Bezier bounds rectangles are calculated correctly
[ipdf/code.git] / src / view.h
index 5bfced8..e4254de 100644 (file)
@@ -37,16 +37,23 @@ namespace IPDF
                        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 ForceBoundsDirty() {m_bounds_dirty = true;}                
+                       void ForceBufferDirty() {m_buffer_dirty = true;}                
+                       void ForceRenderDirty() {m_render_dirty = true;}
+
+
                private:
                        struct GPUObjBounds
                        {
                                float x0, y0;
                                float x1, y1;
-                       };
+                       } __attribute__((packed));
 
                        void PrepareRender(); // call when m_render_dirty is true
-                       void UpdateObjBoundsVBO(); // call when m_buffer_dirty is true
+                       void UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj); // call when m_buffer_dirty is true
+
+                       void RenderRange(int width, int height, unsigned first_obj, unsigned last_obj);
 
                        bool m_use_gpu_transform;
                        bool m_use_gpu_rendering;
@@ -68,6 +75,13 @@ 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
+
+#ifndef QUADTREE_DISABLED
+                       QuadTreeIndex m_current_quadtree_node;  // The highest node we will traverse.
+                       int m_quadtree_max_depth;               // The maximum quadtree depth.
+                       void RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int remaining_depth);
+
+#endif
        };
 }
 

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