3 #include "SDL_opengl.h"
8 void View::Translate(Real x, Real y)
16 void View::ScaleAroundPoint(Real x, Real y, Real scaleAmt)
18 // Convert to local coords.
24 Debug("Mouse wheel event %f %f %f\n", Float(x), Float(y), Float(scaleAmt));
26 Real top = y - m_bounds.y;
27 Real left = x - m_bounds.x;
32 m_bounds.x = x - left;
34 m_bounds.w *= scaleAmt;
35 m_bounds.h *= scaleAmt;
38 Rect View::TransformToViewCoords(const Rect& inp) const
41 out.x = (inp.x - m_bounds.x) / m_bounds.w;
42 out.y = (inp.y - m_bounds.y) / m_bounds.h;
44 out.w = inp.w / m_bounds.w;
45 out.h = inp.h / m_bounds.h;
51 // Draw some grid lines at fixed pixel positions
52 glMatrixMode(GL_PROJECTION);
54 glOrtho(0.0, 1.0, 1.0, 0.0, -1.f, 1.f);
55 glMatrixMode(GL_MODELVIEW);
58 glColor4f(0.9,0.9,0.9,0.1);
59 const float num_lines = 50.0;
60 for (float i = 0; i < num_lines; ++i)
63 glVertex2f(i*(1.0/num_lines), 0.0);
64 glVertex2f(i*(1.0/num_lines), 1.0);
67 glVertex2f(0.0,i*(1.0/num_lines));
68 glVertex2f(1.0,i*(1.0/num_lines));
76 static bool debug_output_done = false;
77 if (!debug_output_done)
79 m_document.DebugDumpObjects();
80 debug_output_done = true;
84 //DrawGrid(); // Draw the gridlines
86 glMatrixMode(GL_PROJECTION);
88 if (m_use_gpu_transform)
90 glOrtho(Float(m_bounds.x), Float(m_bounds.x)+Float(m_bounds.w), Float(m_bounds.y) + Float(m_bounds.h), Float(m_bounds.y), -1.f, 1.f);
94 glOrtho(0,1,1,0,-1,1);
96 glMatrixMode(GL_MODELVIEW);
99 if (m_colour.a < 1.0f)
102 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
104 glColor4f(m_colour.r, m_colour.g, m_colour.b, m_colour.a);
106 for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
108 if (m_document.m_objects.types[id] != RECT_FILLED)
111 if (m_use_gpu_transform)
113 obj_bounds = m_document.m_objects.bounds[id];
117 obj_bounds = TransformToViewCoords(m_document.m_objects.bounds[id]);
119 glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y));
120 glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y));
121 glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y) + Float(obj_bounds.h));
122 glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y) + Float(obj_bounds.h));
127 for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
129 if (m_document.m_objects.types[id] != RECT_OUTLINE)
132 if (m_use_gpu_transform)
134 obj_bounds = m_document.m_objects.bounds[id];
138 obj_bounds = TransformToViewCoords(m_document.m_objects.bounds[id]);
140 glBegin(GL_LINE_LOOP);
141 glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y));
142 glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y));
143 glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y) + Float(obj_bounds.h));
144 glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y) + Float(obj_bounds.h));
148 if (m_colour.a < 1.0f)