+
+ Screen scr;
+ View view(doc, scr, bounds, c);
+ if (input != NULL)
+ scr.RenderBMP(input);
+ view.Render();
+ if (output != NULL)
+ scr.ScreenShot(output);
+ scr.Present();
+}
+
+// It is the only way.
+void RatCatcher(int x, int y, int buttons, int wheel, Screen * scr, View * view)
+{
+ static bool oldButtonDown = false;
+ static int oldx, oldy;
+ if (buttons == 3 && !oldButtonDown)
+ {
+ oldButtonDown = true;
+ view->ToggleGPUTransform();
+ oldx = x;
+ oldy = y;
+ return;
+ }
+ if (buttons == 2 && !oldButtonDown)
+ {
+ oldButtonDown = true;
+ view->ToggleGPURendering();
+ oldx = x;
+ oldy = y;
+ }
+ if (buttons && !oldButtonDown)
+ {
+ // We're beginning a drag.
+ oldButtonDown = true;
+ oldx = x;
+ oldy = y;
+ scr->SetMouseCursor(Screen::CursorMove);
+ }
+ if (buttons)
+ {
+ #if REAL >= REAL_RATIONAL
+ view->Translate(Real(oldx, scr->ViewportWidth()) -Real(x,scr->ViewportWidth()), Real(oldy, scr->ViewportHeight()) - Real(y,scr->ViewportHeight()));
+ #else
+ view->Translate(Real(oldx-x)/Real(scr->ViewportWidth()), Real(oldy-y)/Real(scr->ViewportHeight()));
+ #endif
+ }
+ else
+ {
+ oldButtonDown = false;
+ scr->SetMouseCursor(Screen::CursorArrow);
+ }
+ oldx = x;
+ oldy = y;
+
+ if (wheel)
+ {
+ #if REAL >= REAL_RATIONAL
+ view->ScaleAroundPoint(Real(x,scr->ViewportWidth()), Real(y,scr->ViewportHeight()), Real(20-wheel, 20));
+ #else
+ view->ScaleAroundPoint(Real(x)/Real(scr->ViewportWidth()),Real(y)/Real(scr->ViewportHeight()), Real(expf(-wheel/20.f)));
+ #endif
+
+ }
+}
+
+
+inline void MainLoop(Document & doc, const Rect & bounds = Rect(0,0,1,1), const Colour & c = Colour(0.f,0.f,0.f,1.f))
+{
+ // order is important... segfaults occur when screen (which inits GL) is not constructed first -_-