screen.SetView(this); // oh dear...
+
+
// Create ObjectRenderers - new's match delete's in View::~View
//TODO: Don't forget to put new renderers here or things will be segfaultastic
- m_object_renderers[RECT_FILLED] = new RectFilledRenderer();
- m_object_renderers[RECT_OUTLINE] = new RectOutlineRenderer();
- m_object_renderers[CIRCLE_FILLED] = new CircleFilledRenderer();
- m_object_renderers[BEZIER] = new BezierRenderer();
- m_object_renderers[PATH] = new PathRenderer();
+ if (screen.Valid())
+ {
+ m_object_renderers[RECT_FILLED] = new RectFilledRenderer();
+ m_object_renderers[RECT_OUTLINE] = new RectOutlineRenderer();
+ m_object_renderers[CIRCLE_FILLED] = new CircleFilledRenderer();
+ m_object_renderers[BEZIER] = new BezierRenderer();
+ m_object_renderers[PATH] = new PathRenderer();
+ }
+ else
+ {
+ for (int i = RECT_FILLED; i <= PATH; ++i)
+ m_object_renderers[i] = new FakeRenderer();
+ }
// To add rendering for a new type of object;
// 1. Add enum to ObjectType in ipdf.h
*/
void View::Translate(Real x, Real y)
{
+ if (!m_use_gpu_transform)
+ m_buffer_dirty = true;
+ m_bounds_dirty = true;
+ #ifdef TRANSFORM_OBJECTS_NOT_VIEW
+ m_document.TranslateObjects(-x, -y);
+ #endif
x *= m_bounds.w;
y *= m_bounds.h;
m_bounds.x += x;
m_bounds.y += y;
//Debug("View Bounds => %s", m_bounds.Str().c_str());
- if (!m_use_gpu_transform)
- m_buffer_dirty = true;
- m_bounds_dirty = true;
+
+
}
/**
*/
void View::ScaleAroundPoint(Real x, Real y, Real scale_amount)
{
+
+ // (x0, y0, w, h) -> (x*w - (x*w - x0)*s, y*h - (y*h - y0)*s, w*s, h*s)
// x and y are coordinates in the window
// Convert to local coords.
+ if (!m_use_gpu_transform)
+ m_buffer_dirty = true;
+ m_bounds_dirty = true;
+
+
+ #ifdef TRANSFORM_OBJECTS_NOT_VIEW
+ m_document.ScaleObjectsAboutPoint(x, y, scale_amount);
+ #endif
x *= m_bounds.w;
y *= m_bounds.h;
x += m_bounds.x;
m_bounds.w *= scale_amount;
m_bounds.h *= scale_amount;
//Debug("Scale at {%s, %s} by %s View Bounds => %s", x.Str().c_str(), y.Str().c_str(), scale_amount.Str().c_str(), m_bounds.Str().c_str());
- if (!m_use_gpu_transform)
- m_buffer_dirty = true;
- m_bounds_dirty = true;
+
+
}
/**
*/
Rect View::TransformToViewCoords(const Rect& inp) const
{
+ #ifdef TRANSFORM_OBJECTS_NOT_VIEW
+ return inp;
+ #endif
Rect out;
out.x = (inp.x - m_bounds.x) / m_bounds.w;
out.y = (inp.y - m_bounds.y) / m_bounds.h;
*/
void View::Render(int width, int height)
{
+ if (!m_screen.Valid()) return;
glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION,42,-1, "Beginning View::Render()");
// View dimensions have changed (ie: Window was resized)
int prev_width = m_cached_display.GetWidth();
#ifndef QUADTREE_DISABLED
if (m_bounds_dirty || !m_lazy_rendering)
{
- if ( false && (m_bounds.x > 1.0 || m_bounds.x < 0.0 || m_bounds.y > 1.0 || m_bounds.y < 0.0 || m_bounds.w > 1.0 || m_bounds.h > 1.0))
+ if ( (m_bounds.x > 1.0 || m_bounds.x < 0.0 || m_bounds.y > 1.0 || m_bounds.y < 0.0 || m_bounds.w > 1.0 || m_bounds.h > 1.0))
{
//TODO: Generate a new parent node.
if (m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY)
m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right;
}
}
- m_screen.DebugFontPrintF("Current View QuadTree Node: %d (objs: %d -> %d)\n", m_current_quadtree_node, m_document.GetQuadTree().nodes[m_current_quadtree_node].object_begin,
- m_document.GetQuadTree().nodes[m_current_quadtree_node].object_end);
+
+ m_screen.DebugFontPrintF("Current View QuadTree");
+ QuadTreeIndex overlay = m_current_quadtree_node;
+ while (overlay != -1)
+ {
+ m_screen.DebugFontPrintF(" Node: %d (objs: %d -> %d)", overlay, m_document.GetQuadTree().nodes[overlay].object_begin,
+ m_document.GetQuadTree().nodes[overlay].object_end);
+ overlay = m_document.GetQuadTree().nodes[overlay].next_overlay;
+ }
+ m_screen.DebugFontPrintF("\n");
Rect view_top_bounds = m_bounds;
QuadTreeIndex tmp = m_current_quadtree_node;
if (!remaining_depth) return;
//Debug("Rendering QT node %d, (objs: %d -- %d)\n", node, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end);
m_bounds_dirty = true;
- RenderRange(width, height, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end);
+ QuadTreeIndex overlay = node;
+ while(overlay != -1)
+ {
+ RenderRange(width, height, m_document.GetQuadTree().nodes[overlay].object_begin, m_document.GetQuadTree().nodes[overlay].object_end);
+ overlay = m_document.GetQuadTree().nodes[overlay].next_overlay;
+ }
if (m_bounds.Intersects(Rect(-1,-1,1,1)))
{
if (m_use_gpu_transform)
{
+ #ifdef TRANSFORM_OBJECTS_NOT_VIEW
+ GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
+ 0.0f, 0.0f, float(width), float(height)};
+ #else
GLfloat glbounds[] = {static_cast<GLfloat>(Float(m_bounds.x)), static_cast<GLfloat>(Float(m_bounds.y)), static_cast<GLfloat>(Float(m_bounds.w)), static_cast<GLfloat>(Float(m_bounds.h)),
0.0, 0.0, static_cast<GLfloat>(width), static_cast<GLfloat>(height)};
+ #endif
m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
}
else