X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fview.cpp;h=ed62704fd66b5864c071d769973b7aeb72fe43d4;hp=fcb841b61eb84b24d5a7d7cf383c5d94ef580349;hb=fdc6f69d40cf7e872218ec48493534cc3b85c852;hpb=b006386ab52e8a2c47c20bc21591d01c314d4d8e diff --git a/src/view.cpp b/src/view.cpp index fcb841b..ed62704 100644 --- a/src/view.cpp +++ b/src/view.cpp @@ -1,14 +1,53 @@ #include "view.h" +#include "SDL_opengl.h" + using namespace IPDF; using namespace std; void View::Render() { - Debug("Bounds are %s", m_bounds.Str().c_str()); - Debug("Objects are:"); + static bool debug_output_done = false; + if (!debug_output_done) + { + m_document.DebugDumpObjects(); + debug_output_done = true; + } + + glClearColor(1.f,1.f,1.f,1.f); + glClear(GL_COLOR_BUFFER_BIT); + + 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) { - Debug("%u\t%s", id, m_document.m_objects.bounds[id].Str().c_str()); + if (m_document.m_objects.types[id] == RECT_FILLED) + continue; + Rect obj_bounds = 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)); + 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(); + } + }