+ Debug("View Created - Bounds => {%s}", m_bounds.Str().c_str());
+
+ 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
+ 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
+ // 2. Implement class inheriting from ObjectRenderer using that type in objectrenderer.h and objectrenderer.cpp
+ // 3. Add it here
+ // 4. Profit
+
+
+#ifndef QUADTREE_DISABLED
+ m_quadtree_max_depth = 2;
+ m_current_quadtree_node = document.GetQuadTree().root_id;
+#endif
+}
+
+/**
+ * Destroy a view
+ * Frees memory used by ObjectRenderers
+ */
+View::~View()
+{
+ for (unsigned i = 0; i < m_object_renderers.size(); ++i)
+ {
+ delete m_object_renderers[i]; // delete's match new's in constructor
+ }
+ m_object_renderers.clear();
+ delete [] m_cpu_rendering_pixels;
+}
+
+/**
+ * Translate the view
+ * @param x, y - Amount to translate
+ */
+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());
+
+
+}
+
+/**
+ * Set View bounds
+ * @param bounds - New bounds
+ */
+void View::SetBounds(const Rect & bounds)
+{
+ m_bounds.x = bounds.x;
+ m_bounds.y = bounds.y;
+ m_bounds.w = bounds.w;
+ m_bounds.h = bounds.h;
+ if (!m_use_gpu_transform)
+ m_buffer_dirty = true;
+ m_bounds_dirty = true;
+}
+
+/**
+ * Scale the View at a point
+ * @param x, y - Coordinates to scale at (eg: Mouse cursor position)
+ * @param scale_amount - Amount to scale by
+ */
+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;
+ y += m_bounds.y;
+
+ Real top = y - m_bounds.y;
+ Real left = x - m_bounds.x;
+
+ top *= scale_amount;
+ left *= scale_amount;
+
+ m_bounds.x = x - left;
+ m_bounds.y = y - top;
+ 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());
+
+
+}
+
+/**
+ * Transform a point in the document to a point relative to the top left corner of the view
+ * This is the CPU coordinate transform code; used only if the CPU is doing coordinate transforms
+ * @param inp - Input Rect {x,y,w,h} in the document
+ * @returns output Rect {x,y,w,h} in the View
+ */
+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;
+ out.w = inp.w / m_bounds.w;
+ out.h = inp.h / m_bounds.h;
+ return out;
+}
+
+/**
+ * Render the view
+ * Updates FrameBuffer if the document, object bounds, or view bounds have changed, then Blits it
+ * Otherwise just Blits the cached FrameBuffer
+ * @param width - Width of View to render
+ * @param height - Height of View to render
+ */
+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();
+ int prev_height = m_cached_display.GetHeight();
+ if (width != prev_width || height != prev_height)
+ {
+ m_cached_display.Create(width, height);
+ m_bounds_dirty = true;
+ }
+
+ // View bounds have not changed; blit the FrameBuffer as it is
+ if (!m_bounds_dirty && m_lazy_rendering)
+ {
+ m_cached_display.UnBind();
+ m_cached_display.Blit();
+ glPopDebugGroup();
+ return;
+ }
+ m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind
+ m_cached_display.Clear();
+
+#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))
+ {
+ //TODO: Generate a new parent node.
+ if (m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY)
+ {
+ m_bounds = TransformFromQuadChild(m_bounds, m_document.GetQuadTree().nodes[m_current_quadtree_node].child_type);
+ m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].parent;
+ }
+ }
+ if (ContainedInQuadChild(m_bounds, QTC_TOP_LEFT))
+ {
+ if (m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left == QUADTREE_EMPTY)
+ {
+ // We want to reparent into a child node, but none exist. Get the document to create one.
+ m_document.GenQuadChild(m_current_quadtree_node, QTC_TOP_LEFT);
+ m_render_dirty = true;
+ }
+ m_bounds = TransformToQuadChild(m_bounds, QTC_TOP_LEFT);
+ m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left;
+ }
+ if (ContainedInQuadChild(m_bounds, QTC_TOP_RIGHT))
+ {
+ if (m_document.GetQuadTree().nodes[m_current_quadtree_node].top_right == QUADTREE_EMPTY)
+ {
+ // We want to reparent into a child node, but none exist. Get the document to create one.
+ m_document.GenQuadChild(m_current_quadtree_node, QTC_TOP_RIGHT);
+ m_render_dirty = true;
+ }
+ m_bounds = TransformToQuadChild(m_bounds, QTC_TOP_RIGHT);
+ m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].top_right;
+ }
+ if (ContainedInQuadChild(m_bounds, QTC_BOTTOM_LEFT))
+ {
+ if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_left == QUADTREE_EMPTY)
+ {
+ // We want to reparent into a child node, but none exist. Get the document to create one.
+ m_document.GenQuadChild(m_current_quadtree_node, QTC_BOTTOM_LEFT);
+ m_render_dirty = true;
+ }
+ m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_LEFT);
+ m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_left;
+ }
+ if (ContainedInQuadChild(m_bounds, QTC_BOTTOM_RIGHT))
+ {
+ if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right == QUADTREE_EMPTY)
+ {
+ // We want to reparent into a child node, but none exist. Get the document to create one.
+ m_document.GenQuadChild(m_current_quadtree_node, QTC_BOTTOM_RIGHT);
+ m_render_dirty = true;
+ }
+ m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_RIGHT);
+ 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);
+
+ Rect view_top_bounds = m_bounds;
+ QuadTreeIndex tmp = m_current_quadtree_node;
+ while (tmp != -1)
+ {
+ view_top_bounds = TransformFromQuadChild(view_top_bounds, m_document.GetQuadTree().nodes[tmp].child_type);
+ tmp = m_document.GetQuadTree().nodes[tmp].parent;
+ }
+ m_screen.DebugFontPrintF("Equivalent View Bounds: %s\n", view_top_bounds.Str().c_str());
+#endif
+
+ if (!m_use_gpu_rendering)
+ {
+ // Dynamically resize CPU rendering target pixels if needed
+ if (m_cpu_rendering_pixels == NULL || width*height > prev_width*prev_height)
+ {
+ delete [] m_cpu_rendering_pixels;
+ m_cpu_rendering_pixels = new uint8_t[width*height*4];
+ if (m_cpu_rendering_pixels == NULL)
+ Fatal("Could not allocate %d*%d*4 = %d bytes for cpu rendered pixels", width, height, width*height*4);
+ }
+ // Clear CPU rendering pixels
+ for (int i = 0; i < width*height*4; ++i)
+ m_cpu_rendering_pixels[i] = 255;
+ }
+#ifdef QUADTREE_DISABLED
+ RenderRange(width, height, 0, m_document.ObjectCount());
+#else
+ RenderQuadtreeNode(width, height, m_current_quadtree_node, m_quadtree_max_depth);
+#endif
+ if (!m_use_gpu_rendering)
+ {
+ m_screen.RenderPixels(0,0,width, height, m_cpu_rendering_pixels); //TODO: Make this work :(
+ // Debug for great victory (do something similar for GPU and compare?)
+ //ObjectRenderer::SaveBMP({m_cpu_rendering_pixels, width, height}, "cpu_rendering_last_frame.bmp");
+ }
+ m_cached_display.UnBind(); // resets render target to the screen
+ m_cached_display.Blit(); // blit FrameBuffer to screen
+ m_buffer_dirty = false;
+ glPopDebugGroup();
+
+#ifndef CONTROLPANEL_DISABLED
+ ControlPanel::Update();
+#endif //CONTROLPANEL_DISABLED
+ //Debug("Completed Render");
+
+}
+
+#ifndef QUADTREE_DISABLED
+void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int remaining_depth)
+{
+ Rect old_bounds = m_bounds;
+ if (node == QUADTREE_EMPTY) return;
+ 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);
+
+ if (m_bounds.Intersects(Rect(-1,-1,1,1)))
+ {
+ m_bounds = Rect(m_bounds.x - 1, m_bounds.y - 1, m_bounds.w, m_bounds.h);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, -1, -1), remaining_depth - 1);
+ }
+ if (m_bounds.Intersects(Rect(-1,0,1,1)))
+ {
+ m_bounds = Rect(m_bounds.x - 1, m_bounds.y, m_bounds.w, m_bounds.h);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, -1, 0), remaining_depth - 1);
+ }
+ if (m_bounds.Intersects(Rect(-1,1,1,1)))