Use Gmprat for Path bounds with TRANSFORM_BEZIERS_TO_PATH
[ipdf/code.git] / src / view.h
index abfbefe..5ea06a0 100644 (file)
 #define USE_GPU_RENDERING true
 #define USE_SHADING !(USE_GPU_RENDERING) && true
 
+#ifdef QUADTREE_DISABLED
+
+#define TRANSFORM_OBJECTS_NOT_VIEW
+
+#endif
+
 namespace IPDF
 {
        class Screen;
@@ -39,11 +45,18 @@ namespace IPDF
                        const bool UsingGPURendering() const { return m_use_gpu_rendering; } // whether GPU shaders are used or CPU rendering
                        void ToggleGPUTransform() { m_use_gpu_transform = (!m_use_gpu_transform); m_bounds_dirty = true; m_buffer_dirty = true; }
                        void ToggleGPURendering() { m_use_gpu_rendering = (!m_use_gpu_rendering); m_bounds_dirty = true; m_buffer_dirty = true; }
+                       void SetGPUTransform(bool state) {m_use_gpu_transform = state; m_bounds_dirty = true; m_buffer_dirty = true;}
                        
                        void SetGPURendering(bool state) {m_use_gpu_rendering = state; m_bounds_dirty = true; m_buffer_dirty = true;}
 
-                       bool ShowingObjectBounds() const {return m_show_object_bounds;} // render bounds rectangles
-                       void ShowObjectBounds(bool state) {m_show_object_bounds = state; m_bounds_dirty = true; m_buffer_dirty = true;}
+                       bool ShowingBezierBounds() const {return m_show_bezier_bounds;} // render bounds rectangles
+                       void ShowBezierBounds(bool state) {m_show_bezier_bounds = state; m_bounds_dirty = true; m_buffer_dirty = true;}
+                       bool ShowingBezierType() const {return m_show_bezier_type;}
+                       void ShowBezierType(bool state) {m_show_bezier_type = state; m_bounds_dirty = true; m_buffer_dirty = true;}
+                       bool ShowingFillPoints() const {return m_show_fill_points;}
+                       void ShowFillPoints(bool state) {m_show_fill_points = state; m_bounds_dirty = true; m_buffer_dirty = true;}
+                       bool ShowingFillBounds() const {return m_show_fill_bounds;}
+                       void ShowFillBounds(bool state) {m_show_fill_bounds = true;}
                        
                        bool PerformingShading() const {return m_perform_shading;}
                        void PerformShading(bool state) {m_perform_shading = state; m_bounds_dirty = true; m_buffer_dirty = true;}
@@ -51,6 +64,16 @@ namespace IPDF
                        void ForceBoundsDirty() {m_bounds_dirty = true;}                
                        void ForceBufferDirty() {m_buffer_dirty = true;}                
                        void ForceRenderDirty() {m_render_dirty = true;}
+                       
+                       void SetLazyRendering(bool state = true) {m_lazy_rendering = state;}
+                       bool UsingLazyRendering() const {return m_lazy_rendering;}
+                       
+                       void SaveBMP(const char * filename) {if (UsingGPURendering()) SaveGPUBMP(filename); else SaveCPUBMP(filename);}
+                       
+                       void SaveCPUBMP(const char * filename);
+                       void SaveGPUBMP(const char * filename);
+
+                       Document & Doc() {return m_document;}
 
                private:
                        struct GPUObjBounds
@@ -84,10 +107,19 @@ namespace IPDF
                        // Trust me it will be easier to generalise things this way. Even though there are pointers.
                        std::vector<ObjectRenderer*> m_object_renderers; 
                        uint8_t * m_cpu_rendering_pixels; // pixels to be used for CPU rendering
+
                        
-                       // Debug rendering
-                       bool m_show_object_bounds;
+                       // shading
                        bool m_perform_shading;
+                       
+                       // Debug rendering
+                       bool m_show_bezier_bounds;
+                       bool m_show_bezier_type;
+                       bool m_show_fill_points;
+                       bool m_show_fill_bounds;
+                       
+                       bool m_lazy_rendering;// don't redraw frames unless we need to
+
 
 #ifndef QUADTREE_DISABLED
                        QuadTreeIndex m_current_quadtree_node;  // The highest node we will traverse.

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