oop CGContextConvertSizeToDeviceSpace_wrap(CGContextRef c, float x, float y) { CGSize p = CGContextConvertSizeToDeviceSpace(c, CGSizeMake(x, y)); objVectorOop r = Memory->objVectorObj->cloneSize(2); r->obj_at_put(0, as_floatOop(p.width), false); r->obj_at_put(1, as_floatOop(p.height), false); return r; }
static CGSize alignSizeToUserSpace(CGContextRef context, CGSize s) { // Compute the size in device space. s = CGContextConvertSizeToDeviceSpace(context, s); // Ensure that size is an integer multiple of device pixels. s.width = floor(s.width); s.height = floor(s.height); // Convert back to user space. return CGContextConvertSizeToUserSpace(context, s); }