#include "document.h"
#include "framebuffer.h"
#include "objectrenderer.h"
+#include "path.h"
+#include "transformationtype.h"
#define USE_GPU_TRANSFORM true
#define USE_GPU_RENDERING true
#define USE_SHADING !(USE_GPU_RENDERING) && true
-#ifdef QUADTREE_DISABLED
-//#define TRANSFORM_OBJECTS_NOT_VIEW
+#include "gmprat.h"
-#endif
namespace IPDF
{
+ #ifdef TRANSFORM_BEZIERS_TO_PATH
+ typedef Real VReal;
+ #else
+ typedef Real VReal;
+ #endif
+ typedef TRect<VReal> VRect;
+
class Screen;
/**
* The View class manages a rectangular view into the document.
class View
{
public:
- View(Document & document, Screen & screen, const Rect & bounds = Rect(0,0,1,1), const Colour & colour = Colour(0.f,0.f,0.f,1.f));
+ View(Document & document, Screen & screen, const VRect & bounds = VRect(0,0,1,1), const Colour & colour = Colour(0.f,0.f,0.f,1.f));
virtual ~View();
void Render(int width = 0, int height = 0);
Rect TransformToViewCoords(const Rect& inp) const;
- const Rect& GetBounds() const { return m_bounds; }
+ const VRect& GetBounds() const { return m_bounds; }
const bool UsingGPUTransform() const { return m_use_gpu_transform; } // whether view transform calculated on CPU or GPU
void ForceBufferDirty() {m_buffer_dirty = true;}
void ForceRenderDirty() {m_render_dirty = true;}
+ void QueryGPUBounds(const char * filename, const char * mode="r");
+
void SetLazyRendering(bool state = true) {m_lazy_rendering = state;}
bool UsingLazyRendering() const {return m_lazy_rendering;}
void SaveGPUBMP(const char * filename);
Document & Doc() {return m_document;}
+#ifndef QUADTREE_DISABLED
+ QuadTreeIndex GetCurrentQuadtreeNode() { return m_current_quadtree_node; }
+#endif
private:
struct GPUObjBounds
float x0, y0;
float x1, y1;
} __attribute__((packed));
+
+
void PrepareRender(); // call when m_render_dirty is true
void UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj); // call when m_buffer_dirty is true
Document & m_document;
Screen & m_screen;
FrameBuffer m_cached_display;
- Rect m_bounds;
+ VRect m_bounds;
Colour m_colour;
// Stores the view bounds.
bool m_show_fill_bounds;
bool m_lazy_rendering;// don't redraw frames unless we need to
+
+ FILE * m_query_gpu_bounds_on_next_frame;
#ifndef QUADTREE_DISABLED