Attempt Shading + Bezier Bounds (hopefully) correct
[ipdf/code.git] / src / main.h
index 193206d..cfc6909 100644 (file)
@@ -22,66 +22,69 @@ inline void OverlayBMP(Document & doc, const char * input, const char * output,
        scr.Present();
 }
 
-inline void MainLoop(Document & doc, const Rect & bounds = Rect(0,0,1,1), const Colour & c = Colour(0.f,0.f,0.f,1.f))
+// It is the only way.
+void RatCatcher(int x, int y, int buttons, int wheel, Screen * scr, View * view)
 {
-       // order is important... segfaults occur when screen (which inits GL) is not constructed first -_-
-       Screen scr;
-       View view(doc,scr, bounds, c);
-       scr.DebugFontInit("DejaVuSansMono.ttf");
-       scr.SetMouseHandler([&](int x, int y, int buttons, int wheel) // [?] wtf
+       static bool oldButtonDown = false;
+       static int oldx, oldy;
+       if (buttons == 3 && !oldButtonDown)
        {
-               static bool oldButtonDown = false;
-               static int oldx, oldy;
-               if (buttons == 3 && !oldButtonDown)
-               {
-                       oldButtonDown = true;
-                       view.ToggleGPUTransform();
-                       oldx = x;
-                       oldy = y;
-                       return;
-               }
-               if (buttons == 2 && !oldButtonDown)
-               {
-                       oldButtonDown = true;
-                       view.ToggleGPURendering();
-                       oldx = x;
-                       oldy = y;
-               }
-               if (buttons && !oldButtonDown)
-               {
-                       // We're beginning a drag.
-                       oldButtonDown = true;
-                       oldx = x;
-                       oldy = y;
-                       scr.SetMouseCursor(Screen::CursorMove);
-               }
-               if (buttons)
-               {
-                       #if REAL >= REAL_RATIONAL
-                               view.Translate(Real(oldx, scr.ViewportWidth()) -Real(x,scr.ViewportWidth()), Real(oldy, scr.ViewportHeight()) - Real(y,scr.ViewportHeight()));
-                       #else                   
-                               view.Translate(Real(oldx-x)/Real(scr.ViewportWidth()), Real(oldy-y)/Real(scr.ViewportHeight()));
-                       #endif
-               }
-               else
-               {
-                       oldButtonDown = false;
-                       scr.SetMouseCursor(Screen::CursorArrow);
-               }
+               oldButtonDown = true;
+               view->ToggleGPUTransform();
                oldx = x;
                oldy = y;
+               return;
+       }
+       if (buttons == 2 && !oldButtonDown)
+       {
+               oldButtonDown = true;
+               view->ToggleGPURendering();
+               oldx = x;
+               oldy = y;
+       }
+       if (buttons && !oldButtonDown)
+       {
+               // We're beginning a drag.
+               oldButtonDown = true;
+               oldx = x;
+               oldy = y;
+               scr->SetMouseCursor(Screen::CursorMove);
+       }
+       if (buttons)
+       {
+               #if REAL >= REAL_RATIONAL
+                       view->Translate(Real(oldx, scr->ViewportWidth()) -Real(x,scr->ViewportWidth()), Real(oldy, scr->ViewportHeight()) - Real(y,scr->ViewportHeight()));
+               #else                   
+                       view->Translate(Real(oldx-x)/Real(scr->ViewportWidth()), Real(oldy-y)/Real(scr->ViewportHeight()));
+               #endif
+       }
+       else
+       {
+               oldButtonDown = false;
+               scr->SetMouseCursor(Screen::CursorArrow);
+       }
+       oldx = x;
+       oldy = y;
                
-               if (wheel)
-               {
-                       #if REAL >= REAL_RATIONAL
-                               view.ScaleAroundPoint(Real(x,scr.ViewportWidth()), Real(y,scr.ViewportHeight()), Real(20-wheel, 20));
-                       #else
-                               view.ScaleAroundPoint(Real(x)/Real(scr.ViewportWidth()),Real(y)/Real(scr.ViewportHeight()), Real(expf(-wheel/20.f)));
-                       #endif
-               
-               }
+       if (wheel)
+       {
+               #if REAL >= REAL_RATIONAL
+                       view->ScaleAroundPoint(Real(x,scr->ViewportWidth()), Real(y,scr->ViewportHeight()), Real(20-wheel, 20));
+               #else
+                       view->ScaleAroundPoint(Real(x)/Real(scr->ViewportWidth()),Real(y)/Real(scr->ViewportHeight()), Real(expf(-wheel/20.f)));
+               #endif
+       
        }
-       );
+}
+
+
+inline void MainLoop(Document & doc, const Rect & bounds = Rect(0,0,1,1), const Colour & c = Colour(0.f,0.f,0.f,1.f))
+{
+       // order is important... segfaults occur when screen (which inits GL) is not constructed first -_-
+       Screen scr;
+       View view(doc,scr, bounds, c);
+       scr.DebugFontInit("DejaVuSansMono.ttf");
+       scr.SetMouseHandler(RatCatcher);
 
        double total_cpu_time = 0;
        double total_gpu_time = 0;
@@ -115,7 +118,7 @@ inline void MainLoop(Document & doc, const Rect & bounds = Rect(0,0,1,1), const
                total_real_time += real_frame; total_cpu_time += cpu_frame; total_gpu_time += gpu_frame;
                if (data_rate > 0 && total_real_time > data_rate*(data_points+1)) 
                {
-                       printf("%lu\t%f\t%f\t%f\t%f\t%f\t%f\n", (uint64_t)frames, total_real_time, total_cpu_time, total_gpu_time, real_frame, cpu_frame, gpu_frame);
+                       printf("%lu\t%f\t%f\t%f\t%f\t%f\t%f\n", (long unsigned int)frames, total_real_time, total_cpu_time, total_gpu_time, real_frame, cpu_frame, gpu_frame);
                        data_points++;
                }
                scr.DebugFontPrintF("Rendered frame %lu\n", (uint64_t)frames);

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