* @param bounds - Initial bounds of the View
* @param colour - Colour to use for rendering this view. TODO: Make sure this actually works, or just remove it
*/
-View::View(Document & document, Screen & screen, const Rect & bounds, const Colour & colour)
+View::View(Document & document, Screen & screen, const VRect & bounds, const Colour & colour)
: m_use_gpu_transform(USE_GPU_TRANSFORM), m_use_gpu_rendering(USE_GPU_RENDERING), m_bounds_dirty(true), m_buffer_dirty(true),
m_render_dirty(true), m_document(document), m_screen(screen), m_cached_display(), m_bounds(bounds), m_colour(colour), m_bounds_ubo(),
m_objbounds_vbo(), m_object_renderers(NUMBER_OF_OBJECT_TYPES), m_cpu_rendering_pixels(NULL),
* Translate the view
* @param x, y - Amount to translate
*/
-void View::Translate(Real x, Real y)
+void View::Translate(VReal x, VReal y)
{
if (!m_use_gpu_transform)
m_buffer_dirty = true;
#ifdef TRANSFORM_BEZIERS_TO_PATH
type = PATH;
#endif
- m_document.TranslateObjects(-x, -y, type);
+ m_document.TranslateObjects(-x.ToDouble(), -y.ToDouble(), type);
#endif
x *= m_bounds.w;
y *= m_bounds.h;
* @param x, y - Coordinates to scale at (eg: Mouse cursor position)
* @param scale_amount - Amount to scale by
*/
-void View::ScaleAroundPoint(Real x, Real y, Real scale_amount)
+void View::ScaleAroundPoint(VReal x, VReal y, VReal scale_amount)
{
// (x0, y0, w, h) -> (x*w - (x*w - x0)*s, y*h - (y*h - y0)*s, w*s, h*s)
x += m_bounds.x;
y += m_bounds.y;
- Real top = y - m_bounds.y;
- Real left = x - m_bounds.x;
+ VReal top = y - m_bounds.y;
+ VReal left = x - m_bounds.x;
top *= scale_amount;
left *= scale_amount;