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@ -207,7 +207,7 @@ public: |
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/// Return GAL canvas size in pixels |
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const VECTOR2I& GetScreenPixelSize() const |
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{ |
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return screenSize; |
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return m_screenSize; |
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} |
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/// Force all remaining objects to be drawn. |
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@ -241,7 +241,7 @@ public: |
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*/ |
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virtual void SetIsFill( bool aIsFillEnabled ) |
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{ |
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isFillEnabled = aIsFillEnabled; |
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m_isFillEnabled = aIsFillEnabled; |
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} |
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/** |
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@ -251,7 +251,7 @@ public: |
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*/ |
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virtual void SetIsStroke( bool aIsStrokeEnabled ) |
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{ |
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isStrokeEnabled = aIsStrokeEnabled; |
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m_isStrokeEnabled = aIsStrokeEnabled; |
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} |
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/** |
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@ -261,7 +261,7 @@ public: |
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*/ |
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virtual void SetFillColor( const COLOR4D& aColor ) |
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{ |
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fillColor = aColor; |
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m_fillColor = aColor; |
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} |
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/** |
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@ -271,7 +271,7 @@ public: |
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*/ |
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inline const COLOR4D& GetFillColor() const |
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{ |
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return fillColor; |
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return m_fillColor; |
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} |
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/** |
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@ -281,7 +281,7 @@ public: |
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*/ |
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virtual void SetStrokeColor( const COLOR4D& aColor ) |
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{ |
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strokeColor = aColor; |
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m_strokeColor = aColor; |
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} |
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/** |
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@ -291,7 +291,7 @@ public: |
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*/ |
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inline const COLOR4D& GetStrokeColor() const |
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{ |
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return strokeColor; |
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return m_strokeColor; |
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} |
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/** |
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@ -301,7 +301,7 @@ public: |
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*/ |
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virtual void SetLineWidth( float aLineWidth ) |
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{ |
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lineWidth = aLineWidth; |
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m_lineWidth = aLineWidth; |
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} |
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/** |
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@ -311,7 +311,7 @@ public: |
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*/ |
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inline float GetLineWidth() const |
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{ |
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return lineWidth; |
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return m_lineWidth; |
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} |
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/** |
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@ -321,10 +321,10 @@ public: |
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*/ |
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virtual void SetLayerDepth( double aLayerDepth ) |
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{ |
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assert( aLayerDepth <= depthRange.y ); |
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assert( aLayerDepth >= depthRange.x ); |
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assert( aLayerDepth <= m_depthRange.y ); |
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assert( aLayerDepth >= m_depthRange.x ); |
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layerDepth = aLayerDepth; |
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m_layerDepth = aLayerDepth; |
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} |
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// ---- |
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@ -333,7 +333,7 @@ public: |
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const STROKE_FONT& GetStrokeFont() const |
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{ |
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return strokeFont; |
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return m_strokeFont; |
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} |
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/** |
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@ -346,7 +346,7 @@ public: |
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virtual void StrokeText( const wxString& aText, const VECTOR2D& aPosition, |
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double aRotationAngle ) |
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{ |
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strokeFont.Draw( aText, aPosition, aRotationAngle ); |
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m_strokeFont.Draw( aText, aPosition, aRotationAngle ); |
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} |
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/** |
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@ -363,23 +363,23 @@ public: |
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// Fallback: use stroke font |
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// Handle flipped view |
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if( globalFlipX ) |
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if( m_globalFlipX ) |
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textProperties.m_mirrored = !textProperties.m_mirrored; |
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// Bitmap font is slightly smaller and slightly heavier than the stroke font so we |
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// compensate a bit before stroking |
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float saveLineWidth = lineWidth; |
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float saveLineWidth = m_lineWidth; |
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VECTOR2D saveGlyphSize = textProperties.m_glyphSize; |
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{ |
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lineWidth *= 1.2f; |
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m_lineWidth *= 1.2f; |
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textProperties.m_glyphSize = textProperties.m_glyphSize * 0.8; |
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StrokeText( aText, aPosition, aRotationAngle ); |
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} |
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lineWidth = saveLineWidth; |
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m_lineWidth = saveLineWidth; |
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textProperties.m_glyphSize = saveGlyphSize; |
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if( globalFlipX ) |
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if( m_globalFlipX ) |
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textProperties.m_mirrored = !textProperties.m_mirrored; |
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} |
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@ -582,7 +582,7 @@ public: |
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*/ |
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const MATRIX3x3D& GetWorldScreenMatrix() const |
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{ |
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return worldScreenMatrix; |
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return m_worldScreenMatrix; |
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} |
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/** |
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@ -592,7 +592,7 @@ public: |
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*/ |
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const MATRIX3x3D& GetScreenWorldMatrix() const |
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{ |
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return screenWorldMatrix; |
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return m_screenWorldMatrix; |
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} |
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/** |
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@ -602,7 +602,7 @@ public: |
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*/ |
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inline void SetWorldScreenMatrix( const MATRIX3x3D& aMatrix ) |
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{ |
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worldScreenMatrix = aMatrix; |
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m_worldScreenMatrix = aMatrix; |
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} |
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/** |
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@ -616,12 +616,12 @@ public: |
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*/ |
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inline void SetWorldUnitLength( double aWorldUnitLength ) |
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{ |
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worldUnitLength = aWorldUnitLength; |
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m_worldUnitLength = aWorldUnitLength; |
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} |
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inline void SetScreenSize( const VECTOR2I& aSize ) |
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{ |
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screenSize = aSize; |
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m_screenSize = aSize; |
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} |
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/** |
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@ -634,7 +634,7 @@ public: |
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*/ |
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inline void SetScreenDPI( double aScreenDPI ) |
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{ |
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screenDPI = aScreenDPI; |
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|
m_screenDPI = aScreenDPI; |
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} |
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/** |
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@ -646,7 +646,7 @@ public: |
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*/ |
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inline void SetLookAtPoint( const VECTOR2D& aPoint ) |
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{ |
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lookAtPoint = aPoint; |
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m_lookAtPoint = aPoint; |
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} |
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/** |
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@ -656,7 +656,7 @@ public: |
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*/ |
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inline const VECTOR2D& GetLookAtPoint() const |
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{ |
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return lookAtPoint; |
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|
return m_lookAtPoint; |
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} |
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/** |
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@ -666,7 +666,7 @@ public: |
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*/ |
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inline void SetZoomFactor( double aZoomFactor ) |
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{ |
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zoomFactor = aZoomFactor; |
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|
m_zoomFactor = aZoomFactor; |
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} |
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/** |
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@ -676,7 +676,7 @@ public: |
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*/ |
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inline double GetZoomFactor() const |
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{ |
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|
return zoomFactor; |
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|
return m_zoomFactor; |
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} |
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/** |
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@ -686,7 +686,7 @@ public: |
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*/ |
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void SetRotation( double aRotation ) |
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{ |
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|
rotation = aRotation; |
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|
m_rotation = aRotation; |
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} |
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/** |
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@ -696,7 +696,7 @@ public: |
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*/ |
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double GetRotation() const |
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{ |
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|
return rotation; |
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|
return m_rotation; |
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} |
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/** |
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@ -709,7 +709,7 @@ public: |
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*/ |
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inline void SetDepthRange( const VECTOR2D& aDepthRange ) |
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{ |
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|
depthRange = aDepthRange; |
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|
m_depthRange = aDepthRange; |
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} |
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/** |
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@ -717,7 +717,7 @@ public: |
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*/ |
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inline double GetMinDepth() const |
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{ |
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|
|
return depthRange.x; |
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|
|
return m_depthRange.x; |
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} |
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/** |
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@ -725,7 +725,7 @@ public: |
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*/ |
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inline double GetMaxDepth() const |
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{ |
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|
return depthRange.y; |
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|
|
return m_depthRange.y; |
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} |
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/** |
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@ -735,7 +735,7 @@ public: |
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*/ |
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inline double GetWorldScale() const |
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|
{ |
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|
|
return worldScale; |
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|
|
return m_worldScale; |
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} |
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/** |
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@ -746,8 +746,8 @@ public: |
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*/ |
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inline void SetFlip( bool xAxis, bool yAxis ) |
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{ |
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globalFlipX = xAxis; |
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|
globalFlipY = yAxis; |
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|
m_globalFlipX = xAxis; |
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|
m_globalFlipY = yAxis; |
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} |
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/** |
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@ -755,7 +755,7 @@ public: |
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*/ |
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bool IsFlippedX() const |
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|
{ |
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|
return globalFlipX; |
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|
|
return m_globalFlipX; |
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} |
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/** |
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@ -763,7 +763,7 @@ public: |
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*/ |
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bool IsFlippedY() const |
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|
{ |
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|
|
return globalFlipY; |
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|
|
return m_globalFlipY; |
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} |
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|
|
// --------------------------- |
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|
|
@ -823,14 +823,14 @@ public: |
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|
* |
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|
* @param aVisibility is the new visibility setting of the grid. |
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|
*/ |
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|
void SetGridVisibility( bool aVisibility ) { gridVisibility = aVisibility; } |
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void SetGridVisibility( bool aVisibility ) { m_gridVisibility = aVisibility; } |
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bool GetGridVisibility() const { return gridVisibility; } |
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bool GetGridVisibility() const { return m_gridVisibility; } |
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|
|
bool GetGridSnapping() const |
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|
|
{ |
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|
|
return ( options.m_gridSnapping == KIGFX::GRID_SNAPPING::ALWAYS || |
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|
|
( gridVisibility && options.m_gridSnapping == KIGFX::GRID_SNAPPING::WITH_GRID ) ); |
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|
|
return m_options.m_gridSnapping == KIGFX::GRID_SNAPPING::ALWAYS || |
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|
|
( m_gridVisibility && m_options.m_gridSnapping == KIGFX::GRID_SNAPPING::WITH_GRID ); |
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|
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} |
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|
|
/** |
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|
* Set the origin point for the grid. |
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@ -839,18 +839,22 @@ public: |
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*/ |
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|
inline void SetGridOrigin( const VECTOR2D& aGridOrigin ) |
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{ |
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|
gridOrigin = aGridOrigin; |
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|
m_gridOrigin = aGridOrigin; |
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|
|
if( gridSize.x == 0.0 || gridSize.y == 0.0 ) |
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|
gridOffset = VECTOR2D(0.0, 0.0); |
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|
|
if( m_gridSize.x == 0.0 || m_gridSize.y == 0.0 ) |
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|
|
{ |
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|
|
m_gridOffset = VECTOR2D( 0.0, 0.0); |
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} |
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|
else |
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|
gridOffset = VECTOR2D( (long) gridOrigin.x % (long) gridSize.x, |
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|
|
(long) gridOrigin.y % (long) gridSize.y ); |
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|
{ |
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|
m_gridOffset = VECTOR2D( (long) m_gridOrigin.x % (long) m_gridSize.x, |
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(long) m_gridOrigin.y % (long) m_gridSize.y ); |
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} |
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} |
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|
|
inline const VECTOR2D& GetGridOrigin() const |
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|
|
{ |
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|
|
return gridOrigin; |
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|
|
return m_gridOrigin; |
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|
} |
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|
|
/** |
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|
@ -860,14 +864,14 @@ public: |
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*/ |
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|
|
inline void SetGridSize( const VECTOR2D& aGridSize ) |
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|
{ |
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|
|
gridSize = aGridSize; |
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|
|
m_gridSize = aGridSize; |
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|
|
|
|
// Avoid stupid grid size values: a grid size should be >= 1 in internal units |
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|
|
gridSize.x = std::max( 1.0, gridSize.x ); |
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|
|
gridSize.y = std::max( 1.0, gridSize.y ); |
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|
|
m_gridSize.x = std::max( 1.0, m_gridSize.x ); |
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|
|
m_gridSize.y = std::max( 1.0, m_gridSize.y ); |
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|
|
gridOffset = VECTOR2D( (long) gridOrigin.x % (long) gridSize.x, |
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|
|
(long) gridOrigin.y % (long) gridSize.y ); |
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|
|
m_gridOffset = VECTOR2D( (long) m_gridOrigin.x % (long) m_gridSize.x, |
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|
|
(long) m_gridOrigin.y % (long) m_gridSize.y ); |
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|
|
} |
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|
|
|
/** |
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|
|
@ -877,7 +881,7 @@ public: |
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|
|
*/ |
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|
|
inline const VECTOR2D& GetGridSize() const |
|
|
|
{ |
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|
|
return gridSize; |
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|
|
return m_gridSize; |
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|
|
} |
|
|
|
|
|
|
|
/** |
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|
|
@ -887,7 +891,7 @@ public: |
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|
|
*/ |
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|
|
inline void SetGridColor( const COLOR4D& aGridColor ) |
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|
|
{ |
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|
|
gridColor = aGridColor; |
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|
|
m_gridColor = aGridColor; |
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|
|
} |
|
|
|
|
|
|
|
/** |
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|
|
@ -897,7 +901,7 @@ public: |
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|
|
*/ |
|
|
|
inline void SetAxesColor( const COLOR4D& aAxesColor ) |
|
|
|
{ |
|
|
|
axesColor = aAxesColor; |
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|
|
m_axesColor = aAxesColor; |
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|
|
} |
|
|
|
|
|
|
|
/** |
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|
|
@ -905,7 +909,7 @@ public: |
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|
|
*/ |
|
|
|
inline void SetAxesEnabled( bool aAxesEnabled ) |
|
|
|
{ |
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|
|
axesEnabled = aAxesEnabled; |
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|
|
m_axesEnabled = aAxesEnabled; |
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|
|
} |
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|
|
|
|
|
|
/** |
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|
|
@ -915,7 +919,7 @@ public: |
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|
|
*/ |
|
|
|
inline void SetCoarseGrid( int aInterval ) |
|
|
|
{ |
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|
|
gridTick = aInterval; |
|
|
|
m_gridTick = aInterval; |
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|
|
} |
|
|
|
|
|
|
|
/** |
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|
|
@ -925,7 +929,7 @@ public: |
|
|
|
*/ |
|
|
|
inline float GetGridLineWidth() const |
|
|
|
{ |
|
|
|
return gridLineWidth; |
|
|
|
return m_gridLineWidth; |
|
|
|
} |
|
|
|
|
|
|
|
///< Draw the grid |
|
|
|
@ -947,7 +951,7 @@ public: |
|
|
|
*/ |
|
|
|
inline VECTOR2D ToWorld( const VECTOR2D& aPoint ) const |
|
|
|
{ |
|
|
|
return VECTOR2D( screenWorldMatrix * aPoint ); |
|
|
|
return VECTOR2D( m_screenWorldMatrix * aPoint ); |
|
|
|
} |
|
|
|
|
|
|
|
/** |
|
|
|
@ -958,7 +962,7 @@ public: |
|
|
|
*/ |
|
|
|
inline VECTOR2D ToScreen( const VECTOR2D& aPoint ) const |
|
|
|
{ |
|
|
|
return VECTOR2D( worldScreenMatrix * aPoint ); |
|
|
|
return VECTOR2D( m_worldScreenMatrix * aPoint ); |
|
|
|
} |
|
|
|
|
|
|
|
/** |
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@ -968,7 +972,7 @@ public: |
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*/ |
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inline void SetCursorEnabled( bool aCursorEnabled ) |
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{ |
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isCursorEnabled = aCursorEnabled; |
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m_isCursorEnabled = aCursorEnabled; |
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} |
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/** |
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@ -978,7 +982,7 @@ public: |
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*/ |
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bool IsCursorEnabled() const |
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{ |
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return isCursorEnabled || forceDisplayCursor; |
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return m_isCursorEnabled || m_forceDisplayCursor; |
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} |
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/** |
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@ -988,7 +992,7 @@ public: |
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*/ |
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inline void SetCursorColor( const COLOR4D& aCursorColor ) |
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{ |
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cursorColor = aCursorColor; |
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m_cursorColor = aCursorColor; |
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} |
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/** |
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@ -1004,7 +1008,7 @@ public: |
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*/ |
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inline void AdvanceDepth() |
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{ |
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layerDepth -= 0.05; |
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m_layerDepth -= 0.05; |
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} |
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/** |
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@ -1012,7 +1016,7 @@ public: |
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*/ |
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inline void PushDepth() |
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{ |
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depthStack.push( layerDepth ); |
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m_depthStack.push( m_layerDepth ); |
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} |
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/** |
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@ -1020,8 +1024,8 @@ public: |
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*/ |
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inline void PopDepth() |
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{ |
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layerDepth = depthStack.top(); |
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depthStack.pop(); |
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m_layerDepth = m_depthStack.top(); |
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m_depthStack.pop(); |
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} |
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virtual void EnableDepthTest( bool aEnabled = false ) {}; |
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@ -1059,7 +1063,7 @@ protected: |
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/// Compute the scaling factor for the world->screen matrix |
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inline void computeWorldScale() |
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{ |
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worldScale = screenDPI * worldUnitLength * zoomFactor; |
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m_worldScale = m_screenDPI * m_worldUnitLength * m_zoomFactor; |
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} |
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/** |
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@ -1099,60 +1103,60 @@ protected: |
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*/ |
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virtual bool updatedGalDisplayOptions( const GAL_DISPLAY_OPTIONS& aOptions ); |
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GAL_DISPLAY_OPTIONS& options; |
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UTIL::LINK observerLink; |
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GAL_DISPLAY_OPTIONS& m_options; |
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UTIL::LINK m_observerLink; |
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std::stack<double> depthStack; ///< Stored depth values |
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VECTOR2I screenSize; ///< Screen size in screen coordinates |
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std::stack<double> m_depthStack; ///< Stored depth values |
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VECTOR2I m_screenSize; ///< Screen size in screen coordinates |
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double worldUnitLength; ///< The unit length of the world coordinates [inch] |
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double screenDPI; ///< The dots per inch of the screen |
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VECTOR2D lookAtPoint; ///< Point to be looked at in world space |
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double m_worldUnitLength; ///< The unit length of the world coordinates [inch] |
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double m_screenDPI; ///< The dots per inch of the screen |
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VECTOR2D m_lookAtPoint; ///< Point to be looked at in world space |
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double zoomFactor; ///< The zoom factor |
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double rotation; ///< Rotation transformation (radians) |
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MATRIX3x3D worldScreenMatrix; ///< World transformation |
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MATRIX3x3D screenWorldMatrix; ///< Screen transformation |
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double worldScale; ///< The scale factor world->screen |
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double m_zoomFactor; ///< The zoom factor |
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double m_rotation; ///< Rotation transformation (radians) |
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MATRIX3x3D m_worldScreenMatrix; ///< World transformation |
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MATRIX3x3D m_screenWorldMatrix; ///< Screen transformation |
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double m_worldScale; ///< The scale factor world->screen |
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bool globalFlipX; ///< Flag for X axis flipping |
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bool globalFlipY; ///< Flag for Y axis flipping |
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bool m_globalFlipX; ///< Flag for X axis flipping |
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bool m_globalFlipY; ///< Flag for Y axis flipping |
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float lineWidth; ///< The line width |
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float m_lineWidth; ///< The line width |
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bool isFillEnabled; ///< Is filling of graphic objects enabled ? |
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bool isStrokeEnabled; ///< Are the outlines stroked ? |
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bool m_isFillEnabled; ///< Is filling of graphic objects enabled ? |
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bool m_isStrokeEnabled; ///< Are the outlines stroked ? |
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COLOR4D fillColor; ///< The fill color |
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COLOR4D strokeColor; ///< The color of the outlines |
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COLOR4D m_clearColor; |
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COLOR4D m_fillColor; ///< The fill color |
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COLOR4D m_strokeColor; ///< The color of the outlines |
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COLOR4D m_clearColor; |
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double layerDepth; ///< The actual layer depth |
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VECTOR2D depthRange; ///< Range of the depth |
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double m_layerDepth; ///< The actual layer depth |
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VECTOR2D m_depthRange; ///< Range of the depth |
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// Grid settings |
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bool gridVisibility; ///< Should the grid be shown |
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GRID_STYLE gridStyle; ///< Grid display style |
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VECTOR2D gridSize; ///< The grid size |
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VECTOR2D gridOrigin; ///< The grid origin |
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VECTOR2D gridOffset; ///< The grid offset to compensate cursor position |
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COLOR4D gridColor; ///< Color of the grid |
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COLOR4D axesColor; ///< Color of the axes |
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bool axesEnabled; ///< Should the axes be drawn |
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int gridTick; ///< Every tick line gets the double width |
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float gridLineWidth; ///< Line width of the grid |
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int gridMinSpacing; ///< Minimum screen size of the grid (pixels) |
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bool m_gridVisibility; ///< Should the grid be shown |
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GRID_STYLE m_gridStyle; ///< Grid display style |
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VECTOR2D m_gridSize; ///< The grid size |
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VECTOR2D m_gridOrigin; ///< The grid origin |
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VECTOR2D m_gridOffset; ///< The grid offset to compensate cursor position |
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COLOR4D m_gridColor; ///< Color of the grid |
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COLOR4D m_axesColor; ///< Color of the axes |
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bool m_axesEnabled; ///< Should the axes be drawn |
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int m_gridTick; ///< Every tick line gets the double width |
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float m_gridLineWidth; ///< Line width of the grid |
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int m_gridMinSpacing; ///< Minimum screen size of the grid (pixels) |
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///< below which the grid is not drawn |
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// Cursor settings |
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bool isCursorEnabled; ///< Is the cursor enabled? |
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bool forceDisplayCursor; ///< Always show cursor |
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COLOR4D cursorColor; ///< Cursor color |
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bool fullscreenCursor; ///< Shape of the cursor (fullscreen or small cross) |
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VECTOR2D cursorPosition; ///< Current cursor position (world coordinates) |
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/// Instance of object that stores information about how to draw texts |
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STROKE_FONT strokeFont; |
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bool m_isCursorEnabled; ///< Is the cursor enabled? |
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bool m_forceDisplayCursor; ///< Always show cursor |
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COLOR4D m_cursorColor; ///< Cursor color |
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bool m_fullscreenCursor; ///< Shape of the cursor (fullscreen or small cross) |
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VECTOR2D m_cursorPosition; ///< Current cursor position (world coordinates) |
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STROKE_FONT m_strokeFont; ///< Instance of object that stores information |
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///< about how to draw texts |
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private: |
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struct TEXT_PROPERTIES |
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