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;
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()
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();
{
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));
{
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));