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https://bitbucket.org/mfeemster/fractorium.git
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Merge branch 'retina-glwidget' of https://github.com/gh2k/fractorium
This commit is contained in:
commit
ee0f437d50
@ -93,7 +93,7 @@ Fractorium::Fractorium(QWidget* p)
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if (m_Wrapper.CheckOpenCL() && m_Settings->OpenCL() && m_QualitySpin->value() < 30)
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m_QualitySpin->setValue(30);
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int statusBarHeight = 20;
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int statusBarHeight = 20 * devicePixelRatio();
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ui.statusBar->setMinimumHeight(statusBarHeight);
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ui.statusBar->setMaximumHeight(statusBarHeight);
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@ -452,7 +452,7 @@ void GLWidget::keyReleaseEvent(QKeyEvent* e)
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template <typename T>
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void GLEmberController<T>::MousePress(QMouseEvent* e)
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{
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v3T mouseFlipped(e->x(), m_Viewport[3] - e->y(), 0);//Must flip y because in OpenGL, 0,0 is bottom left, but in windows, it's top left.
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v3T mouseFlipped(e->x() * m_GL->devicePixelRatio(), m_Viewport[3] - e->y() * m_GL->devicePixelRatio(), 0);//Must flip y because in OpenGL, 0,0 is bottom left, but in windows, it's top left.
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Ember<T>* ember = m_FractoriumEmberController->CurrentEmber();
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RendererBase* renderer = m_FractoriumEmberController->Renderer();
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@ -460,7 +460,7 @@ void GLEmberController<T>::MousePress(QMouseEvent* e)
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if (!renderer)
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return;
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m_MouseDownPos = glm::ivec2(e->x(), e->y());//Capture the raster coordinates of where the mouse was clicked.
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m_MouseDownPos = glm::ivec2(e->x() * m_GL->devicePixelRatio(), e->y() * m_GL->devicePixelRatio());//Capture the raster coordinates of where the mouse was clicked.
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m_MouseWorldPos = WindowToWorld(mouseFlipped, false);//Capture the world cartesian coordinates of where the mouse is.
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m_BoundsDown.w = renderer->LowerLeftX(false);//Need to capture these because they'll be changing if scaling.
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m_BoundsDown.x = renderer->LowerLeftY(false);
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@ -552,7 +552,7 @@ void GLWidget::mousePressEvent(QMouseEvent* e)
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template <typename T>
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void GLEmberController<T>::MouseRelease(QMouseEvent* e)
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{
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v3T mouseFlipped(e->x(), m_Viewport[3] - e->y(), 0);//Must flip y because in OpenGL, 0,0 is bottom left, but in windows, it's top left.
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v3T mouseFlipped(e->x() * m_GL->devicePixelRatio(), m_Viewport[3] - e->y() * m_GL->devicePixelRatio(), 0);//Must flip y because in OpenGL, 0,0 is bottom left, but in windows, it's top left.
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m_MouseWorldPos = WindowToWorld(mouseFlipped, false);
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@ -591,8 +591,8 @@ template <typename T>
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void GLEmberController<T>::MouseMove(QMouseEvent* e)
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{
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bool draw = true;
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glm::ivec2 mouse(e->x(), e->y());
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v3T mouseFlipped(e->x(), m_Viewport[3] - e->y(), 0);//Must flip y because in OpenGL, 0,0 is bottom left, but in windows, it's top left.
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glm::ivec2 mouse(e->x() * m_GL->devicePixelRatio(), e->y() * m_GL->devicePixelRatio());
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v3T mouseFlipped(e->x() * m_GL->devicePixelRatio(), m_Viewport[3] - e->y() * m_GL->devicePixelRatio(), 0);//Must flip y because in OpenGL, 0,0 is bottom left, but in windows, it's top left.
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Ember<T>* ember = m_FractoriumEmberController->CurrentEmber();
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//First check to see if the mouse actually moved.
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@ -605,7 +605,7 @@ void GLEmberController<T>::MouseMove(QMouseEvent* e)
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//Update status bar on main window, regardless of whether anything is being dragged.
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if (m_Fractorium->m_Controller->RenderTimerRunning())
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m_Fractorium->SetCoordinateStatus(e->x(), e->y(), m_MouseWorldPos.x, m_MouseWorldPos.y);
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m_Fractorium->SetCoordinateStatus(e->x() * m_GL->devicePixelRatio(), e->y() * m_GL->devicePixelRatio(), m_MouseWorldPos.x, m_MouseWorldPos.y);
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if (m_SelectedXform && m_DragState == DragDragging)//Dragging and affine.
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{
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