// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
-#ifndef __MATRIXH__
-#define __MATRIXH__
+#ifndef _WX_MATRIXH__
+#define _WX_MATRIXH__
#ifdef __GNUG__
#pragma interface "matrix.h"
*/
};
+
+/*
+The code is wrong and doesn't compile. Chris Breeze als reported, that
+some functions of wxTransformMatrix cannot work because it is not
+known if he matrix has been inverted. Be careful when using it.
+
// Transform X value from logical to device
inline double wxTransformMatrix::TransformX(double x) const
{
-// return (m_isIdentity ? x : (x * m_matrix[0][0] + y * m_matrix[1][0] + m_matrix[2][0]));
- return 0;
+ return (m_isIdentity ? x : (x * m_matrix[0][0] + y * m_matrix[1][0] + m_matrix[2][0]));
}
// Transform Y value from logical to device
inline double wxTransformMatrix::TransformY(double y) const
{
-// return (m_isIdentity ? y : (x * m_matrix[0][1] + y * m_matrix[1][1] + m_matrix[2][1]));
- return 0;
+ return (m_isIdentity ? y : (x * m_matrix[0][1] + y * m_matrix[1][1] + m_matrix[2][1]));
}
+*/
// Is the matrix the identity matrix?
// Perhaps there's some kind of optimization we can do to make this
}
#endif
- // __MATRIXH__
+ // _WX_MATRIXH__