kicad-source/include/tool/grid_helper.h

260 lines
8.7 KiB
C
Raw Normal View History

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright The KiCad Developers, see AUTHORS.txt for contributors.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifndef GRID_HELPER_H
#define GRID_HELPER_H
#include <vector>
#include <geometry/point_types.h>
#include <math/vector2d.h>
#include <preview_items/anchor_debug.h>
#include <preview_items/snap_indicator.h>
#include <preview_items/construction_geom.h>
#include <tool/construction_manager.h>
#include <tool/selection.h>
#include <origin_viewitem.h>
class TOOL_MANAGER; // Forward declaration to avoid hard dependency in tests
class EDA_ITEM;
enum GRID_HELPER_GRIDS : int
{
// When the item doesn't match an override, use the current user grid
GRID_CURRENT,
GRID_CONNECTABLE,
GRID_WIRES,
GRID_VIAS,
GRID_TEXT,
GRID_GRAPHICS
};
class GRID_HELPER
{
friend void TEST_CLEAR_ANCHORS( GRID_HELPER& helper );
public:
GRID_HELPER();
GRID_HELPER( TOOL_MANAGER* aToolMgr, int aConstructionLayer );
virtual ~GRID_HELPER();
VECTOR2I GetGrid() const;
VECTOR2D GetVisibleGrid() const;
VECTOR2I GetOrigin() const;
// Manual setters used when no TOOL_MANAGER/View is available (e.g. in tests)
void SetGridSize( const VECTOR2D& aGrid ) { m_manualGrid = aGrid; }
void SetVisibleGridSize( const VECTOR2D& aGrid ) { m_manualVisibleGrid = aGrid; }
void SetOrigin( const VECTOR2I& aOrigin ) { m_manualOrigin = aOrigin; }
void SetGridSnapping( bool aEnable ) { m_manualGridSnapping = aEnable; }
void SetAuxAxes( bool aEnable, const VECTOR2I& aOrigin = VECTOR2I( 0, 0 ) );
virtual VECTOR2I Align( const VECTOR2I& aPoint, GRID_HELPER_GRIDS aGrid ) const
{
return Align( aPoint, GetGridSize( aGrid ) );
}
virtual VECTOR2I AlignGrid( const VECTOR2I& aPoint, GRID_HELPER_GRIDS aGrid ) const
{
return AlignGrid( aPoint, GetGridSize( aGrid ) );
}
virtual VECTOR2I Align( const VECTOR2I& aPoint ) const;
virtual VECTOR2I Align( const VECTOR2I& aPoint, const VECTOR2D& aGrid ) const;
VECTOR2I AlignGrid( const VECTOR2I& aPoint ) const;
VECTOR2I AlignGrid( const VECTOR2I& aPoint, const VECTOR2D& aGrid ) const;
/**
* Gets the coarsest grid that applies to a selecion of items.
*/
virtual GRID_HELPER_GRIDS GetSelectionGrid( const SELECTION& aSelection ) const;
/**
* Get the coarsest grid that applies to an item.
*/
virtual GRID_HELPER_GRIDS GetItemGrid( const EDA_ITEM* aItem ) const { return GRID_CURRENT; }
/**
* Return the size of the specified grid.
*/
virtual VECTOR2D GetGridSize( GRID_HELPER_GRIDS aGrid ) const;
void SetSkipPoint( const VECTOR2I& aPoint )
{
m_skipPoint = aPoint;
}
/**
* Clear the skip point by setting it to an unreachable position, thereby preventing matching.
*/
void ClearSkipPoint()
{
m_skipPoint = VECTOR2I( std::numeric_limits<int>::min(), std::numeric_limits<int>::min() );
}
void SetSnap( bool aSnap ) { m_enableSnap = aSnap; }
bool GetSnap() const { return m_enableSnap; }
void SetUseGrid( bool aSnapToGrid ) { m_enableGrid = aSnapToGrid; }
bool GetUseGrid() const { return m_enableGrid; }
void SetSnapLine( bool aSnap ) { m_enableSnapLine = aSnap; }
void SetMask( int aMask ) { m_maskTypes = aMask; }
void SetMaskFlag( int aFlag ) { m_maskTypes |= aFlag; }
void ClearMaskFlag( int aFlag ) { m_maskTypes = m_maskTypes & ~aFlag; }
std::optional<VECTOR2I> GetSnappedPoint() const;
enum ANCHOR_FLAGS
{
CORNER = 1,
OUTLINE = 2,
SNAPPABLE = 4,
ORIGIN = 8,
VERTICAL = 16,
HORIZONTAL = 32,
// This anchor comes from 'constructed' geometry (e.g. an intersection
// with something else), and not from some intrinsic point of an item
// (e.g. an endpoint)
CONSTRUCTED = 64,
ALL = CORNER | OUTLINE | SNAPPABLE | ORIGIN | VERTICAL | HORIZONTAL | CONSTRUCTED
};
protected:
struct ANCHOR
{
/**
* @param aPos The position of the anchor.
* @param aFlags The flags for the anchor - this is a bitfield of ANCHOR_FLAGS,
* specifying the type of anchor (which may be used to filter out
* unwanted anchors per the settings).
* @param aPointTypes The point types that this anchor represents in geometric terms.
* @param aItem The item to which the anchor belongs.
*/
ANCHOR( const VECTOR2I& aPos, int aFlags, int aPointTypes, std::vector<EDA_ITEM*> aItems ) :
pos( aPos ), flags( aFlags ), pointTypes( aPointTypes ),
items( std::move( aItems ) )
{
}
VECTOR2I pos;
int flags;
int pointTypes;
/// Items that are associated with this anchor (can be more than one, e.g. for an
/// intersection).
std::vector<EDA_ITEM*> items;
double Distance( const VECTOR2I& aP ) const
{
return VECTOR2D( (double) aP.x - pos.x, (double) aP.y - pos.y ).EuclideanNorm();
}
bool InvolvesItem( const EDA_ITEM& aItem ) const
{
return std::find( items.begin(), items.end(), &aItem ) != items.end();
}
};
void addAnchor( const VECTOR2I& aPos, int aFlags, EDA_ITEM* aItem,
int aPointTypes = POINT_TYPE::PT_NONE )
{
addAnchor( aPos, aFlags, std::vector<EDA_ITEM*>{ aItem }, aPointTypes );
}
void addAnchor( const VECTOR2I& aPos, int aFlags, std::vector<EDA_ITEM*> aItems,
int aPointTypes )
{
if( ( aFlags & m_maskTypes ) == aFlags )
m_anchors.emplace_back( ANCHOR( aPos, aFlags, aPointTypes, std::move( aItems ) ) );
}
void clearAnchors()
{
m_anchors.clear();
}
/**
* Check whether it is possible to use the grid -- this depends both on local grid helper
* settings and global (tool manager) KiCad settings.
*/
bool canUseGrid() const;
VECTOR2I computeNearest( const VECTOR2I& aPoint, const VECTOR2I& aGrid ) const;
protected:
void showConstructionGeometry( bool aShow );
SNAP_MANAGER& getSnapManager() { return m_snapManager; }
void updateSnapPoint( const TYPED_POINT2I& aPoint );
/**
* Enable the anchor debug if permitted and return it
*
* Returns nullptr if not permitted by the advancd config
*/
KIGFX::ANCHOR_DEBUG* enableAndGetAnchorDebug();
std::vector<ANCHOR> m_anchors;
TOOL_MANAGER* m_toolMgr;
std::optional<VECTOR2I> m_auxAxis;
int m_maskTypes; // Mask of allowed snap types
bool m_enableSnap; // Allow snapping to other items on the layers
bool m_enableGrid; // If true, allow snapping to grid
bool m_enableSnapLine; // Allow drawing lines from snap points
std::optional<ANCHOR> m_snapItem; // Pointer to the currently snapped item in m_anchors
// (NULL if not snapped)
VECTOR2I m_skipPoint; // When drawing a line, we avoid snapping to the
// source point
KIGFX::SNAP_INDICATOR m_viewSnapPoint;
KIGFX::ORIGIN_VIEWITEM m_viewAxis;
// Manual grid parameters used when no TOOL_MANAGER is provided
VECTOR2D m_manualGrid;
VECTOR2D m_manualVisibleGrid;
VECTOR2I m_manualOrigin;
bool m_manualGridSnapping;
private:
/// Show construction geometry (if any) on the canvas.
KIGFX::CONSTRUCTION_GEOM m_constructionGeomPreview;
/// Manage the construction geometry, snap lines, reference points, etc.
SNAP_MANAGER m_snapManager;
/// #VIEW_ITEM for visualising anchor points, if enabled.
std::unique_ptr<KIGFX::ANCHOR_DEBUG> m_anchorDebug;
};
#endif