Grid in GAL takes into account grid offset.
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@ -130,8 +130,11 @@ void GAL::DrawGrid()
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// Draw the grid
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// For the drawing the start points, end points and increments have
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// to be calculated in world coordinates
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VECTOR2D worldStartPoint = screenWorldMatrix * VECTOR2D( 0.0, 0.0 );
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VECTOR2D worldEndPoint = screenWorldMatrix * VECTOR2D( screenSize );
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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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VECTOR2D worldStartPoint = screenWorldMatrix * VECTOR2D( 0.0, 0.0 );
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VECTOR2D worldEndPoint = screenWorldMatrix * VECTOR2D( screenSize );
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int gridScreenSizeDense = round( gridSize.x * worldScale );
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int gridScreenSizeCoarse = round( gridSize.x * static_cast<double>( gridTick ) * worldScale );
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@ -144,20 +147,19 @@ void GAL::DrawGrid()
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if( std::max( gridScreenSizeDense, gridScreenSizeCoarse ) > gridDrawThreshold )
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{
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// Compute grid variables
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int gridStartX = round( worldStartPoint.x / gridSize.x );
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int gridEndX = round( worldEndPoint.x / gridSize.x );
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int gridStartY = round( worldStartPoint.y / gridSize.y );
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int gridEndY = round( worldEndPoint.y / gridSize.y );
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int gridStartX = round( worldStartPoint.x / gridSize.x );
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int gridEndX = round( worldEndPoint.x / gridSize.x );
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int gridStartY = round( worldStartPoint.y / gridSize.y );
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int gridEndY = round( worldEndPoint.y / gridSize.y );
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// Swap the coordinates, if they have not the right order
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SWAP( gridEndX, <, gridStartX );
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SWAP( gridEndY, <, gridStartY );
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assert( gridEndX >= gridStartX );
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assert( gridEndY >= gridStartY );
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// Correct the index, else some lines are not correctly painted
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gridStartX -= 1;
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gridStartY -= 1;
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gridEndX += 1;
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gridEndY += 1;
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gridStartX -= ( gridOrigin.x / gridSize.x ) + 1;
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gridStartY -= ( gridOrigin.y / gridSize.y ) + 1;
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gridEndX += ( gridOrigin.x / gridSize.x ) + 1;
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gridEndY += ( gridOrigin.y / gridSize.y ) + 1;
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// Draw the grid behind all other layers
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SetLayerDepth( depthRange.y * 0.75 );
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@ -169,6 +171,8 @@ void GAL::DrawGrid()
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SetStrokeColor( gridColor );
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// Now draw the grid, every coarse grid line gets the double width
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// Vertical lines
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for( int j = gridStartY; j < gridEndY; j += 1 )
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{
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if( j % gridTick == 0 && gridScreenSizeDense > gridDrawThreshold )
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@ -179,11 +183,12 @@ void GAL::DrawGrid()
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if( ( j % gridTick == 0 && gridScreenSizeCoarse > gridDrawThreshold )
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|| gridScreenSizeDense > gridDrawThreshold )
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{
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drawGridLine( VECTOR2D( gridStartX * gridSize.x, j * gridSize.y ),
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VECTOR2D( gridEndX * gridSize.x, j * gridSize.y ) );
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drawGridLine( VECTOR2D( gridStartX * gridSize.x, j * gridSize.y + gridOrigin.y ),
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VECTOR2D( gridEndX * gridSize.x, j * gridSize.y + gridOrigin.y ) );
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}
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}
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// Horizontal lines
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for( int i = gridStartX; i < gridEndX; i += 1 )
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{
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if( i % gridTick == 0 && gridScreenSizeDense > gridDrawThreshold )
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@ -194,8 +199,8 @@ void GAL::DrawGrid()
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if( ( i % gridTick == 0 && gridScreenSizeCoarse > gridDrawThreshold )
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|| gridScreenSizeDense > gridDrawThreshold )
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{
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drawGridLine( VECTOR2D( i * gridSize.x, gridStartY * gridSize.y ),
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VECTOR2D( i * gridSize.x, gridEndY * gridSize.y ) );
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drawGridLine( VECTOR2D( i * gridSize.x + gridOrigin.x, gridStartY * gridSize.y ),
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VECTOR2D( i * gridSize.x + gridOrigin.x, gridEndY * gridSize.y ) );
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}
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}
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}
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@ -223,10 +228,10 @@ void GAL::DrawGrid()
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if( tickX || tickY || gridScreenSizeDense > gridDrawThreshold )
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{
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double radius = ( tickX && tickY ) ? doubleMarker : marker;
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DrawRectangle( VECTOR2D( i * gridSize.x - radius,
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j * gridSize.y - radius ),
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VECTOR2D( i * gridSize.x + radius,
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j * gridSize.y + radius ) );
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DrawRectangle( VECTOR2D( i * gridSize.x - radius + gridOrigin.x,
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j * gridSize.y - radius + gridOrigin.y ),
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VECTOR2D( i * gridSize.x + radius + gridOrigin.x,
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j * gridSize.y + radius + gridOrigin.y ) );
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}
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}
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}
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@ -237,10 +242,6 @@ void GAL::DrawGrid()
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VECTOR2D GAL::GetGridPoint( const VECTOR2D& aPoint ) const
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{
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VECTOR2D gridPoint;
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gridPoint.x = round( aPoint.x / gridSize.x ) * gridSize.x;
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gridPoint.y = round( aPoint.y / gridSize.y ) * gridSize.y;
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return gridPoint;
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return VECTOR2D( round( ( aPoint.x - gridOffset.x ) / gridSize.x ) * gridSize.x + gridOffset.x,
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round( ( aPoint.y - gridOffset.y ) / gridSize.y ) * gridSize.y + gridOffset.y );
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}
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@ -853,6 +853,7 @@ protected:
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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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int gridTick; ///< Every tick line gets the double width
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double gridLineWidth; ///< Line width of the grid
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@ -860,6 +861,7 @@ protected:
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///< below which the grid is not drawn
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int gridOriginMarkerSize; ///< Grid origin indicator size (pixels)
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// Cursor settings
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bool isCursorEnabled; ///< Is the cursor enabled?
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COLOR4D cursorColor; ///< Cursor color
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unsigned int cursorSize; ///< Size of the cursor in pixels
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