* Translate the view
* @param x, y - Amount to translate
*/
-void View::Translate(VReal x, VReal y)
+void View::Translate(Real x, Real y)
{
if (!m_use_gpu_transform)
m_buffer_dirty = true;
#ifdef TRANSFORM_BEZIERS_TO_PATH
type = PATH;
#endif
- m_document.TranslateObjects(-x.ToDouble(), -y.ToDouble(), type);
+ m_document.TranslateObjects(-x, -y, type);
#endif
- x *= m_bounds.w;
- y *= m_bounds.h;
- m_bounds.x += x;
- m_bounds.y += y;
+ m_bounds.x += m_bounds.w*VReal(x);
+ m_bounds.y += m_bounds.h*VReal(y);
//Debug("View Bounds => %s", m_bounds.Str().c_str());
* @param x, y - Coordinates to scale at (eg: Mouse cursor position)
* @param scale_amount - Amount to scale by
*/
-void View::ScaleAroundPoint(VReal x, VReal y, VReal scale_amount)
+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)
#endif
m_document.ScaleObjectsAboutPoint(x, y, scale_amount, type);
#endif
- x *= m_bounds.w;
- y *= m_bounds.h;
- x += m_bounds.x;
- y += m_bounds.y;
+ VReal vx = m_bounds.w * VReal(x);
+ VReal vy = m_bounds.h * VReal(y);
+ vx += m_bounds.x;
+ vy += m_bounds.y;
- VReal top = y - m_bounds.y;
- VReal left = x - m_bounds.x;
+ VReal top = vy - m_bounds.y;
+ VReal left = vx - m_bounds.x;
top *= scale_amount;
left *= scale_amount;
- m_bounds.x = x - left;
- m_bounds.y = y - top;
+ m_bounds.x = vx - left;
+ m_bounds.y = vy - 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());
#ifdef TRANSFORM_OBJECTS_NOT_VIEW
return inp;
#endif
- return TransformRectCoordinates(m_bounds, inp);
+ return TransformRectCoordinates(m_bounds.Convert<Real>(), inp);
}
/**