[cairo] Try fix msvc build

This commit is contained in:
Behdad Esfahbod 2022-12-26 16:42:22 -07:00
parent c652e8e1b7
commit 488be52467
1 changed files with 8 additions and 8 deletions

View File

@ -425,25 +425,25 @@ normalize (Point p)
{ {
float len = sqrt (dot (p, p)); float len = sqrt (dot (p, p));
return (Point) { p.x / len, p.y / len }; return Point { p.x / len, p.y / len };
} }
static inline Point static inline Point
sum (Point p, Point q) sum (Point p, Point q)
{ {
return (Point) { p.x + q.x, p.y + q.y }; return Point { p.x + q.x, p.y + q.y };
} }
static inline Point static inline Point
difference (Point p, Point q) difference (Point p, Point q)
{ {
return (Point) { p.x - q.x, p.y - q.y }; return Point { p.x - q.x, p.y - q.y };
} }
static inline Point static inline Point
scale (Point p, float f) scale (Point p, float f)
{ {
return (Point) { p.x * f, p.y * f }; return Point { p.x * f, p.y * f };
} }
typedef struct { typedef struct {
@ -493,13 +493,13 @@ add_sweep_gradient_patches1 (float cx, float cy, float radius,
float a1, color_t *c1, float a1, color_t *c1,
cairo_pattern_t *pattern) cairo_pattern_t *pattern)
{ {
Point center = (Point) { cx, cy }; Point center = Point { cx, cy };
int num_splits; int num_splits;
Point p0; Point p0;
color_t color0, color1; color_t color0, color1;
num_splits = ceilf (fabs (a1 - a0) / MAX_ANGLE); num_splits = ceilf (fabs (a1 - a0) / MAX_ANGLE);
p0 = (Point) { cosf (a0), sinf (a0) }; p0 = Point { cosf (a0), sinf (a0) };
color0 = *c0; color0 = *c0;
for (int a = 0; a < num_splits; a++) for (int a = 0; a < num_splits; a++)
@ -517,12 +517,12 @@ add_sweep_gradient_patches1 (float cx, float cy, float radius,
patch.color0 = color0; patch.color0 = color0;
patch.color1 = color1; patch.color1 = color1;
p1 = (Point) { cosf (angle1), sinf (angle1) }; p1 = Point { cosf (angle1), sinf (angle1) };
patch.p0 = sum (center, scale (p0, radius)); patch.p0 = sum (center, scale (p0, radius));
patch.p1 = sum (center, scale (p1, radius)); patch.p1 = sum (center, scale (p1, radius));
A = normalize (sum (p0, p1)); A = normalize (sum (p0, p1));
U = (Point) { -A.y, A.x }; U = Point { -A.y, A.x };
C0 = sum (A, scale (U, dot (difference (p0, A), p0) / dot (U, p0))); C0 = sum (A, scale (U, dot (difference (p0, A), p0) / dot (U, p0)));
C1 = sum (A, scale (U, dot (difference (p1, A), p1) / dot (U, p1))); C1 = sum (A, scale (U, dot (difference (p1, A), p1) / dot (U, p1)));