view->addAction(m_view_set_bounds);
connect(m_view_set_bounds, SIGNAL(triggered()), this, SLOT(SetViewBounds()));
- m_view_show_object_bounds = new QAction("&Show Object Bounds", this);
- m_view_show_object_bounds->setCheckable(true);
- view->addAction(m_view_show_object_bounds);
- connect(m_view_show_object_bounds, SIGNAL(triggered()), this, SLOT(ToggleShowObjectBounds()));
+ m_view_show_bezier_bounds = new QAction("&Show Bezier Bounds", this);
+ m_view_show_bezier_bounds->setCheckable(true);
+ view->addAction(m_view_show_bezier_bounds);
+ connect(m_view_show_bezier_bounds, SIGNAL(triggered()), this, SLOT(ToggleShowBezierBounds()));
+
+ m_view_show_bezier_type = new QAction("&Show Bezier Type", this);
+ m_view_show_bezier_type->setCheckable(true);
+ view->addAction(m_view_show_bezier_type);
+ connect(m_view_show_bezier_type, SIGNAL(triggered()), this, SLOT(ToggleShowBezierType()));
+
+ m_view_show_fill_bounds = new QAction("&Show Fill Bounds", this);
+ m_view_show_fill_bounds->setCheckable(true);
+ view->addAction(m_view_show_fill_bounds);
+ connect(m_view_show_fill_bounds, SIGNAL(triggered()), this, SLOT(ToggleShowFillBounds()));
+
+ m_view_show_fill_points = new QAction("&Show Fill Points", this);
+ m_view_show_fill_points->setCheckable(true);
+ view->addAction(m_view_show_fill_points);
+ connect(m_view_show_fill_bounds, SIGNAL(triggered()), this, SLOT(ToggleShowFillPoints()));
m_view_enable_shading = new QAction("&Enable Shading", this);
m_view_enable_shading->setCheckable(true);
m_screen_cpu_rendering = new QAction("&CPU Rendering", this);
m_screen_cpu_rendering->setCheckable(true);
m_screen_gpu_rendering->setToolTip("Uses the CPU for Rendering");
+
+ m_screen_lazy_rendering = new QAction("&Lazy Rendering", this);
+ m_screen_lazy_rendering->setCheckable(true);
screen->addAction(m_screen_gpu_rendering);
screen->addAction(m_screen_cpu_rendering);
+ screen->addAction(m_screen_lazy_rendering);
+ connect(m_screen_lazy_rendering, SIGNAL(triggered()), this, SLOT(ToggleLazyRendering()));
+
connect(m_screen_gpu_rendering, SIGNAL(triggered()), this, SLOT(SetGPURendering()));
connect(m_screen_cpu_rendering, SIGNAL(triggered()), this, SLOT(SetCPURendering()));
m_screen_gpu_rendering->setChecked(using_gpu_rendering);
m_screen_cpu_rendering->setChecked(!using_gpu_rendering);
m_screen_show_debug->setChecked(m_screen.DebugFontShown());
+ m_screen_lazy_rendering->setChecked(m_view.UsingLazyRendering());
- m_view_show_object_bounds->setChecked(m_view.ShowingObjectBounds());
+ m_view_show_bezier_bounds->setChecked(m_view.ShowingBezierBounds());
+ m_view_show_bezier_type->setChecked(m_view.ShowingBezierType());
+ m_view_show_fill_bounds->setChecked(m_view.ShowingFillBounds());
+ m_view_show_fill_points->setChecked(m_view.ShowingFillPoints());
m_view_enable_shading->setChecked(m_view.PerformingShading());
+
// update things based on state
const char * title;
const char * tooltip;
setToolTip(tooltip);
}
-void ControlPanel::ToggleShowObjectBounds()
+void ControlPanel::ToggleShowBezierBounds()
+{
+ bool state = m_view.ShowingBezierBounds();
+ m_view.ShowBezierBounds(!state);
+ UpdateAll();
+}
+void ControlPanel::ToggleShowBezierType()
{
- bool state = m_view.ShowingObjectBounds();
- m_view.ShowObjectBounds(!state);
+ bool state = m_view.ShowingBezierType();
+ m_view.ShowBezierType(!state);
+ UpdateAll();
+}
+void ControlPanel::ToggleShowFillBounds()
+{
+ bool state = m_view.ShowingFillBounds();
+ m_view.ShowFillBounds(!state);
+ UpdateAll();
+}
+
+void ControlPanel::ToggleShowFillPoints()
+{
+ bool state = m_view.ShowingFillPoints();
+ m_view.ShowFillPoints(!state);
UpdateAll();
}
UpdateAll();
}
+void ControlPanel::ToggleLazyRendering()
+{
+ bool state = m_view.UsingLazyRendering();
+ m_view.SetLazyRendering(!state);
+ UpdateAll();
+}
+
void ControlPanel::ToggleScreenDebugFont()
{
bool state = m_screen.DebugFontShown();
void ControlPanel::InsertSVGIntoDocument()
{
Rect bounds(m_view.GetBounds());
+ bounds.x += bounds.w/Real(2);
+ bounds.y += bounds.h/Real(2);
+
bounds.w /= Real(m_screen.ViewportWidth());
bounds.h /= Real(m_screen.ViewportHeight());
if (filename == "")
return;
+ #ifdef TRANSFORM_OBJECTS_NOT_VIEW
+ Rect bounds(0,0,1,1);
+ #else
Rect bounds(m_view.GetBounds());
+ #endif
+ bounds.x += bounds.w/Real(2);
+ bounds.y += bounds.h/Real(2);
+
bounds.w /= Real(m_screen.ViewportWidth());
bounds.h /= Real(m_screen.ViewportHeight());