mirror of
https://gitlab.com/kicad/code/kicad.git
synced 2025-09-14 10:13:19 +02:00
300 lines
9.5 KiB
C++
300 lines
9.5 KiB
C++
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/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2024 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include <tool/construction_manager.h>
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CONSTRUCTION_MANAGER::CONSTRUCTION_MANAGER( KIGFX::CONSTRUCTION_GEOM& aHelper ) :
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m_constructionGeomPreview( aHelper )
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{
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}
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void CONSTRUCTION_MANAGER::updateView()
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{
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if( m_updateCallback )
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{
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bool showAnything = m_persistentConstructionBatch || !m_temporaryConstructionBatches.empty()
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m_updateCallback( showAnything );
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}
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}
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void CONSTRUCTION_MANAGER::AddConstructionItems( CONSTRUCTION_ITEM_BATCH aBatch,
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bool aIsPersistent )
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{
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if( aIsPersistent )
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{
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// We only keep one previous persistent batch for the moment
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m_persistentConstructionBatch = std::move( aBatch );
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}
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else
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{
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bool anyNewItems = false;
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for( CONSTRUCTION_ITEM& item : aBatch )
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{
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if( m_involvedItems.count( item.Item ) == 0 )
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{
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anyNewItems = true;
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break;
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}
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}
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// If there are no new items involved, don't bother adding the batch
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if( !anyNewItems )
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{
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return;
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}
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// We only keep up to one previous temporary batch and the current one
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// we could make this a setting if we want to keep more, but it gets cluttered
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const int maxTempItems = 2;
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while( m_temporaryConstructionBatches.size() >= maxTempItems )
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{
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m_temporaryConstructionBatches.pop_front();
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}
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m_temporaryConstructionBatches.emplace_back( std::move( aBatch ) );
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}
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// Refresh what items are drawn
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m_constructionGeomPreview.ClearDrawables();
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m_involvedItems.clear();
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const auto addBatchItems = [&]( const CONSTRUCTION_ITEM_BATCH& aBatchToAdd, bool aPersistent )
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{
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for( const CONSTRUCTION_ITEM& item : aBatchToAdd )
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{
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// Only show the item if it's not already involved
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// (avoid double-drawing the same item)
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if( m_involvedItems.count( item.Item ) == 0 )
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{
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m_involvedItems.insert( item.Item );
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for( const KIGFX::CONSTRUCTION_GEOM::DRAWABLE& construction : item.Constructions )
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{
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m_constructionGeomPreview.AddDrawable( construction, aPersistent );
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}
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}
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}
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};
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if( m_persistentConstructionBatch )
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{
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addBatchItems( *m_persistentConstructionBatch, true );
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}
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for( const CONSTRUCTION_ITEM_BATCH& batch : m_temporaryConstructionBatches )
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{
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addBatchItems( batch, false );
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}
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updateView();
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}
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bool CONSTRUCTION_MANAGER::InvolvesAllGivenRealItems( const std::vector<EDA_ITEM*>& aItems ) const
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{
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for( EDA_ITEM* item : aItems )
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{
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// Null items (i.e. construction items) are always considered involved
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if( item && m_involvedItems.count( item ) == 0 )
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{
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return false;
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}
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}
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return true;
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}
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void CONSTRUCTION_MANAGER::SetSnapLineOrigin( const VECTOR2I& aOrigin )
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{
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// Setting the origin clears the snap line as the end point is no longer valid
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ClearSnapLine();
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m_snapLineOrigin = aOrigin;
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}
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void CONSTRUCTION_MANAGER::SetSnapLineEnd( const OPT_VECTOR2I& aSnapEnd )
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{
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if( m_snapLineOrigin && aSnapEnd != m_snapLineEnd )
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{
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m_snapLineEnd = aSnapEnd;
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if( m_snapLineEnd )
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m_constructionGeomPreview.SetSnapLine( SEG{ *m_snapLineOrigin, *m_snapLineEnd } );
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else
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m_constructionGeomPreview.ClearSnapLine();
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updateView();
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}
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}
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void CONSTRUCTION_MANAGER::ClearSnapLine()
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{
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m_snapLineOrigin.reset();
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m_snapLineEnd.reset();
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m_constructionGeomPreview.ClearSnapLine();
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updateView();
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}
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void CONSTRUCTION_MANAGER::SetSnappedAnchor( const VECTOR2I& aAnchorPos )
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{
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if( m_snapLineOrigin )
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{
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if( aAnchorPos.x == m_snapLineOrigin->x || aAnchorPos.y == m_snapLineOrigin->y )
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{
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SetSnapLineEnd( aAnchorPos );
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}
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else
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{
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// Snapped to something that is not the snap line origin, so
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// this anchor is now the new snap line origin
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SetSnapLineOrigin( aAnchorPos );
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}
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}
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else
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{
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// If there's no snap line, start one
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m_snapLineOrigin = aAnchorPos;
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}
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}
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std::vector<CONSTRUCTION_MANAGER::CONSTRUCTION_ITEM_BATCH>
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CONSTRUCTION_MANAGER::GetConstructionItems() const
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{
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std::vector<CONSTRUCTION_ITEM_BATCH> batches;
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if( m_persistentConstructionBatch )
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{
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batches.push_back( *m_persistentConstructionBatch );
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}
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for( const CONSTRUCTION_ITEM_BATCH& batch : m_temporaryConstructionBatches )
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{
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batches.push_back( batch );
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}
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if( m_snapLineOrigin )
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{
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CONSTRUCTION_ITEM_BATCH batch;
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CONSTRUCTION_ITEM& snapPointItem = batch.emplace_back( CONSTRUCTION_ITEM{
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SOURCE::FROM_SNAP_LINE,
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nullptr,
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{},
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} );
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snapPointItem.Constructions.push_back(
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LINE{ *m_snapLineOrigin, *m_snapLineOrigin + VECTOR2I( 100000, 0 ) } );
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snapPointItem.Constructions.push_back(
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LINE{ *m_snapLineOrigin, *m_snapLineOrigin + VECTOR2I( 0, 100000 ) } );
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batches.push_back( std::move( batch ) );
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}
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return batches;
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}
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/**
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* Check if the cursor has moved far enough away from the snap line origin to escape snapping
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* in the X direction.
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*
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* This is defined as within aEscapeRange of the snap line origin, and within aLongRangeEscapeAngle
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* of the vertical line passing through the snap line origin.
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*/
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static bool pointHasEscapedSnapLineX( const VECTOR2I& aCursor, const VECTOR2I& aSnapLineOrigin,
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int aEscapeRange, EDA_ANGLE aLongRangeEscapeAngle )
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{
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if( std::abs( aCursor.x - aSnapLineOrigin.x ) < aEscapeRange )
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{
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return false;
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}
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EDA_ANGLE angle = EDA_ANGLE( aCursor - aSnapLineOrigin ) + EDA_ANGLE( 90, DEGREES_T );
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return std::abs( angle.Normalize90() ) > aLongRangeEscapeAngle;
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}
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/**
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* As above, but for the Y direction.
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*/
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static bool pointHasEscapedSnapLineY( const VECTOR2I& aCursor, const VECTOR2I& aSnapLineOrigin,
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int aEscapeRange, EDA_ANGLE aLongRangeEscapeAngle )
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{
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if( std::abs( aCursor.y - aSnapLineOrigin.y ) < aEscapeRange )
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{
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return false;
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}
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EDA_ANGLE angle = EDA_ANGLE( aCursor - aSnapLineOrigin );
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return std::abs( angle.Normalize90() ) > aLongRangeEscapeAngle;
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}
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OPT_VECTOR2I CONSTRUCTION_MANAGER::GetNearestSnapLinePoint( const VECTOR2I& aCursor,
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const VECTOR2I& aNearestGrid,
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std::optional<int> aDistToNearest,
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int aSnapRange ) const
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{
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// return std::nullopt;
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if( m_snapLineOrigin )
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{
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bool snapLine = false;
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VECTOR2I bestSnapPoint = aNearestGrid;
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// If there's no snap anchor, or it's too far away, prefer the grid
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const bool gridBetterThanNearest = !aDistToNearest || *aDistToNearest > aSnapRange;
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// The escape range is how far you go before the snap line is de-activated.
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// Make this a bit more forgiving than the snap range, as you can easily cancel
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// deliberately with a mouse move.
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// These are both a bit arbitrary, and can be adjusted as preferred
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const int escapeRange = 2 * aSnapRange;
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const EDA_ANGLE longRangeEscapeAngle( 3, DEGREES_T );
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const bool escapedX = pointHasEscapedSnapLineX( aCursor, *m_snapLineOrigin, escapeRange,
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longRangeEscapeAngle );
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const bool escapedY = pointHasEscapedSnapLineY( aCursor, *m_snapLineOrigin, escapeRange,
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longRangeEscapeAngle );
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/// Allows de-snapping from the line if you are closer to another snap point
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/// Or if you have moved far enough away from the line
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if( !escapedX && gridBetterThanNearest )
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{
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bestSnapPoint.x = m_snapLineOrigin->x;
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snapLine = true;
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}
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if( !escapedY && gridBetterThanNearest )
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{
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bestSnapPoint.y = m_snapLineOrigin->y;
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snapLine = true;
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}
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if( snapLine )
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{
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return bestSnapPoint;
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}
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}
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return std::nullopt;
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}
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