Add tester for numerical calculation of PI
[ipdf/code.git] / src / view.cpp
index bd9b2fa..ed62704 100644 (file)
@@ -19,7 +19,7 @@ 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 +27,27 @@ 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();
+       }
+
 }

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