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+/**
+ * glamac_view.h - header file from glamac_view.c.
+ *
+ * Copyright (C) 2025 https://optics-design.com
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU Affero General Public License as
+ * published by the Free Software Foundation, either version 3 of the
+ * License, or (at your option) any later version.
+ *
+ * See the COPYING file for the full license text.
+ */
+#ifndef GLAMAC_VIEW_H
+#define GLAMAC_VIEW_H
+
+#include <SDL.h>
+#include "glamacdef.h"
+
+// Constants for view
+#define PADDING_PERCENT 0.08f // Padding as percentage of window size
+#define PAN_STEP 0.05f // Step size for keyboard panning
+#define ZOOM_FACTOR 1.2f // Zoom factor for zoom operations
+#define MIN_ZOOM 0.5f // Minimum zoom level
+#define MAX_ZOOM 10.0f // Maximum zoom level
+
+// State for zooming and panning
+typedef struct {
+ f32 zoomLevel;
+ f32 offsetX;
+ f32 offsetY;
+ i32 windowWidth;
+ i32 windowHeight;
+ f32 minAbbe;
+ f32 maxAbbe;
+ f32 minRI;
+ f32 maxRI;
+ b32 showHelp; // Flag to show/hide help window
+ b32 gKeyPressed; // Flag to track if 'g' was pressed
+ u32 gKeyTime; // Time when 'g' was pressed for sequence timing
+ i32 selectedGlass; // Index of selected glass (-1 if none)
+} ViewState;
+
+// Initialize a view state with default values
+void init_view_state(ViewState* view, i32 windowWidth, i32 windowHeight);
+
+// Convert glass data to screen coordinates with zoom and offset
+static inline void data_to_screen_coords(f32 abbeNumber, f32 refractiveIndex,
+ const ViewState* view, i32 *x, i32 *y) {
+ const i32 padding = (i32)(view->windowWidth * PADDING_PERCENT);
+
+ // Apply zoom and offset transformation
+ // FLIPPED: Use 1.0f - normalized to flip the Abbe number axis
+ f32 normalizedX = 1.0f - (abbeNumber - view->minAbbe) / (view->maxAbbe - view->minAbbe);
+ f32 normalizedY = (refractiveIndex - view->minRI) / (view->maxRI - view->minRI);
+
+ // Transform with zoom and offset
+ normalizedX = (normalizedX - 0.5f) * view->zoomLevel + 0.5f + view->offsetX;
+ normalizedY = (normalizedY - 0.5f) * view->zoomLevel + 0.5f + view->offsetY;
+
+ // Convert to screen coordinates
+ *x = padding + (i32)(normalizedX * (view->windowWidth - 2 * padding));
+ *y = view->windowHeight - padding - (i32)(normalizedY * (view->windowHeight - 2 * padding));
+}
+
+// Convert screen coordinates to data values
+static inline void screen_to_data_coords(i32 x, i32 y, const ViewState* view,
+ f32 *abbeNumber, f32 *refractiveIndex) {
+ const i32 padding = (i32)(view->windowWidth * PADDING_PERCENT);
+
+ // Convert to normalized coordinates
+ f32 normalizedX = (f32)(x - padding) / (view->windowWidth - 2 * padding);
+ f32 normalizedY = (f32)(view->windowHeight - y - padding) / (view->windowHeight - 2 * padding);
+
+ // Reverse transform with zoom and offset
+ normalizedX = (normalizedX - view->offsetX - 0.5f) / view->zoomLevel + 0.5f;
+ normalizedY = (normalizedY - view->offsetY - 0.5f) / view->zoomLevel + 0.5f;
+
+ // Convert to data values - FLIPPED axis logic for Abbe
+ *abbeNumber = view->maxAbbe - normalizedX * (view->maxAbbe - view->minAbbe);
+ *refractiveIndex = view->minRI + normalizedY * (view->maxRI - view->minRI);
+}
+
+// Find the nearest glass to a given screen position
+i32 find_nearest_glass(i32 x, i32 y, const ViewState* view, f32 maxDistance);
+
+// Calculate visible data range based on current view
+void get_visible_data_range(const ViewState* view, f32 *visibleMinAbbe, f32 *visibleMaxAbbe,
+ f32 *visibleMinRI, f32 *visibleMaxRI);
+
+// Handle mouse wheel zoom
+void handle_mouse_wheel_zoom(i32 wheelY, i32 mouseX, i32 mouseY, ViewState* view);
+
+// Toggle fullscreen
+void toggle_fullscreen(SDL_Window* window);
+
+// Reset view to default
+void reset_view(ViewState* view);
+
+#endif /* GLAMAC_VIEW_H */
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