m_bounds.h *= scaleAmt;
}
+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()
{
static bool debug_output_done = false;
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);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
+
+
+
glColor4f(0.f,0.f,0.f,1.f);
glBegin(GL_QUADS);
for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
}
glEnd();
+
for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
{
if (m_document.m_objects.types[id] == RECT_OUTLINE)
glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y) + Float(obj_bounds.h));
glEnd();
}
+
}