12 inline void OverlayBMP(Document & doc, const char * input, const char * output, const Rect & bounds = Rect(0,0,1,1), const Colour & c = Colour(0.f,0.f,0.f,1.f))
16 View view(doc, scr, bounds, c);
21 scr.ScreenShot(output);
25 inline void MainLoop(Document & doc, const Rect & bounds = Rect(0,0,1,1), const Colour & c = Colour(0.f,0.f,0.f,1.f))
27 // order is important... segfaults occur when screen (which inits GL) is not constructed first -_-
29 View view(doc,scr, bounds, c);
30 scr.DebugFontInit("DejaVuSansMono.ttf");
31 scr.SetMouseHandler([&](int x, int y, int buttons, int wheel) // [?] wtf
33 static bool oldButtonDown = false;
34 static int oldx, oldy;
35 if (buttons == 3 && !oldButtonDown)
38 view.ToggleGPUTransform();
43 if (buttons == 2 && !oldButtonDown)
46 view.ToggleGPURendering();
50 if (buttons && !oldButtonDown)
52 // We're beginning a drag.
56 scr.SetMouseCursor(Screen::CursorMove);
60 view.Translate(Real(oldx-x)/Real(scr.ViewportWidth()), Real(oldy-y)/Real(scr.ViewportHeight()));
64 oldButtonDown = false;
65 scr.SetMouseCursor(Screen::CursorArrow);
72 view.ScaleAroundPoint(Real(x)/Real(scr.ViewportWidth()),Real(y)/Real(scr.ViewportHeight()), expf(-wheel/20.f));
77 while (scr.PumpEvents())
80 view.Render(scr.ViewportWidth(), scr.ViewportHeight());
81 scr.DebugFontPrintF("[CPU] Render took %lf ms (%lf FPS)\n", (scr.GetLastFrameTimeCPU())* 1000.0, 1.0/scr.GetLastFrameTimeCPU());
82 scr.DebugFontPrintF("[GPU] Render took %lf ms (%lf FPS)\n", (scr.GetLastFrameTimeGPU())* 1000.0, 1.0/scr.GetLastFrameTimeGPU());
83 scr.DebugFontPrintF("View bounds: %s\n", view.GetBounds().Str().c_str());
84 if (view.UsingGPUTransform())
86 scr.DebugFontPrint("Doing coordinate transform on the GPU.\n");
90 scr.DebugFontPrint("Doing coordinate transform on the CPU.\n");
92 if (view.UsingGPURendering())
94 scr.DebugFontPrint("Doing rendering using GPU.\n");
98 scr.DebugFontPrint("Doing rendering using CPU.\n");