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 * Version: MPL 1.1/GPL 2.0/LGPL 2.1
 *
 * The contents of this file are subject to the Mozilla Public License Version
 * 1.1 (the "License"); you may not use this file except in compliance with
 * the License. You may obtain a copy of the License at
 * http://www.mozilla.org/MPL/
 *
 * Software distributed under the License is distributed on an "AS IS" basis,
 * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
 * for the specific language governing rights and limitations under the
 * License.
 *
 * The Original Code is the Mozilla SVG project.
 *
 * The Initial Developer of the Original Code is
 * Crocodile Clips Ltd..
 * Portions created by the Initial Developer are Copyright (C) 2001
 * the Initial Developer. All Rights Reserved.
 *
 * Contributor(s):
 *   Alex Fritze <alex.fritze@crocodile-clips.com> (original author)
 *
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 * either of the GNU General Public License Version 2 or later (the "GPL"),
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 * ***** END LICENSE BLOCK ***** */

/**
 * Notes on transforms in Mozilla and the SVG code.
 *
 * It's important to note that the matrix convention used in the SVG standard
 * is the opposite convention to the one used in the Mozilla code or, more
 * specifically, the convention used in Thebes code (code using gfxMatrix).
 * Whereas the SVG standard uses the column vector convention, Thebes code uses
 * the row vector convention. Thus, whereas in the SVG standard you have
 * [M1][M2][M3]|p|, in Thebes you have |p|'[M3]'[M2]'[M1]'. In other words, the
 * following are equivalent:
 *
 *                       / a1 c1 tx1 \   / a2 c2 tx2 \   / a3 c3 tx3 \   / x \
 * SVG:                  | b1 d1 ty1 |   | b2 d2 ty2 |   | b3 d3 ty3 |   | y |
 *                       \  0  0   1 /   \  0  0   1 /   \  0  0   1 /   \ 1 /
 *
 *                       /  a3  b3 0 \   /  a2  b2 0 \   /  a1  b1 0 \
 * Thebes:   [ x y 1 ]   |  c3  d3 0 |   |  c2  d2 0 |   |  c1  d1 0 |
 *                       \ tx3 ty3 1 /   \ tx2 ty2 1 /   \ tx1 ty1 1 /
 *
 * Because the Thebes representation of a transform is the transpose of the SVG
 * representation, our transform order must be reversed when representing SVG
 * transforms using gfxMatrix in the SVG code. Since the SVG implementation
 * stores and obtains matrices in SVG order, to do this we must pre-multiply
 * gfxMatrix objects that represent SVG transforms instead of post-multiplying
 * them as we would for matrices using SVG's column vector convention.
 * Pre-multiplying may look wrong if you're only familiar with the SVG
 * convention, but in that case hopefully the above explanation clears things
 * up.
 */

#ifndef __NS_SVGMATRIX_H__
#define __NS_SVGMATRIX_H__

#include "nsIDOMSVGMatrix.h"
#include "gfxMatrix.h"

nsresult
NS_NewSVGMatrix(nsIDOMSVGMatrix** result,
                float a = 1.0f, float b = 0.0f,
                float c = 0.0f, float d = 1.0f,
                float e = 0.0f, float f = 0.0f);

already_AddRefed<nsIDOMSVGMatrix>
NS_NewSVGMatrix(const gfxMatrix &aMatrix);

#define NS_ENSURE_NATIVE_MATRIX(obj, retval)                 \
  {                                                          \
    nsresult rv;                                             \
    if (retval)                                              \
      *retval = nsnull;                                      \
    nsCOMPtr<nsISVGValue> val = do_QueryInterface(obj, &rv); \
    NS_ENSURE_SUCCESS(rv, NS_ERROR_DOM_SVG_WRONG_TYPE_ERR);  \
  }

#endif //__NS_SVGMATRIX_H__
