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float fx = (s->mapped_max_x - s->mapped_min_x) / (s->max_x - s->min_x);
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float fy = (s->mapped_max_y - s->mapped_min_y) / (s->max_y - s->min_y);
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/* assume clipped view for asymmetrical scaling */
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slot->x = fx * (slot->x - s->min_x) + s->mapped_min_x;
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slot->y = fy * (slot->y - s->min_y) + s->mapped_min_y;