dpi zoom on title bar

This commit is contained in:
2019-05-16 10:38:23 +02:00
parent 8315424f55
commit 4f39dcf61d
3 changed files with 48 additions and 29 deletions

View File

@@ -1634,6 +1634,9 @@ Here's a list of what's available in this release.
<border id="ext-fbf" height="20" width="30" color="0 0 0 1" align="center" justify="center" margin="0 5 0 0"> <border id="ext-fbf" height="20" width="30" color="0 0 0 1" align="center" justify="center" margin="0 5 0 0">
<text id="txt-rec" text="FbF" color="0 0 0 1"/> <text id="txt-rec" text="FbF" color="0 0 0 1"/>
</border> </border>
<border id="ext-dpi" height="20" width="50" color=".2" align="center" justify="center" margin="0 5 0 0">
<text id="txt-dpi" text="4x-dpi" color="1"/>
</border>
</node> </node>
</border> </border>
<!-- toolbar --> <!-- toolbar -->

View File

@@ -14,6 +14,8 @@ void App::title_update()
snprintf(str, 256, "Panodoc: %s%s (%s)", doc_name.c_str(), canvas->m_canvas->m_unsaved ? "*" : "", res_to_string(canvas->m_canvas->m_width).c_str()); snprintf(str, 256, "Panodoc: %s%s (%s)", doc_name.c_str(), canvas->m_canvas->m_unsaved ? "*" : "", res_to_string(canvas->m_canvas->m_width).c_str());
if (auto docname = layout[main_id]->find<NodeText>("txt-docname")) if (auto docname = layout[main_id]->find<NodeText>("txt-docname"))
docname->set_text(str); docname->set_text(str);
if (auto node = layout[main_id]->find<NodeText>("txt-dpi"))
node->set_text(fmt::format("{}x-dpi", zoom).c_str());
} }
void App::init_toolbar_main() void App::init_toolbar_main()

View File

@@ -107,14 +107,25 @@ void NodeCanvas::draw()
m_canvas->m_plane_shape[plane_index] = m_canvas->face_to_shape2D(plane_index); m_canvas->m_plane_shape[plane_index] = m_canvas->face_to_shape2D(plane_index);
} }
if (zoom > 1.f)
{
m_rtt.bindFramebuffer();
glClearColor(1, 1, 1, 0);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, m_rtt.getWidth(), m_rtt.getHeight());
}
else
{
glClearColor(1, 1, 1, 0);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(c.x + App::I.off_x, c.y + App::I.off_y, c.z, c.w);
}
// NOTE: draw_merge has been disabled for worst performance
bool draw_merged = !(m_canvas->m_current_mode == kCanvasMode::Camera); bool draw_merged = !(m_canvas->m_current_mode == kCanvasMode::Camera);
draw_merged = false; draw_merged = false;
m_rtt.bindFramebuffer();
glClearColor(1, 1, 1, 0);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, m_rtt.getWidth(), m_rtt.getHeight());
if (draw_merged) if (draw_merged)
{ {
glDisable(GL_BLEND); glDisable(GL_BLEND);
@@ -404,18 +415,18 @@ void NodeCanvas::draw()
glEnable(GL_BLEND); glEnable(GL_BLEND);
//draw the grid //draw the grid
//for (int plane_index = 0; plane_index < 6; plane_index++) for (int plane_index = 0; plane_index < 6; plane_index++)
//{ {
// auto plane_mvp = proj * camera * auto plane_mvp = proj * camera *
// glm::scale(glm::vec3(m_canvas->m_order.size() + 500.f)) * glm::scale(glm::vec3(m_canvas->m_order.size() + 500.f)) *
// m_canvas->m_plane_transform[plane_index] * m_canvas->m_plane_transform[plane_index] *
// glm::translate(glm::vec3(0, 0, -1.f)); glm::translate(glm::vec3(0, 0, -1.f));
// ShaderManager::use(kShader::Checkerboard); ShaderManager::use(kShader::Checkerboard);
// ShaderManager::u_int(kShaderUniform::Colorize, false); ShaderManager::u_int(kShaderUniform::Colorize, false);
// ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp); ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
// m_face_plane.draw_fill(); m_face_plane.draw_fill();
//} }
// draw the layers // draw the layers
m_sampler.bind(0); m_sampler.bind(0);
@@ -429,21 +440,24 @@ void NodeCanvas::draw()
} }
} }
m_rtt.unbindFramebuffer(); if (zoom > 1.f)
{
m_rtt.unbindFramebuffer();
glClearColor(1, 1, 1, 0); glClearColor(1, 1, 1, 0);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
glViewport(c.x + App::I.off_x, c.y + App::I.off_y, c.z, c.w); glViewport(c.x + App::I.off_x, c.y + App::I.off_y, c.z, c.w);
// draw the canvas // draw the canvas
m_sampler_linear.bind(0); m_sampler_linear.bind(0);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
m_rtt.bindTexture(); m_rtt.bindTexture();
ShaderManager::use(kShader::Texture); ShaderManager::use(kShader::Texture);
ShaderManager::u_int(kShaderUniform::Tex, 0); ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho<float>(-1, 1, -1, 1)); ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho<float>(-1, 1, -1, 1));
m_face_plane.draw_fill(); m_face_plane.draw_fill();
m_rtt.unbindTexture(); m_rtt.unbindTexture();
}
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);