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https://gitlab.com/kicad/code/kicad.git
synced 2025-09-14 18:23:15 +02:00
Te update didn't refresh, so the snap extensions sometimes only appeared after the _next_ mouse move, which was annoying when the mouse was very still (e.g. when deliberately hovering over an item). Use a wxTimer to put all the callbacks in the UI thread which is also much simpler. Also the update function needs to call a canvas refresh as well as the item update.
564 lines
17 KiB
C++
564 lines
17 KiB
C++
/*
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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 The 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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#include <chrono>
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#include <wx/timer.h>
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#include <advanced_config.h>
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#include <hash.h>
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/**
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* A helper class to manage the activation of a "proposal" after a timeout.
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*
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* When a proposal is made, a timer starts. If no new proposal is made and the proposal
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* is not canceled before the timer expires, the proposal is "accepted" via a callback.
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*
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* Proposals are "tagged" with a hash - this is used to avoid reproposing the same thing
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* multiple times.
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*
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* @tparam T The type of the proposal, which will be passed to the callback (by value)
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*/
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template <typename T>
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class ACTIVATION_HELPER
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{
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public:
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using ACTIVATION_CALLBACK = std::function<void( T&& )>;
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ACTIVATION_HELPER( std::chrono::milliseconds aTimeout, ACTIVATION_CALLBACK aCallback ) :
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m_timeout( aTimeout ),
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m_callback( std::move( aCallback ) )
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{
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m_timer.Bind( wxEVT_TIMER, &ACTIVATION_HELPER::onTimerExpiry, this );
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}
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void ProposeActivation( T&& aProposal, std::size_t aProposalTag, bool aAcceptImmediately )
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{
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std::unique_lock<std::mutex> lock( m_mutex );
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if( m_lastAcceptedProposalTag.has_value() && aProposalTag == *m_lastAcceptedProposalTag )
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{
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// This proposal was accepted last time
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// (could be made optional if we want to allow re-accepting the same proposal)
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return;
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}
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if( m_pendingProposalTag.has_value() && aProposalTag == *m_pendingProposalTag )
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{
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// This proposal is already pending
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return;
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}
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m_pendingProposalTag = aProposalTag;
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m_lastProposal = std::move( aProposal );
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if( aAcceptImmediately )
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{
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// Synchonously accept the proposal
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lock.unlock();
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acceptPendingProposal();
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}
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else
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{
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m_timer.Start( m_timeout.count(), wxTIMER_ONE_SHOT );
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}
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}
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void CancelProposal()
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{
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std::lock_guard<std::mutex> lock( m_mutex );
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m_pendingProposalTag.reset();
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m_timer.Stop();
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}
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private:
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/**
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* Timer expiry callback in the UI thread.
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*/
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void onTimerExpiry( wxTimerEvent& aEvent )
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{
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acceptPendingProposal();
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}
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void acceptPendingProposal()
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{
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std::unique_lock<std::mutex> lock( m_mutex );
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if( m_pendingProposalTag )
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{
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m_lastAcceptedProposalTag = m_pendingProposalTag;
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m_pendingProposalTag.reset();
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// Move out from the locked variable
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T proposalToAccept = std::move( m_lastProposal );
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lock.unlock();
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// Call the callback (outside the lock)
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// This is all in the UI thread now, so it won't be concurrent
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m_callback( std::move( proposalToAccept ) );
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}
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}
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mutable std::mutex m_mutex;
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/// Activation timeout in milliseconds.
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std::chrono::milliseconds m_timeout;
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/// The last proposal tag that was made.
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std::optional<std::size_t> m_pendingProposalTag;
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/// The last proposal that was accepted.
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std::optional<std::size_t> m_lastAcceptedProposalTag;
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/// The most recently-proposed item.
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T m_lastProposal;
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/// Callback to call when the proposal is accepted.
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ACTIVATION_CALLBACK m_callback;
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wxTimer m_timer;
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};
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struct CONSTRUCTION_MANAGER::PENDING_BATCH
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{
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CONSTRUCTION_ITEM_BATCH Batch;
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bool IsPersistent;
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};
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CONSTRUCTION_MANAGER::CONSTRUCTION_MANAGER( CONSTRUCTION_VIEW_HANDLER& aHelper ) :
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m_viewHandler( aHelper )
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{
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const std::chrono::milliseconds acceptanceTimeout(
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ADVANCED_CFG::GetCfg().m_ExtensionSnapTimeoutMs );
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m_activationHelper = std::make_unique<ACTIVATION_HELPER<std::unique_ptr<PENDING_BATCH>>>(
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acceptanceTimeout,
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[this]( std::unique_ptr<PENDING_BATCH>&& aAccepted )
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{
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acceptConstructionItems( std::move( aAccepted ) );
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} );
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}
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CONSTRUCTION_MANAGER::~CONSTRUCTION_MANAGER()
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{
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}
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/**
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* Construct a hash based on the sources of the items in the batch.
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*/
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static std::size_t
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HashConstructionBatchSources( const CONSTRUCTION_MANAGER::CONSTRUCTION_ITEM_BATCH& aBatch,
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bool aIsPersistent )
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{
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std::size_t hash = hash_val( aIsPersistent );
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for( const CONSTRUCTION_MANAGER::CONSTRUCTION_ITEM& item : aBatch )
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{
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hash_combine( hash, item.Source, item.Item );
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}
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return hash;
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}
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void CONSTRUCTION_MANAGER::ProposeConstructionItems(
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std::unique_ptr<CONSTRUCTION_ITEM_BATCH> aBatch, bool aIsPersistent )
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{
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if( aBatch->empty() )
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{
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// There's no point in proposing an empty batch
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// It would just clear existing construction items for nothing new
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return;
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}
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bool acceptImmediately = false;
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{
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std::lock_guard<std::mutex> lock( m_batchesMutex );
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if( aIsPersistent )
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{
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acceptImmediately = true;
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}
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else
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{
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// If the batch is temporary, we can accept it immediately if there's room
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acceptImmediately = m_temporaryConstructionBatches.size() < getMaxTemporaryBatches();
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}
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}
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auto pendingBatch =
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std::make_unique<PENDING_BATCH>( PENDING_BATCH{ std::move( *aBatch ), aIsPersistent } );
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const std::size_t hash = HashConstructionBatchSources( pendingBatch->Batch, aIsPersistent );
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// Immediate or not, propose the batch via the activation helper as this handles duplicates
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m_activationHelper->ProposeActivation( std::move( pendingBatch ), hash, acceptImmediately );
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}
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void CONSTRUCTION_MANAGER::CancelProposal()
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{
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m_activationHelper->CancelProposal();
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}
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unsigned CONSTRUCTION_MANAGER::getMaxTemporaryBatches() const
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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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return 2;
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}
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void CONSTRUCTION_MANAGER::acceptConstructionItems( std::unique_ptr<PENDING_BATCH> aAcceptedBatch )
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{
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const auto getInvolved = [&]( const CONSTRUCTION_ITEM_BATCH& aBatchToAdd )
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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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}
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}
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};
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// Copies for use outside the lock
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std::vector<CONSTRUCTION_ITEM_BATCH> persistentBatches, temporaryBatches;
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{
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std::lock_guard<std::mutex> lock( m_batchesMutex );
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if( aAcceptedBatch->IsPersistent )
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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( aAcceptedBatch->Batch );
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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 : aAcceptedBatch->Batch )
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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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while( m_temporaryConstructionBatches.size() >= getMaxTemporaryBatches() )
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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( aAcceptedBatch->Batch ) );
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}
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m_involvedItems.clear();
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// Copy the batches for use outside the lock
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if( m_persistentConstructionBatch )
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{
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getInvolved( *m_persistentConstructionBatch );
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persistentBatches.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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getInvolved( batch );
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temporaryBatches.push_back( batch );
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}
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}
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KIGFX::CONSTRUCTION_GEOM& geom = m_viewHandler.GetViewItem();
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geom.ClearDrawables();
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const auto addDrawables =
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[&]( const std::vector<CONSTRUCTION_ITEM_BATCH>& aBatches, bool aIsPersistent )
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{
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for( const CONSTRUCTION_ITEM_BATCH& batch : aBatches )
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{
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for( const CONSTRUCTION_ITEM& item : batch )
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{
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for( const KIGFX::CONSTRUCTION_GEOM::DRAWABLE& drawable : item.Constructions )
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{
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geom.AddDrawable( drawable, aIsPersistent );
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}
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}
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}
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};
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addDrawables( persistentBatches, true );
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addDrawables( temporaryBatches, false );
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m_viewHandler.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::GetConstructionItems(
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std::vector<CONSTRUCTION_ITEM_BATCH>& aToExtend ) const
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{
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std::lock_guard<std::mutex> lock( m_batchesMutex );
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if( m_persistentConstructionBatch )
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{
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aToExtend.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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aToExtend.push_back( batch );
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}
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}
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bool CONSTRUCTION_MANAGER::HasActiveConstruction() const
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{
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std::lock_guard<std::mutex> lock( m_batchesMutex );
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return m_persistentConstructionBatch.has_value() || !m_temporaryConstructionBatches.empty();
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}
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SNAP_LINE_MANAGER::SNAP_LINE_MANAGER( CONSTRUCTION_VIEW_HANDLER& aViewHandler ) :
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m_viewHandler( aViewHandler )
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{
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}
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void SNAP_LINE_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 SNAP_LINE_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_viewHandler.GetViewItem().SetSnapLine( SEG{ *m_snapLineOrigin, *m_snapLineEnd } );
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else
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m_viewHandler.GetViewItem().ClearSnapLine();
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m_viewHandler.updateView();
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}
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}
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void SNAP_LINE_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_viewHandler.GetViewItem().ClearSnapLine();
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m_viewHandler.updateView();
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}
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void SNAP_LINE_MANAGER::SetSnappedAnchor( const VECTOR2I& aAnchorPos )
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{
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if( m_snapLineOrigin.has_value() )
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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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SetSnapLineOrigin( aAnchorPos );
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}
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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 SNAP_LINE_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( 4, 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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SNAP_MANAGER::SNAP_MANAGER( KIGFX::CONSTRUCTION_GEOM& aHelper ) :
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CONSTRUCTION_VIEW_HANDLER( aHelper ), m_snapLineManager( *this ),
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m_constructionManager( *this )
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{
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}
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void SNAP_MANAGER::updateView()
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{
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if( m_updateCallback )
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{
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bool showAnything = m_constructionManager.HasActiveConstruction()
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|| m_snapLineManager.HasCompleteSnapLine();
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m_updateCallback( showAnything );
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}
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}
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std::vector<CONSTRUCTION_MANAGER::CONSTRUCTION_ITEM_BATCH>
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SNAP_MANAGER::GetConstructionItems() const
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{
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std::vector<CONSTRUCTION_MANAGER::CONSTRUCTION_ITEM_BATCH> batches;
|
|
|
|
m_constructionManager.GetConstructionItems( batches );
|
|
|
|
if( const OPT_VECTOR2I& snapLineOrigin = m_snapLineManager.GetSnapLineOrigin();
|
|
snapLineOrigin.has_value() )
|
|
{
|
|
CONSTRUCTION_MANAGER::CONSTRUCTION_ITEM_BATCH batch;
|
|
|
|
CONSTRUCTION_MANAGER::CONSTRUCTION_ITEM& snapPointItem =
|
|
batch.emplace_back( CONSTRUCTION_MANAGER::CONSTRUCTION_ITEM{
|
|
CONSTRUCTION_MANAGER::SOURCE::FROM_SNAP_LINE,
|
|
nullptr,
|
|
{},
|
|
} );
|
|
|
|
// One horizontal and one vertical infinite line from the snap point
|
|
snapPointItem.Constructions.push_back(
|
|
LINE{ *snapLineOrigin, *snapLineOrigin + VECTOR2I( 100000, 0 ) } );
|
|
snapPointItem.Constructions.push_back(
|
|
LINE{ *snapLineOrigin, *snapLineOrigin + VECTOR2I( 0, 100000 ) } );
|
|
|
|
batches.push_back( std::move( batch ) );
|
|
}
|
|
|
|
return batches;
|
|
}
|