#include "view.h"
+#include "SDL_opengl.h"
+
using namespace IPDF;
using namespace std;
+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());
+}
+
+Rect View::TransformToViewCoords(const Rect& inp) const
+{
+ 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;
+}
+
+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();
+
+ }
+}
+
void View::Render()
{
- Debug("Bounds are %s", m_bounds.Str().c_str());
- Debug("Objects are:");
+ static bool debug_output_done = false;
+ if (!debug_output_done)
+ {
+ m_document.DebugDumpObjects();
+ debug_output_done = true;
+ }
+
+
+ //DrawGrid(); // Draw the gridlines
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ if (m_use_gpu_transform)
+ {
+ glOrtho(Float(m_bounds.x), Float(m_bounds.x)+Float(m_bounds.w), Float(m_bounds.y) + Float(m_bounds.h), Float(m_bounds.y), -1.f, 1.f);
+ }
+ else
+ {
+ glOrtho(0,1,1,0,-1,1);
+ }
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ if (m_colour.a < 1.0f)
+ {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ glColor4f(m_colour.r, m_colour.g, m_colour.b, m_colour.a);
+ glBegin(GL_QUADS);
+ for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
+ {
+ if (m_document.m_objects.types[id] != RECT_FILLED)
+ continue;
+ Rect obj_bounds;
+ if (m_use_gpu_transform)
+ {
+ obj_bounds = m_document.m_objects.bounds[id];
+ }
+ else
+ {
+ obj_bounds = TransformToViewCoords(m_document.m_objects.bounds[id]);
+ }
+ glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y));
+ glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y));
+ glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y) + Float(obj_bounds.h));
+ glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y) + Float(obj_bounds.h));
+ }
+ glEnd();
+
+
for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
{
- Debug("%u\t%s", id, m_document.m_objects.bounds[id].Str().c_str());
+ if (m_document.m_objects.types[id] != RECT_OUTLINE)
+ continue;
+ Rect obj_bounds;
+ if (m_use_gpu_transform)
+ {
+ obj_bounds = m_document.m_objects.bounds[id];
+ }
+ else
+ {
+ obj_bounds = TransformToViewCoords(m_document.m_objects.bounds[id]);
+ }
+ glBegin(GL_LINE_LOOP);
+ glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y));
+ glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y));
+ glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y) + Float(obj_bounds.h));
+ glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y) + Float(obj_bounds.h));
+ glEnd();
}
+
+ if (m_colour.a < 1.0f)
+ {
+ glDisable(GL_BLEND);
+ }
+
}