void Reset()
+ {
+ Status status = GDIPlus.GdipSetMatrixElements (nativeMatrix, 1, 0, 0, 1, 0, 0);
+ GDIPlus.CheckStatus (status);
+ }
+
+ public void Rotate (float angle)
+ {
+ Rotate (angle, MatrixOrder.Prepend);
+ }
+
+ public void Rotate (float angle, MatrixOrder order)
+ {
+ Status status = GDIPlus.GdipRotateMatrix (nativeMatrix, angle, order);
+ GDIPlus.CheckStatus (status);
+ }
+
+ public void RotateAt (float angle, PointF point)
+ {
+ RotateAt (angle, point, MatrixOrder.Prepend);
+ }
+
+ public void RotateAt (float angle, PointF point, MatrixOrder order)
+ {
+ if ((order < MatrixOrder.Prepend) || (order > MatrixOrder.Append))
+ throw new ArgumentException ("order");
+
+ angle *= (float) (Math.PI / 180.0); // degrees to radians
+ float cos = (float) Math.Cos (angle);
+ float sin = (float) Math.Sin (angle);
+ float e4 = -point.X * cos + point.Y * sin + point.X;
+ float e5 = -point.X * sin - point.Y * cos + point.Y;
+ float[] m = this.Elements;
+
+ Status status;
+
+ if (order == MatrixOrder.Prepend)
+ status = GDIPlus.GdipSetMatrixElements (nativeMatrix,
+ cos * m[0] + sin * m[2],
+ cos * m[1] + sin * m[3],
+ -sin * m[0] + cos * m[2],
+ -sin * m[1] + cos * m[3],
+ e4 * m[0] + e5 * m[2] + m[4],
+ e4 * m[1] + e5 * m[3] + m[5]);
+ else
+ status = GDIPlus.GdipSetMatrixElements (nativeMatrix,
+ m[0] * cos + m[1] * -sin,
+ m[0] * sin + m[1] * cos,
+ m[2] * cos + m[3] * -sin,
+ m[2] * sin + m[3] * cos,
+ m[4] * cos + m[5] * -sin + e4,
+ m[4] * sin + m[5] * cos + e5);
+ GDIPlus.CheckStatus (status);
+ }
+
+ public void Scale (float scaleX, float scaleY)
+ {
+ Scale (scaleX, scaleY, MatrixOrder.Prepend);
+ }
+
+ public void Scale (float scaleX, float scaleY, MatrixOrder order)
+ {
+ Status status = GDIPlus.GdipScaleMatrix (nativeMatrix, scaleX, scaleY, order);
+ GDIPlus.CheckStatus (status);
+ }
+
+ public void Shear (float shearX, float shearY)
+ {
+ Shear (shearX, shearY, MatrixOrder.Prepend);
+ }
+
+ public void Shear (float shearX, float shearY, MatrixOrder order)
+ {
+ Status status = GDIPlus.GdipShearMatrix (nativeMatrix, shearX, shearY, order);
+ GDIPlus.CheckStatus (status);
+ }
+
+ public void TransformPoints (Point[] pts)
+ {
+ if (pts == null)
+ throw new ArgumentNullException ("pts");
+
+ Status status = GDIPlus.GdipTransformMatrixPointsI (nativeMatrix, pts, pts.Length);
+ GDIPlus.CheckStatus (status);
+ }
+
+ public void TransformPoints (PointF[] pts)
+ {
+ if (pts == null)
+ throw new ArgumentNullException ("pts");
+
+ Status status = GDIPlus.GdipTransformMatrixPoints (nativeMatrix, pts, pts.Length);
+ GDIPlus.CheckStatus (status);
+ }
+
+ public void TransformVectors (Point[] pts)
+ {
+ if (pts == null)
+ throw new ArgumentNullException ("pts");
+
+ Status status = GDIPlus.GdipVectorTransformMatrixPointsI (nativeMatrix, pts, pts.Length);
+ GDIPlus.CheckStatus (status);
+ }
+
+ public void TransformVectors (PointF[] pts)
+ {
+ if (pts == null)
+ throw new ArgumentNullException ("pts");
+
+ Status status = GDIPlus.GdipVectorTransformMatrixPoints (nativeMatrix, pts, pts.Length);
+ GDIPlus.CheckStatus (status);
+ }
+
+ public void Translate (float offsetX, float offsetY)
+ {
+ Translate (offsetX, offsetY, MatrixOrder.Prepend);
+ }
+
+ public void Translate (float offsetX, float offsetY, MatrixOrder order)
+ {
+ Status status = GDIPlus.GdipTranslateMatrix (nativeMatrix, offsetX, offsetY, order);
+ GDIPlus.CheckStatus (status);
+ }
+
+ public void VectorTransformPoints (Point[] pts)
+ {
+ TransformVectors (pts);
+ }
+
+ internal IntPtr NativeObject
+ {
+ get{
+ return nativeMatrix;
+ }
+ set {
+ nativeMatrix = value;
+ }
+ }
+ }
+}