X-Git-Url: https://git.ucc.asn.au/?a=blobdiff_plain;f=src%2Fview.cpp;h=4425ebec40267b937fb79a89a38467ed3b058975;hb=37f826f1fd7b64ee1eb68e4036b43e306560828a;hp=bd9b2fad0a8d1ff10ac75d5e12e2b890830c86b1;hpb=901ea3355265e7f413674a62f7c29806ae35a565;p=ipdf%2Fcode.git diff --git a/src/view.cpp b/src/view.cpp index bd9b2fa..4425ebe 100644 --- a/src/view.cpp +++ b/src/view.cpp @@ -5,6 +5,12 @@ using namespace IPDF; using namespace std; +void View::Translate(Real x, Real y) +{ + m_bounds.x += x; + m_bounds.y += y; +} + void View::Render() { static bool debug_output_done = false; @@ -19,7 +25,7 @@ void View::Render() 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(); @@ -27,12 +33,27 @@ void View::Render() 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 = 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(); + for (unsigned id = 0; id < m_document.ObjectCount(); ++id) + { + if (m_document.m_objects.types[id] != RECT_OUTLINE) + continue; + Rect obj_bounds = 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(); + } + }