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());
- }
+ m_document.DebugDumpObjects();
debug_output_done = true;
}
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);
+ 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();
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(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);
+ 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)
+ {
+ 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();
+ }
+
}