X-Git-Url: https://git.ucc.asn.au/?a=blobdiff_plain;f=src%2Fview.cpp;h=26e95072d005c1442a1c6e918aadd92b2388a653;hb=aaa65d90ac812f924cbbc39bef7a5f8b6cad2da3;hp=ce7489dc13a4b5cc8b1ebe1f7ed0b993db7bd31e;hpb=d1f4d742e6634fda7c8a1e018b4f9c8ec0f4e51c;p=ipdf%2Fcode.git diff --git a/src/view.cpp b/src/view.cpp index ce7489d..26e9507 100644 --- a/src/view.cpp +++ b/src/view.cpp @@ -11,17 +11,19 @@ void View::Translate(Real x, Real y) 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)); + //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; @@ -33,6 +35,43 @@ void View::ScaleAroundPoint(Real x, Real y, Real scaleAmt) 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() @@ -44,22 +83,42 @@ void View::Render() debug_output_done = true; } - glClearColor(1.f,1.f,1.f,1.f); - glClear(GL_COLOR_BUFFER_BIT); + + //DrawGrid(); // Draw the gridlines glMatrixMode(GL_PROJECTION); glLoadIdentity(); - 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); + 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(); - glColor4f(0.f,0.f,0.f,1.f); + 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) + if (m_document.m_objects.types[id] != RECT_FILLED) continue; - Rect obj_bounds = m_document.m_objects.bounds[id]; + 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)); @@ -67,11 +126,20 @@ void View::Render() } glEnd(); + for (unsigned id = 0; id < m_document.ObjectCount(); ++id) { - if (m_document.m_objects.types[id] == RECT_OUTLINE) + if (m_document.m_objects.types[id] != RECT_OUTLINE) continue; - Rect obj_bounds = m_document.m_objects.bounds[id]; + 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)); @@ -79,4 +147,10 @@ void View::Render() glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y) + Float(obj_bounds.h)); glEnd(); } + + if (m_colour.a < 1.0f) + { + glDisable(GL_BLEND); + } + }