#include "../../model/geometry/density_legend_geometry.h" #include "../../view/state0.h" #include "../actions/set_ortho.h" #include "reshape.h" #include #include #include #define S state0 void reshape (int w, int h) { glMatrixMode (GL_PROJECTION); glLoadIdentity (); /* * Scale the zoom region to the aspect ratio of the window. */ if (S.zoom.active) { if (w >= h) { double scale = (((S.zoom.coords[1] - S.zoom.coords[0]) * ((double) w / (double) h)) - (S.zoom.coords[1] - S.zoom.coords[0])) * 0.5; S.ortho.min_x = S.zoom.coords[0] - scale; S.ortho.max_x = S.zoom.coords[1] + scale; S.ortho.min_y = S.zoom.coords[2]; S.ortho.max_y = S.zoom.coords[3]; } else { double scale = (((S.zoom.coords[3] - S.zoom.coords[2]) * ((double) h / (double) w)) - (S.zoom.coords[3] - S.zoom.coords[2])) * 0.5; S.ortho.min_x = S.zoom.coords[0]; S.ortho.max_x = S.zoom.coords[1]; S.ortho.min_y = S.zoom.coords[2] - scale; S.ortho.max_y = S.zoom.coords[3] + scale; } } else { /* * This scaling produces an odd effect when the coordinates are * not centered at 0,0. When 0,0 is the lower left rather than * the center this reshape is a bit unnatural since the image is * not centered in the middle of the window. Try chaning this * to use the method used above for the zoom region scaling. */ if (w <= h) { S.ortho.min_x = S.ortho_min; S.ortho.max_x = S.ortho_max; S.ortho.min_y = S.ortho_min * (double) h / (double) w; S.ortho.max_y = S.ortho_max * (double) h / (double) w; } else { S.ortho.min_x = S.ortho_min * (double) w / (double) h; S.ortho.max_x = S.ortho_max * (double) w / (double) h; S.ortho.min_y = S.ortho_min; S.ortho.max_y = S.ortho_max; } } set_ortho (); glMatrixMode (GL_MODELVIEW); // Set the viewport equal to the size of the window. glViewport (0, 0, (GLsizei) w, (GLsizei) h); density_legend_geometry (); datarose_geometry (); return; }