kicad-source/include/gal/graphics_abstraction_layer.h
John Beard b8edecc10f Move cursor shape flag into GAL settings
The motivation here is to concentrate display options in the GAL display
settings, ready for removal of legacy canvases. Instead of having the
property as a member of the DRAW_FRAME, with the GAL canvas retreiving
it from there, it is now in the GAL_DISPLAY_OPTIONS struct, and both GAL
and legacy get it from there.

The options for setting cursor shape are then moved out of the general
options dialog, and into the GAL display options widget, where they can
be used in all GAL-aware programs.

GAL cursor shape works on GAL, but not legacy, so the option is now
available on OSX (but only affects GAL, and is labelled as such).
2017-03-22 10:24:48 +01:00

1076 lines
31 KiB
C++

/*
* This program source code file is part of KICAD, a free EDA CAD application.
*
* Copyright (C) 2012 Torsten Hueter, torstenhtr <at> gmx.de
* Copyright (C) 2016-2017 Kicad Developers, see change_log.txt for contributors.
*
* Graphics Abstraction Layer (GAL) - base class
*
* 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 GRAPHICSABSTRACTIONLAYER_H_
#define GRAPHICSABSTRACTIONLAYER_H_
#include <deque>
#include <stack>
#include <limits>
#include <math/matrix3x3.h>
#include <gal/color4d.h>
#include <gal/definitions.h>
#include <gal/stroke_font.h>
#include <gal/gal_display_options.h>
#include <newstroke_font.h>
class SHAPE_LINE_CHAIN;
class SHAPE_POLY_SET;
namespace KIGFX
{
/**
* @brief Class GAL is the abstract interface for drawing on a 2D-surface.
*
* The functions are optimized for drawing shapes of an EDA-program such as KiCad. Most methods
* are abstract and need to be implemented by a lower layer, for example by a cairo or OpenGL implementation.
* <br>
* Almost all methods use world coordinates as arguments. The board design is defined in world space units;
* for drawing purposes these are transformed to screen units with this layer. So zooming is handled here as well.
*
*/
class GAL: GAL_DISPLAY_OPTIONS_OBSERVER
{
public:
// Constructor / Destructor
GAL( GAL_DISPLAY_OPTIONS& aOptions );
virtual ~GAL();
/// @brief Returns the initalization status for the canvas.
virtual bool IsInitialized() const { return true; }
/// @brief Returns true if the GAL canvas is visible on the screen.
virtual bool IsVisible() const { return true; }
// ---------------
// Drawing methods
// ---------------
/// @brief Begin the drawing, needs to be called for every new frame.
virtual void BeginDrawing() {};
/// @brief End the drawing, needs to be called for every new frame.
virtual void EndDrawing() {};
/// @brief Enables item update mode.
virtual void BeginUpdate() {}
/// @brief Disables item update mode.
virtual void EndUpdate() {}
/**
* @brief Draw a line.
*
* Start and end points are defined as 2D-Vectors.
*
* @param aStartPoint is the start point of the line.
* @param aEndPoint is the end point of the line.
*/
virtual void DrawLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint ) {};
/**
* @brief Draw a rounded segment.
*
* Start and end points are defined as 2D-Vectors.
*
* @param aStartPoint is the start point of the segment.
* @param aEndPoint is the end point of the segment.
* @param aWidth is a width of the segment
*/
virtual void DrawSegment( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint, double aWidth ) {};
/**
* @brief Draw a polyline
*
* @param aPointList is a list of 2D-Vectors containing the polyline points.
*/
virtual void DrawPolyline( const std::deque<VECTOR2D>& aPointList ) {};
virtual void DrawPolyline( const VECTOR2D aPointList[], int aListSize ) {};
virtual void DrawPolyline( const SHAPE_LINE_CHAIN& aLineChain ) {};
/**
* @brief Draw a circle using world coordinates.
*
* @param aCenterPoint is the center point of the circle.
* @param aRadius is the radius of the circle.
*/
virtual void DrawCircle( const VECTOR2D& aCenterPoint, double aRadius ) {};
/**
* @brief Draw an arc.
*
* @param aCenterPoint is the center point of the arc.
* @param aRadius is the arc radius.
* @param aStartAngle is the start angle of the arc.
* @param aEndAngle is the end angle of the arc.
*/
virtual void
DrawArc( const VECTOR2D& aCenterPoint, double aRadius, double aStartAngle, double aEndAngle ) {};
/**
* @brief Draw an arc segment.
*
* This method differs from DrawArc() in what happens when fill/stroke are on or off.
* DrawArc() draws a "pie piece" when fill is turned on, and a thick stroke when fill is off.
* DrawArcSegment() with fill *on* behaves like DrawArc() with fill *off*.
* DrawArcSegment() with fill *off* draws the outline of what it would have drawn with fill on.
*
* @param aCenterPoint is the center point of the arc.
* @param aRadius is the arc radius.
* @param aStartAngle is the start angle of the arc.
* @param aEndAngle is the end angle of the arc.
*/
virtual void
DrawArcSegment( const VECTOR2D& aCenterPoint, double aRadius, double aStartAngle,
double aEndAngle, double aWidth ) {};
/**
* @brief Draw a rectangle.
*
* @param aStartPoint is the start point of the rectangle.
* @param aEndPoint is the end point of the rectangle.
*/
virtual void DrawRectangle( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint ) {};
/**
* @brief Draw a polygon.
*
* @param aPointList is the list of the polygon points.
*/
virtual void DrawPolygon( const std::deque<VECTOR2D>& aPointList ) {};
virtual void DrawPolygon( const VECTOR2D aPointList[], int aListSize ) {};
virtual void DrawPolygon( const SHAPE_POLY_SET& aPolySet ) {};
/**
* @brief Draw a cubic bezier spline.
*
* @param startPoint is the start point of the spline.
* @param controlPointA is the first control point.
* @param controlPointB is the second control point.
* @param endPoint is the end point of the spline.
*/
virtual void DrawCurve( const VECTOR2D& startPoint, const VECTOR2D& controlPointA,
const VECTOR2D& controlPointB, const VECTOR2D& endPoint ) {};
// --------------
// Screen methods
// --------------
/// @brief Resizes the canvas.
virtual void ResizeScreen( int aWidth, int aHeight ) {};
/// @brief Shows/hides the GAL canvas
virtual bool Show( bool aShow ) { return true; };
/// @brief Returns GAL canvas size in pixels
const VECTOR2I& GetScreenPixelSize() const
{
return screenSize;
}
/// @brief Force all remaining objects to be drawn.
virtual void Flush() {};
/**
* @brief Clear the screen.
* @param aColor is the color used for clearing.
*/
virtual void ClearScreen( const COLOR4D& aColor ) {};
// -----------------
// Attribute setting
// -----------------
/**
* @brief Enable/disable fill.
*
* @param aIsFillEnabled is true, when the graphics objects should be filled, else false.
*/
virtual void SetIsFill( bool aIsFillEnabled )
{
isFillEnabled = aIsFillEnabled;
}
/**
* @brief Enable/disable stroked outlines.
*
* @param aIsStrokeEnabled is true, if the outline of an object should be stroked.
*/
virtual void SetIsStroke( bool aIsStrokeEnabled )
{
isStrokeEnabled = aIsStrokeEnabled;
}
/**
* @brief Set the fill color.
*
* @param aColor is the color for filling.
*/
virtual void SetFillColor( const COLOR4D& aColor )
{
fillColor = aColor;
}
/**
* @brief Set the stroke color.
*
* @param aColor is the color for stroking the outline.
*/
virtual void SetStrokeColor( const COLOR4D& aColor )
{
strokeColor = aColor;
}
/**
* @brief Get the stroke color.
*
* @return the color for stroking the outline.
*/
inline const COLOR4D& GetStrokeColor() const
{
return strokeColor;
}
/**
* @brief Set the line width.
*
* @param aLineWidth is the line width.
*/
virtual void SetLineWidth( double aLineWidth )
{
lineWidth = aLineWidth;
}
/**
* @brief Get the line width.
*
* @return the actual line width.
*/
inline double GetLineWidth() const
{
return lineWidth;
}
/**
* @brief Set the depth of the layer (position on the z-axis)
*
* @param aLayerDepth the layer depth for the objects.
*/
virtual void SetLayerDepth( double aLayerDepth )
{
assert( aLayerDepth <= depthRange.y );
assert( aLayerDepth >= depthRange.x );
layerDepth = aLayerDepth;
}
// ----
// Text
// ----
const STROKE_FONT& GetStrokeFont() const
{
return strokeFont;
}
/**
* @brief Draws a vector type text using preloaded Newstroke font.
*
* @param aText is the text to be drawn.
* @param aPosition is the text position in world coordinates.
* @param aRotationAngle is the text rotation angle.
*/
virtual void StrokeText( const wxString& aText, const VECTOR2D& aPosition,
double aRotationAngle )
{
strokeFont.Draw( aText, aPosition, aRotationAngle );
}
/**
* @brief Draws a text using a bitmap font. It should be faster than StrokeText(),
* but can be used only for non-Gerber elements.
*
* @param aText is the text to be drawn.
* @param aPosition is the text position in world coordinates.
* @param aRotationAngle is the text rotation angle.
*/
virtual void BitmapText( const wxString& aText, const VECTOR2D& aPosition,
double aRotationAngle )
{
// Fallback: use stroke font
// Handle flipped view
if( globalFlipX )
textProperties.m_mirrored = !textProperties.m_mirrored;
StrokeText( aText, aPosition, aRotationAngle );
if( globalFlipX )
textProperties.m_mirrored = !textProperties.m_mirrored;
}
/**
* @brief Compute the X and Y size of a given text. The text is expected to be
* a only one line text.
*
* @param aText is the text string (one line).
* @return is the text size.
*/
VECTOR2D GetTextLineSize( const UTF8& aText ) const;
/**
* Compute the vertical position of an overbar, sometimes used in texts.
* This is the distance between the text base line and the overbar.
* @return the relative position of the overbar axis.
*/
double GetOverbarVerticalPosition() const
{
return strokeFont.computeOverbarVerticalPosition();
}
/**
* @brief Loads attributes of the given text (bold/italic/underline/mirrored and so on).
*
* @param aText is the text item.
*/
virtual void SetTextAttributes( const EDA_TEXT* aText );
/**
* @brief Set the font glyph size.
*
* @param aGlyphSize is the new font glyph size.
*/
inline void SetGlyphSize( const VECTOR2D aGlyphSize )
{
textProperties.m_glyphSize = aGlyphSize;
}
/**
* @return the current font glyph size.
*/
const VECTOR2D& GetGlyphSize() const
{
return textProperties.m_glyphSize;
}
/**
* @brief Set bold property of current font.
*
* @param aBold tells if the font should be bold or not.
*/
inline void SetFontBold( const bool aBold )
{
textProperties.m_bold = aBold;
}
/**
* @brief Returns true if current font has 'bold' attribute enabled.
*/
inline bool IsFontBold() const
{
return textProperties.m_bold;
}
/**
* @brief Set italic property of current font.
*
* @param aItalic tells if the font should be italic or not.
*/
inline void SetFontItalic( const bool aItalic )
{
textProperties.m_italic = aItalic;
}
/**
* @brief Returns true if current font has 'italic' attribute enabled.
*/
inline bool IsFontItalic() const
{
return textProperties.m_italic;
}
/**
* @brief Set a mirrored property of text.
*
* @param aMirrored tells if the text should be mirrored or not.
*/
inline void SetTextMirrored( const bool aMirrored )
{
textProperties.m_mirrored = aMirrored;
}
/**
* @brief Returns true if text should displayed mirrored.
*/
inline bool IsTextMirrored() const
{
return textProperties.m_mirrored;
}
/**
* @brief Set the horizontal justify for text drawing.
*
* @param aHorizontalJustify is the horizontal justify value.
*/
inline void SetHorizontalJustify( const EDA_TEXT_HJUSTIFY_T aHorizontalJustify )
{
textProperties.m_horizontalJustify = aHorizontalJustify;
}
/**
* @brief Returns current text horizontal justification setting.
*/
inline EDA_TEXT_HJUSTIFY_T GetHorizontalJustify() const
{
return textProperties.m_horizontalJustify;
}
/**
* @brief Set the vertical justify for text drawing.
*
* @param aVerticalJustify is the vertical justify value.
*/
inline void SetVerticalJustify( const EDA_TEXT_VJUSTIFY_T aVerticalJustify )
{
textProperties.m_verticalJustify = aVerticalJustify;
}
/**
* @brief Returns current text vertical justification setting.
*/
inline EDA_TEXT_VJUSTIFY_T GetVerticalJustify() const
{
return textProperties.m_verticalJustify;
}
// --------------
// Transformation
// --------------
/**
* @brief Transform the context.
*
* @param aTransformation is the ransformation matrix.
*/
virtual void Transform( const MATRIX3x3D& aTransformation ) {};
/**
* @brief Rotate the context.
*
* @param aAngle is the rotation angle in radians.
*/
virtual void Rotate( double aAngle ) {};
/**
* @brief Translate the context.
*
* @param aTranslation is the translation vector.
*/
virtual void Translate( const VECTOR2D& aTranslation ) {};
/**
* @brief Scale the context.
*
* @param aScale is the scale factor for the x- and y-axis.
*/
virtual void Scale( const VECTOR2D& aScale ) {};
/// @brief Save the context.
virtual void Save() {};
/// @brief Restore the context.
virtual void Restore() {};
// --------------------------------------------
// Group methods
// ---------------------------------------------
/**
* @brief Begin a group.
*
* A group is a collection of graphic items.
* Hierarchical groups are possible, attributes and transformations can be used.
*
* @return the number of the group.
*/
virtual int BeginGroup() { return 0; };
/// @brief End the group.
virtual void EndGroup() {};
/**
* @brief Draw the stored group.
*
* @param aGroupNumber is the group number.
*/
virtual void DrawGroup( int aGroupNumber ) {};
/**
* @brief Changes the color used to draw the group.
*
* @param aGroupNumber is the group number.
* @param aNewColor is the new color.
*/
virtual void ChangeGroupColor( int aGroupNumber, const COLOR4D& aNewColor ) {};
/**
* @brief Changes the depth (Z-axis position) of the group.
*
* @param aGroupNumber is the group number.
* @param aDepth is the new depth.
*/
virtual void ChangeGroupDepth( int aGroupNumber, int aDepth ) {};
/**
* @brief Delete the group from the memory.
*
* @param aGroupNumber is the group number.
*/
virtual void DeleteGroup( int aGroupNumber ) {};
/**
* @brief Delete all data created during caching of graphic items.
*/
virtual void ClearCache() {};
// --------------------------------------------------------
// Handling the world <-> screen transformation
// --------------------------------------------------------
/// @brief Compute the world <-> screen transformation matrix
virtual void ComputeWorldScreenMatrix();
/**
* @brief Get the world <-> screen transformation matrix.
*
* @return the transformation matrix.
*/
const MATRIX3x3D& GetWorldScreenMatrix() const
{
return worldScreenMatrix;
}
/**
* @brief Get the screen <-> world transformation matrix.
*
* @return the transformation matrix.
*/
const MATRIX3x3D& GetScreenWorldMatrix() const
{
return screenWorldMatrix;
}
/**
* @brief Set the world <-> screen transformation matrix.
*
* @param aMatrix is the 3x3 world <-> screen transformation matrix.
*/
inline void SetWorldScreenMatrix( const MATRIX3x3D& aMatrix )
{
worldScreenMatrix = aMatrix;
}
/**
* @brief Set the unit length.
*
* This defines the length [inch] per one integer. For instance a value 0.001 means
* that the coordinate [1000, 1000] corresponds with a point at (1 inch, 1 inch) or
* 1 mil resolution per integer.
*
* @param aWorldUnitLength is the world Unit length.
*/
inline void SetWorldUnitLength( double aWorldUnitLength )
{
worldUnitLength = aWorldUnitLength;
}
/**
* @brief Set the dots per inch of the screen.
*
* This value depends on the user screen, it should be configurable by the application.
* For instance a typical notebook with HD+ resolution (1600x900) has 106 DPI.
*
* @param aScreenDPI are the screen DPI.
*/
inline void SetScreenDPI( double aScreenDPI )
{
screenDPI = aScreenDPI;
}
/**
* @brief Set the Point in world space to look at.
*
* This point corresponds with the center of the actual drawing area.
*
* @param aPoint is the look at point (center of the actual drawing area).
*/
inline void SetLookAtPoint( const VECTOR2D& aPoint )
{
lookAtPoint = aPoint;
}
/**
* @brief Get the look at point.
*
* @return the look at point.
*/
inline const VECTOR2D& GetLookAtPoint() const
{
return lookAtPoint;
}
/**
* @brief Set the zoom factor of the scene.
*
* @param aZoomFactor is the zoom factor.
*/
inline void SetZoomFactor( double aZoomFactor )
{
zoomFactor = aZoomFactor;
}
/**
* @brief Get the zoom factor
*
* @return the zoom factor.
*/
inline double GetZoomFactor() const
{
return zoomFactor;
}
/**
* @brief Set the range of the layer depth.
*
* Usually required for the OpenGL implementation, any object outside this range is not drawn.
*
* @param aDepthRange is the depth range where component x is the near clipping plane and y
* is the far clipping plane.
*/
inline void SetDepthRange( const VECTOR2D& aDepthRange )
{
depthRange = aDepthRange;
}
/**
* @brief Returns the minimum depth in the currently used range (the top).
*/
inline double GetMinDepth() const
{
return depthRange.x;
}
/**
* @brief Returns the maximum depth in the currently used range (the bottom).
*/
inline double GetMaxDepth() const
{
return depthRange.y;
}
/**
* @brief Get the world scale.
*
* @return the actual world scale factor.
*/
inline double GetWorldScale() const
{
return worldScale;
}
/**
* @brief Sets flipping of the screen.
*
* @param xAxis is the flip flag for the X axis.
* @param yAxis is the flip flag for the Y axis.
*/
inline void SetFlip( bool xAxis, bool yAxis )
{
globalFlipX = xAxis;
globalFlipY = yAxis;
}
// ---------------------------
// Buffer manipulation methods
// ---------------------------
/**
* @brief Save the screen contents.
*/
virtual void SaveScreen() {};
/**
* @brief Restore the screen contents.
*/
virtual void RestoreScreen() {};
/**
* @brief Sets the target for rendering.
*
* @param aTarget is the new target for rendering.
*/
virtual void SetTarget( RENDER_TARGET aTarget ) {};
/**
* @brief Gets the currently used target for rendering.
*
* @return The current rendering target.
*/
virtual RENDER_TARGET GetTarget() const { return TARGET_CACHED; };
/**
* @brief Clears the target for rendering.
*
* @param aTarget is the target to be cleared.
*/
virtual void ClearTarget( RENDER_TARGET aTarget ) {};
// -------------
// Grid methods
// -------------
/**
* @brief Sets the visibility setting of the grid.
*
* @param aVisibility is the new visibility setting of the grid.
*/
inline void SetGridVisibility( bool aVisibility )
{
gridVisibility = aVisibility;
}
/**
* @brief Set the origin point for the grid.
*
* @param aGridOrigin is a vector containing the grid origin point, in world coordinates.
*/
inline void SetGridOrigin( const VECTOR2D& aGridOrigin )
{
gridOrigin = aGridOrigin;
if( gridSize.x == 0.0 || gridSize.y == 0.0 )
gridOffset = VECTOR2D(0.0, 0.0);
else
gridOffset = VECTOR2D( (long) gridOrigin.x % (long) gridSize.x,
(long) gridOrigin.y % (long) gridSize.y );
}
/**
* @brief Set the grid size.
*
* @param aGridSize is a vector containing the grid size in x and y direction.
*/
inline void SetGridSize( const VECTOR2D& aGridSize )
{
gridSize = aGridSize;
gridOffset = VECTOR2D( (long) gridOrigin.x % (long) gridSize.x,
(long) gridOrigin.y % (long) gridSize.y );
}
/**
* @brief Returns the grid size.
*
* @return A vector containing the grid size in x and y direction.
*/
inline const VECTOR2D& GetGridSize() const
{
return gridSize;
}
/**
* @brief Set the grid color.
*
* @param aGridColor is the grid color, it should have a low alpha value for the best effect.
*/
inline void SetGridColor( const COLOR4D& aGridColor )
{
gridColor = aGridColor;
}
/**
* @brief Set the axes color.
*
* @param aAxesColor is the color to draw the axes if enabled.
*/
inline void SetAxesColor( const COLOR4D& aAxesColor )
{
axesColor = aAxesColor;
}
/**
* @brief Enables drawing the axes.
*/
inline void SetAxesEnabled( bool aAxesEnabled )
{
axesEnabled = aAxesEnabled;
}
/**
* @brief Draw every tick line wider.
*
* @param aInterval increase the width of every aInterval line, if 0 do not use this feature.
*/
inline void SetCoarseGrid( int aInterval )
{
gridTick = aInterval;
}
/**
* @brief Get the grid line width.
*
* @return the grid line width
*/
inline double GetGridLineWidth() const
{
return gridLineWidth;
}
///> @brief Draw the grid
virtual void DrawGrid();
/**
* Function GetGridPoint()
* For a given point it returns the nearest point belonging to the grid in world coordinates.
*
* @param aPoint is the point for which the grid point is searched.
* @return The nearest grid point in world coordinates.
*/
VECTOR2D GetGridPoint( const VECTOR2D& aPoint ) const;
/**
* @brief Compute the point position in world coordinates from given screen coordinates.
*
* @param aPoint the pointposition in screen coordinates.
* @return the point position in world coordinates.
*/
inline VECTOR2D ToWorld( const VECTOR2D& aPoint ) const
{
return VECTOR2D( screenWorldMatrix * aPoint );
}
/**
* @brief Compute the point position in screen coordinates from given world coordinates.
*
* @param aPoint the pointposition in world coordinates.
* @return the point position in screen coordinates.
*/
inline VECTOR2D ToScreen( const VECTOR2D& aPoint ) const
{
return VECTOR2D( worldScreenMatrix * aPoint );
}
/**
* @brief Enable/disable cursor.
*
* @param aCursorEnabled is true if the cursor should be drawn, else false.
*/
inline void SetCursorEnabled( bool aCursorEnabled )
{
isCursorEnabled = aCursorEnabled;
}
/**
* @brief Returns information about cursor visibility.
* @return True if cursor is visible.
*/
bool IsCursorEnabled() const
{
return isCursorEnabled || forceDisplayCursor;
}
/**
* @brief Set the cursor color.
*
* @param aCursorColor is the color of the cursor.
*/
inline void SetCursorColor( const COLOR4D& aCursorColor )
{
cursorColor = aCursorColor;
}
/**
* @brief Draw the cursor.
*
* @param aCursorPosition is the cursor position in screen coordinates.
*/
virtual void DrawCursor( const VECTOR2D& aCursorPosition ) {};
/**
* @brief Changes the current depth to deeper, so it is possible to draw objects right beneath
* other.
*/
inline void AdvanceDepth()
{
layerDepth -= 0.05;
}
/**
* @brief Stores current drawing depth on the depth stack.
*/
inline void PushDepth()
{
depthStack.push( layerDepth );
}
/**
* @brief Restores previously stored drawing depth for the depth stack.
*/
inline void PopDepth()
{
layerDepth = depthStack.top();
depthStack.pop();
}
static const double METRIC_UNIT_LENGTH;
protected:
GAL_DISPLAY_OPTIONS& options;
UTIL::LINK observerLink;
std::stack<double> depthStack; ///< Stored depth values
VECTOR2I screenSize; ///< Screen size in screen coordinates
double worldUnitLength; ///< The unit length of the world coordinates [inch]
double screenDPI; ///< The dots per inch of the screen
VECTOR2D lookAtPoint; ///< Point to be looked at in world space
double zoomFactor; ///< The zoom factor
MATRIX3x3D worldScreenMatrix; ///< World transformation
MATRIX3x3D screenWorldMatrix; ///< Screen transformation
double worldScale; ///< The scale factor world->screen
bool globalFlipX; ///< Flag for X axis flipping
bool globalFlipY; ///< Flag for Y axis flipping
double lineWidth; ///< The line width
bool isFillEnabled; ///< Is filling of graphic objects enabled ?
bool isStrokeEnabled; ///< Are the outlines stroked ?
COLOR4D fillColor; ///< The fill color
COLOR4D strokeColor; ///< The color of the outlines
double layerDepth; ///< The actual layer depth
VECTOR2D depthRange; ///< Range of the depth
// Grid settings
bool gridVisibility; ///< Should the grid be shown
GRID_STYLE gridStyle; ///< Grid display style
VECTOR2D gridSize; ///< The grid size
VECTOR2D gridOrigin; ///< The grid origin
VECTOR2D gridOffset; ///< The grid offset to compensate cursor position
COLOR4D gridColor; ///< Color of the grid
COLOR4D axesColor; ///< Color of the axes
bool axesEnabled; ///< Should the axes be drawn
int gridTick; ///< Every tick line gets the double width
double gridLineWidth; ///< Line width of the grid
int gridMinSpacing; ///< Minimum screen size of the grid (pixels)
///< below which the grid is not drawn
// Cursor settings
bool isCursorEnabled; ///< Is the cursor enabled?
bool forceDisplayCursor; ///< Always show cursor
COLOR4D cursorColor; ///< Cursor color
bool fullscreenCursor; ///< Shape of the cursor (fullscreen or small cross)
VECTOR2D cursorPosition; ///< Current cursor position (world coordinates)
/// Instance of object that stores information about how to draw texts
STROKE_FONT strokeFont;
/// Compute the scaling factor for the world->screen matrix
inline void computeWorldScale()
{
worldScale = screenDPI * worldUnitLength * zoomFactor;
}
/**
* @brief compute minimum grid spacing from the grid settings
*
* @return the minimum spacing to use for drawing the grid
*/
double computeMinGridSpacing() const;
/**
* @brief Draw a grid line (usually a simplified line function).
*
* @param aStartPoint is the start point of the line.
* @param aEndPoint is the end point of the line.
*/
virtual void drawGridLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint ) {};
/// Possible depth range
static const int MIN_DEPTH;
static const int MAX_DEPTH;
/// Depth level on which the grid is drawn
static const int GRID_DEPTH;
/**
* Gets the actual cursor color to draw
*/
COLOR4D getCursorColor() const;
// ---------------
// Settings observer interface
// ---------------
/**
* Handler for observer settings changes
*/
void OnGalDisplayOptionsChanged( const GAL_DISPLAY_OPTIONS& aOptions ) override;
/**
* Function updatedGalDisplayOptions
*
* @brief handler for updated display options. Derived classes
* should call up to this to set base-class methods.
*
* @return true if the new settings changed something. Derived classes
* can use this information to refresh themselves
*/
virtual bool updatedGalDisplayOptions( const GAL_DISPLAY_OPTIONS& aOptions );
private:
struct TEXT_PROPERTIES
{
VECTOR2D m_glyphSize; ///< Size of the glyphs
EDA_TEXT_HJUSTIFY_T m_horizontalJustify; ///< Horizontal justification
EDA_TEXT_VJUSTIFY_T m_verticalJustify; ///< Vertical justification
bool m_bold;
bool m_italic;
bool m_mirrored;
} textProperties;
};
} // namespace KIGFX
#endif /* GRAPHICSABSTRACTIONLAYER_H_ */