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https://bitbucket.org/mfeemster/fractorium.git
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--User changes
-Allow locking of the scale at which affine circles are displayed. -Allow user to toggle whether xform will be animated when generating sequences. Also show the animate value when loading. --Code changes -More conversion to C++11 style code. -Add another value to the eXformUpdate enum called UPDATE_CURRENT_AND_SELECTED in anticipation of future work. -Remove some old #defines.
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@ -24,7 +24,7 @@ static const float GridStep = 1.0f / 8.0f;
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/// The current xform is set by either clicking on it, or by changing the index of the xforms combo box on the main window.
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/// A problem here is that all drawing is done using the legacy OpenGL fixed function pipeline which is deprecated
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/// and even completely disabled on Mac OS. This will need to be replaced with shader programs for every draw operation.
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/// Since this window has to know about various states of the renderer and the main window, it retains pointers to
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/// Since this window has to know about various states of the renderer and the main window, it retains pointers to
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/// the main window and several of its members.
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/// This class uses a controller-based design similar to the main window.
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/// </summary>
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@ -36,12 +36,12 @@ class GLWidget : public QOpenGLWidget, protected QOpenGLFunctions_2_0//QOpenGLFu
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friend FractoriumEmberController<float>;
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friend GLEmberControllerBase;
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friend GLEmberController<float>;
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#ifdef DO_DOUBLE
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friend GLEmberController<double>;
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friend FractoriumEmberController<double>;
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#endif
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public:
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GLWidget(QWidget* p = nullptr);
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~GLWidget();
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@ -63,13 +63,13 @@ protected:
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virtual void mouseMoveEvent(QMouseEvent* e) override;
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virtual void wheelEvent(QWheelEvent* e) override;
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//virtual void resizeEvent(QResizeEvent* e) override;
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private:
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void SetDimensions(int w, int h);
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bool Allocate(bool force = false);
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bool Deallocate();
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void SetViewport();
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void DrawGrid();
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void DrawGrid(double scale);
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void DrawUnitSquare();
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void DrawAffineHelper(int index, bool selected, bool pre, bool final, bool background);
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GLEmberControllerBase* GLController();
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