Code formatting.

This commit is contained in:
Maciej Suminski 2016-05-02 15:56:10 +02:00
parent 0cfa360390
commit 4262915b38
2 changed files with 11 additions and 11 deletions

View File

@ -143,14 +143,15 @@ void EDA_DRAW_PANEL_GAL::onPaint( wxPaintEvent& WXUNUSED( aEvent ) )
return; return;
m_drawing = true; m_drawing = true;
KIGFX::PCB_RENDER_SETTINGS *settings = static_cast<KIGFX::PCB_RENDER_SETTINGS*>( m_painter->GetSettings() );
m_viewControls->UpdateScrollbars(); m_viewControls->UpdateScrollbars();
m_view->UpdateItems(); m_view->UpdateItems();
m_gal->BeginDrawing(); m_gal->BeginDrawing();
m_gal->ClearScreen( m_painter->GetSettings()->GetBackgroundColor() ); m_gal->ClearScreen( settings->GetBackgroundColor() );
KIGFX::COLOR4D gridColor = static_cast<KIGFX::PCB_RENDER_SETTINGS*> (m_painter->GetSettings())->GetLayerColor( ITEM_GAL_LAYER ( GRID_VISIBLE ) ); KIGFX::COLOR4D gridColor = settings->GetLayerColor( ITEM_GAL_LAYER( GRID_VISIBLE ) );
m_gal->SetGridColor ( gridColor ); m_gal->SetGridColor( gridColor );
if( m_view->IsDirty() ) if( m_view->IsDirty() )
{ {

View File

@ -41,7 +41,7 @@
using namespace KIGFX; using namespace KIGFX;
static void InitTesselatorCallbacks( GLUtesselator* aTesselator ); static void InitTesselatorCallbacks( GLUtesselator* aTesselator );
const int glAttributes[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DEPTH_SIZE, 8, 0 }; static const int glAttributes[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DEPTH_SIZE, 8, 0 };
wxGLContext* OPENGL_GAL::glContext = NULL; wxGLContext* OPENGL_GAL::glContext = NULL;
OPENGL_GAL::OPENGL_GAL( wxWindow* aParent, wxEvtHandler* aMouseListener, OPENGL_GAL::OPENGL_GAL( wxWindow* aParent, wxEvtHandler* aMouseListener,
@ -144,8 +144,7 @@ void OPENGL_GAL::BeginDrawing()
glViewport( 0, 0, (GLsizei) screenSize.x * scaleFactor, (GLsizei) screenSize.y * scaleFactor ); glViewport( 0, 0, (GLsizei) screenSize.x * scaleFactor, (GLsizei) screenSize.y * scaleFactor );
// Create the screen transformation // Create the screen transformation
glOrtho( 0, (GLint) screenSize.x, 0, (GLsizei) screenSize.y, glOrtho( 0, (GLint) screenSize.x, 0, (GLsizei) screenSize.y, -depthRange.x, -depthRange.y );
-depthRange.x, -depthRange.y );
if( !isFramebufferInitialized ) if( !isFramebufferInitialized )
{ {
@ -298,7 +297,7 @@ void OPENGL_GAL::DrawCircle( const VECTOR2D& aCenterPoint, double aRadius )
currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a ); currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
/* Draw a triangle that contains the circle, then shade it leaving only the circle. /* Draw a triangle that contains the circle, then shade it leaving only the circle.
* Parameters given to setShader are indices of the triangle's vertices * Parameters given to Shader() are indices of the triangle's vertices
* (if you want to understand more, check the vertex shader source [shader.vert]). * (if you want to understand more, check the vertex shader source [shader.vert]).
* Shader uses this coordinates to determine if fragments are inside the circle or not. * Shader uses this coordinates to determine if fragments are inside the circle or not.
* v2 * v2
@ -311,7 +310,7 @@ void OPENGL_GAL::DrawCircle( const VECTOR2D& aCenterPoint, double aRadius )
aCenterPoint.y - aRadius, layerDepth ); aCenterPoint.y - aRadius, layerDepth );
currentManager->Shader( SHADER_FILLED_CIRCLE, 2.0 ); currentManager->Shader( SHADER_FILLED_CIRCLE, 2.0 );
currentManager->Vertex( aCenterPoint.x + aRadius * sqrt( 3.0f ), // v1 currentManager->Vertex( aCenterPoint.x + aRadius * sqrt( 3.0f), // v1
aCenterPoint.y - aRadius, layerDepth ); aCenterPoint.y - aRadius, layerDepth );
currentManager->Shader( SHADER_FILLED_CIRCLE, 3.0 ); currentManager->Shader( SHADER_FILLED_CIRCLE, 3.0 );
@ -325,7 +324,7 @@ void OPENGL_GAL::DrawCircle( const VECTOR2D& aCenterPoint, double aRadius )
currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a ); currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
/* Draw a triangle that contains the circle, then shade it leaving only the circle. /* Draw a triangle that contains the circle, then shade it leaving only the circle.
* Parameters given to setShader are indices of the triangle's vertices * Parameters given to Shader() are indices of the triangle's vertices
* (if you want to understand more, check the vertex shader source [shader.vert]). * (if you want to understand more, check the vertex shader source [shader.vert]).
* and the line width. Shader uses this coordinates to determine if fragments are * and the line width. Shader uses this coordinates to determine if fragments are
* inside the circle or not. * inside the circle or not.
@ -923,7 +922,7 @@ void OPENGL_GAL::drawFilledSemiCircle( const VECTOR2D& aCenterPoint, double aRad
currentManager->Rotate( aAngle, 0.0f, 0.0f, 1.0f ); currentManager->Rotate( aAngle, 0.0f, 0.0f, 1.0f );
/* Draw a triangle that contains the semicircle, then shade it to leave only /* Draw a triangle that contains the semicircle, then shade it to leave only
* the semicircle. Parameters given to setShader are indices of the triangle's vertices * the semicircle. Parameters given to Shader() are indices of the triangle's vertices
* (if you want to understand more, check the vertex shader source [shader.vert]). * (if you want to understand more, check the vertex shader source [shader.vert]).
* Shader uses these coordinates to determine if fragments are inside the semicircle or not. * Shader uses these coordinates to determine if fragments are inside the semicircle or not.
* v2 * v2
@ -956,7 +955,7 @@ void OPENGL_GAL::drawStrokedSemiCircle( const VECTOR2D& aCenterPoint, double aRa
currentManager->Rotate( aAngle, 0.0f, 0.0f, 1.0f ); currentManager->Rotate( aAngle, 0.0f, 0.0f, 1.0f );
/* Draw a triangle that contains the semicircle, then shade it to leave only /* Draw a triangle that contains the semicircle, then shade it to leave only
* the semicircle. Parameters given to setShader are indices of the triangle's vertices * the semicircle. Parameters given to Shader() are indices of the triangle's vertices
* (if you want to understand more, check the vertex shader source [shader.vert]), the * (if you want to understand more, check the vertex shader source [shader.vert]), the
* radius and the line width. Shader uses these coordinates to determine if fragments are * radius and the line width. Shader uses these coordinates to determine if fragments are
* inside the semicircle or not. * inside the semicircle or not.