+ void ScaleAroundPoint(Real x, Real y, Real scale_amount);
+ void SetBounds(const Rect & new_bounds);
+
+ Rect TransformToViewCoords(const Rect& inp) const;
+
+ const Rect& GetBounds() const { return m_bounds; }
+
+
+ const bool UsingGPUTransform() const { return m_use_gpu_transform; } // whether view transform calculated on CPU or GPU
+ const bool UsingGPURendering() const { return m_use_gpu_rendering; } // whether GPU shaders are used or CPU rendering
+ void ToggleGPUTransform() { m_use_gpu_transform = (!m_use_gpu_transform); m_bounds_dirty = true; m_buffer_dirty = true; }
+ void ToggleGPURendering() { m_use_gpu_rendering = (!m_use_gpu_rendering); m_bounds_dirty = true; m_buffer_dirty = true; }
+
+ void SetGPURendering(bool state) {m_use_gpu_rendering = state; m_bounds_dirty = true; m_buffer_dirty = true;}
+
+ bool ShowingBezierBounds() const {return m_show_bezier_bounds;} // render bounds rectangles
+ void ShowBezierBounds(bool state) {m_show_bezier_bounds = state; m_bounds_dirty = true; m_buffer_dirty = true;}
+ bool ShowingBezierType() const {return m_show_bezier_type;}
+ void ShowBezierType(bool state) {m_show_bezier_type = state; m_bounds_dirty = true; m_buffer_dirty = true;}
+ bool ShowingFillPoints() const {return m_show_fill_points;}
+ void ShowFillPoints(bool state) {m_show_fill_points = state; m_bounds_dirty = true; m_buffer_dirty = true;}
+ bool ShowingFillBounds() const {return m_show_fill_bounds;}
+ void ShowFillBounds(bool state) {m_show_fill_bounds = true;}
+
+ bool PerformingShading() const {return m_perform_shading;}
+ void PerformShading(bool state) {m_perform_shading = state; m_bounds_dirty = true; m_buffer_dirty = true;}
+
+ void ForceBoundsDirty() {m_bounds_dirty = true;}
+ void ForceBufferDirty() {m_buffer_dirty = true;}
+ void ForceRenderDirty() {m_render_dirty = true;}
+