Can render a BMP but things are still going wrong
[ipdf/code.git] / src / view.cpp
index fcb841b..b8b8ab6 100644 (file)
 #include "view.h"
 
+#include "SDL_opengl.h"
+
 using namespace IPDF;
 using namespace std;
 
+void View::Translate(Real x, Real y)
+{
+       x *= m_bounds.w;
+       y *= m_bounds.h;
+       m_bounds.x += x;
+       m_bounds.y += y;
+}
+
+void View::ScaleAroundPoint(Real x, Real y, Real scaleAmt)
+{
+       // Convert to local coords.
+       x *= m_bounds.w;
+       y *= m_bounds.h;
+       x += m_bounds.x;
+       y += m_bounds.y;
+       
+       Debug("Mouse wheel event %f %f %f\n", Float(x), Float(y), Float(scaleAmt));
+       
+       Real top = y - m_bounds.y;
+       Real left = x - m_bounds.x;
+       
+       top *= scaleAmt;
+       left *= scaleAmt;
+       
+       m_bounds.x = x - left;
+       m_bounds.y = y - top;
+       m_bounds.w *= scaleAmt;
+       m_bounds.h *= scaleAmt;
+}
+
+void View::DrawGrid()
+{
+       // Draw some grid lines at fixed pixel positions
+       glMatrixMode(GL_PROJECTION);
+       glLoadIdentity();
+       glOrtho(0.0, 1.0, 1.0, 0.0, -1.f, 1.f);
+       glMatrixMode(GL_MODELVIEW);
+       glLoadIdentity();
+
+       glColor4f(0.9,0.9,0.9,0.1);
+       const float num_lines = 50.0;
+       for (float i = 0; i < num_lines; ++i)
+       {
+               glBegin(GL_LINES);
+               glVertex2f(i*(1.0/num_lines), 0.0);
+               glVertex2f(i*(1.0/num_lines), 1.0);
+               glEnd();
+               glBegin(GL_LINES);
+               glVertex2f(0.0,i*(1.0/num_lines));
+               glVertex2f(1.0,i*(1.0/num_lines));
+               glEnd();
+       
+       }
+}
+
 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)
+       {
+               m_document.DebugDumpObjects();
+               debug_output_done = true;
+       }
+
+       glClearColor(1.f,1.f,1.f,1.f);
+       glClear(GL_COLOR_BUFFER_BIT);
+
+       //DrawGrid(); // Draw the gridlines
+
+       glMatrixMode(GL_PROJECTION);
+       glLoadIdentity();
+       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);
+       glMatrixMode(GL_MODELVIEW);
+       glLoadIdentity();
+
+       glColor4f(m_colour.r, m_colour.g, m_colour.b, m_colour.a);
+       glBegin(GL_QUADS);
+       for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
+       {
+               if (m_document.m_objects.types[id] == RECT_FILLED)
+                       continue;
+               Rect obj_bounds = m_document.m_objects.bounds[id];
+               glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y));
+               glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y));
+               glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y) + Float(obj_bounds.h));
+               glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y) + Float(obj_bounds.h));
+       }
+       glEnd();
+
+       
        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_OUTLINE)
+                       continue;
+               Rect obj_bounds = m_document.m_objects.bounds[id];
+               glBegin(GL_LINE_LOOP);
+               glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y));
+               glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y));
+               glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y) + Float(obj_bounds.h));
+               glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y) + Float(obj_bounds.h));
+               glEnd();
        }
+
 }

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