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;
+}
+
+void View::ScaleAroundPoint(Real x, Real y, Real scaleAmt)
+{
+ // 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;
+}
+
void View::Render()
{
static bool debug_output_done = false;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
- glOrtho(m_bounds.x, m_bounds.x+m_bounds.w, m_bounds.y + m_bounds.h, m_bounds.y, -1.f, 1.f);
+ 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);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (m_document.m_objects.types[id] == RECT_FILLED)
continue;
Rect obj_bounds = m_document.m_objects.bounds[id];
- glVertex2f(obj_bounds.x, obj_bounds.y);
- glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y);
- glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y + obj_bounds.h);
- glVertex2f(obj_bounds.x, obj_bounds.y + obj_bounds.h);
+ 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();
continue;
Rect obj_bounds = m_document.m_objects.bounds[id];
glBegin(GL_LINE_LOOP);
- glVertex2f(obj_bounds.x, obj_bounds.y);
- glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y);
- glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y + obj_bounds.h);
- glVertex2f(obj_bounds.x, obj_bounds.y + obj_bounds.h);
+ 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();
}