using System; #if UWP using PlatformMatrix = Windows.UI.Xaml.Media.Matrix; #elif WINUI using PlatformMatrix = Microsoft.UI.Xaml.Media.Matrix; #elif AVALONIA using Avalonia; using PlatformMatrix = Avalonia.Matrix; #endif namespace MapControl { /// /// Replaces Windows/Microsoft.UI.Xaml.Media.Matrix to expose manipulation methods. /// public struct Matrix(double m11, double m12, double m21, double m22, double offsetX, double offsetY) { public double M11 { get; private set; } = m11; public double M12 { get; private set; } = m12; public double M21 { get; private set; } = m21; public double M22 { get; private set; } = m22; public double OffsetX { get; private set; } = offsetX; public double OffsetY { get; private set; } = offsetY; public static implicit operator Matrix(PlatformMatrix m) { #if AVALONIA return new Matrix(m.M11, m.M12, m.M21, m.M22, m.M31, m.M32); #else return new Matrix(m.M11, m.M12, m.M21, m.M22, m.OffsetX, m.OffsetY); #endif } public static implicit operator PlatformMatrix(Matrix m) { return new PlatformMatrix(m.M11, m.M12, m.M21, m.M22, m.OffsetX, m.OffsetY); } public readonly Point Transform(Point p) { return new Point( M11 * p.X + M21 * p.Y + OffsetX, M12 * p.X + M22 * p.Y + OffsetY); } public void Translate(double x, double y) { OffsetX += x; OffsetY += y; } public void Rotate(double angle) { if (angle != 0d) { var cos = Math.Cos(angle * Math.PI / 180d); var sin = Math.Sin(angle * Math.PI / 180d); // equivalent to Multiply(new Matrix(cos, sin, -sin, cos, 0d, 0d)); // SetMatrix( cos * M11 - sin * M12, sin * M11 + cos * M12, cos * M21 - sin * M22, sin * M21 + cos * M22, cos * OffsetX - sin * OffsetY, sin * OffsetX + cos * OffsetY); } } public void Invert() { var invDet = 1d / (M11 * M22 - M12 * M21); if (double.IsInfinity(invDet)) { throw new InvalidOperationException("Matrix is not invertible."); } SetMatrix( invDet * M22, invDet * -M12, invDet * -M21, invDet * M11, invDet * (M21 * OffsetY - M22 * OffsetX), invDet * (M12 * OffsetX - M11 * OffsetY)); } public void Multiply(Matrix m) { SetMatrix( M11 * m.M11 + M12 * m.M21, M11 * m.M12 + M12 * m.M22, M21 * m.M11 + M22 * m.M21, M21 * m.M12 + M22 * m.M22, OffsetX * m.M11 + OffsetY * m.M21 + m.OffsetX, OffsetX * m.M12 + OffsetY * m.M22 + m.OffsetY); } private void SetMatrix(double m11, double m12, double m21, double m22, double offsetX, double offsetY) { M11 = m11; M12 = m12; M21 = m21; M22 = m22; OffsetX = offsetX; OffsetY = offsetY; } } }