Initial outline rendering.
[ipdf/code.git] / src / view.cpp
index fcb841b..a1a70f4 100644 (file)
@@ -1,14 +1,58 @@
 #include "view.h"
 
+#include "SDL_opengl.h"
+
 using namespace IPDF;
 using namespace std;
 
 void View::Render()
 {
-       Debug("Bounds are %s", m_bounds.Str().c_str());
-       Debug("Objects are:");
+       static bool debug_output_done = false;
+       if (!debug_output_done)
+       {
+               Debug("Bounds are %s", m_bounds.Str().c_str());
+               Debug("Objects are:");
+               for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
+               {
+                       Debug("%u\t%s", id, m_document.m_objects.bounds[id].Str().c_str());
+               }
+               debug_output_done = true;
+       }
+
+       glClearColor(1.f,1.f,1.f,1.f);
+       glClear(GL_COLOR_BUFFER_BIT);
+
+       glMatrixMode(GL_PROJECTION);
+       glLoadIdentity();
+       glOrtho(m_bounds.x, m_bounds.x+m_bounds.w, m_bounds.y + m_bounds.h, m_bounds.y, -1.f, 1.f);
+       glMatrixMode(GL_MODELVIEW);
+       glLoadIdentity();
+
+       glColor4f(0.f,0.f,0.f,1.f);
+       glBegin(GL_QUADS);
        for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
        {
-               Debug("%u\t%s", id, m_document.m_objects.bounds[id].Str().c_str());
+               if (m_document.m_objects.types[id] == RECT_FILLED)
+                       continue;
+               Rect obj_bounds = m_document.m_objects.bounds[id];
+               glVertex2f(obj_bounds.x, obj_bounds.y);
+               glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y);
+               glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y + obj_bounds.h);
+               glVertex2f(obj_bounds.x, obj_bounds.y + obj_bounds.h);
        }
+       glEnd();
+
+       glBegin(GL_LINE_LOOP);
+       for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
+       {
+               if (m_document.m_objects.types[id] == RECT_OUTLINE)
+                       continue;
+               Rect obj_bounds = m_document.m_objects.bounds[id];
+               glVertex2f(obj_bounds.x, obj_bounds.y);
+               glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y);
+               glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y + obj_bounds.h);
+               glVertex2f(obj_bounds.x, obj_bounds.y + obj_bounds.h);
+       }
+       glEnd();
+
 }

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