+void View::Translate(Real x, Real y)
+{
+ 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());
+}
+
+void View::ScaleAroundPoint(Real x, Real y, Real scaleAmt)
+{
+ // x and y are coordinates in the window
+ // Convert to local coords.
+ x *= m_bounds.w;
+ y *= m_bounds.h;
+ x += m_bounds.x;
+ y += m_bounds.y;
+
+ //Debug("Mouse wheel event %f %f %f\n", Float(x), Float(y), Float(scaleAmt));
+
+ Real top = y - m_bounds.y;
+ Real left = x - m_bounds.x;
+
+ top *= scaleAmt;
+ left *= scaleAmt;
+
+ m_bounds.x = x - left;
+ m_bounds.y = y - top;
+ m_bounds.w *= scaleAmt;
+ m_bounds.h *= scaleAmt;
+ Debug("View Bounds => %s", m_bounds.Str().c_str());
+}
+
+void View::DrawGrid()
+{
+ // Draw some grid lines at fixed pixel positions
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(0.0, 1.0, 1.0, 0.0, -1.f, 1.f);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ glColor4f(0.9,0.9,0.9,0.1);
+ const float num_lines = 50.0;
+ for (float i = 0; i < num_lines; ++i)
+ {
+ glBegin(GL_LINES);
+ glVertex2f(i*(1.0/num_lines), 0.0);
+ glVertex2f(i*(1.0/num_lines), 1.0);
+ glEnd();
+ glBegin(GL_LINES);
+ glVertex2f(0.0,i*(1.0/num_lines));
+ glVertex2f(1.0,i*(1.0/num_lines));
+ glEnd();
+
+ }
+}
+