kicad-source/common/gal/graphics_abstraction_layer.cpp
Tomasz Włostowski bbee30671a gal: pixel alignment hacks, works for Retina display too now.
gal: pixel alignment for Cairo.
gal: pixel alignment for OpenGL

Cleanup of pixel alignment patches

gal/opengl: more pixel alignment patches:
- works on Retina displays now
- pixel alignment for circles
- correct 1-pixel strokes
- fixed unfinished 1-pixel line ends

GAL: Restore antialiasing options in Cairo
GAL: Fix arc drawing

Removes DrawArcSegment, which drew arcs whose edge was optionally
stroked (a feature that we did not use).  Fixes Cairo arc drawing issue
where arcs were not visible in pcbnew.

gal: further cleanup
gal: removed unused shader parameter
2019-02-16 20:03:13 +01:00

252 lines
7.0 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) 2012-2017 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
*/
#include <wx/log.h>
#include <gal/graphics_abstraction_layer.h>
#include <gal/definitions.h>
#include <cmath>
using namespace KIGFX;
GAL::GAL( GAL_DISPLAY_OPTIONS& aDisplayOptions ) :
options( aDisplayOptions ),
strokeFont( this )
{
// Set the default values for the internal variables
SetIsFill( false );
SetIsStroke( true );
SetFillColor( COLOR4D( 0.0, 0.0, 0.0, 0.0 ) );
SetStrokeColor( COLOR4D( 1.0, 1.0, 1.0, 1.0 ) );
SetLookAtPoint( VECTOR2D( 0, 0 ) );
SetZoomFactor( 1.0 );
SetRotation( 0.0 );
// this value for SetWorldUnitLength is only suitable for Pcbnew.
// Other editors/viewer must call SetWorldUnitLength with their internal units
SetWorldUnitLength( 1e-9 /* 1 nm */ / 0.0254 /* 1 inch in meters */ );
// wxDC::GetPPI() reports 96 DPI, but somehow this value
// is the closest match to the legacy renderer
SetScreenDPI( 91 );
SetDepthRange( VECTOR2D( GAL::MIN_DEPTH, GAL::MAX_DEPTH ) );
SetLayerDepth( 0.0 );
SetFlip( false, false );
SetLineWidth( 1.0f );
computeWorldScale();
SetAxesEnabled( false );
// Set grid defaults
SetGridVisibility( true );
SetCoarseGrid( 10 );
gridLineWidth = 0.5f;
gridStyle = GRID_STYLE::LINES;
gridMinSpacing = 10;
// Initialize the cursor shape
SetCursorColor( COLOR4D( 1.0, 1.0, 1.0, 1.0 ) );
fullscreenCursor = false;
forceDisplayCursor = false;
SetCursorEnabled( false );
// Initialize text properties
ResetTextAttributes();
strokeFont.LoadNewStrokeFont( newstroke_font, newstroke_font_bufsize );
// subscribe for settings updates
observerLink = options.Subscribe( this );
}
GAL::~GAL()
{
}
void GAL::OnGalDisplayOptionsChanged( const GAL_DISPLAY_OPTIONS& aOptions )
{
// defer to the child class first
updatedGalDisplayOptions( aOptions );
// there is no refresh to do at this level
}
bool GAL::updatedGalDisplayOptions( const GAL_DISPLAY_OPTIONS& aOptions )
{
bool refresh = false;
if( options.m_gridStyle != gridStyle )
{
gridStyle = options.m_gridStyle ;
refresh = true;
}
if( options.m_gridLineWidth != gridLineWidth )
{
gridLineWidth = options.m_gridLineWidth ;
refresh = true;
}
if( options.m_gridMinSpacing != gridMinSpacing )
{
gridMinSpacing = options.m_gridMinSpacing;
refresh = true;
}
if( options.m_axesEnabled != axesEnabled )
{
axesEnabled = options.m_axesEnabled;
refresh = true;
}
if( options.m_forceDisplayCursor != forceDisplayCursor )
{
forceDisplayCursor = options.m_forceDisplayCursor;
refresh = true;
}
if( options.m_fullscreenCursor != fullscreenCursor )
{
fullscreenCursor = options.m_fullscreenCursor;
refresh = true;
}
// tell the derived class if the base class needs an update or not
return refresh;
}
void GAL::SetTextAttributes( const EDA_TEXT* aText )
{
SetGlyphSize( VECTOR2D( aText->GetTextSize() ) );
SetHorizontalJustify( aText->GetHorizJustify() );
SetVerticalJustify( aText->GetVertJustify() );
SetFontBold( aText->IsBold() );
SetFontItalic( aText->IsItalic() );
SetTextMirrored( aText->IsMirrored() );
}
void GAL::ResetTextAttributes()
{
// Tiny but non-zero - this will always need setting
// there is no built-in default
SetGlyphSize( { 1.0, 1.0 } );
SetHorizontalJustify( GR_TEXT_HJUSTIFY_CENTER );
SetVerticalJustify( GR_TEXT_VJUSTIFY_CENTER );
SetFontBold( false );
SetFontItalic( false );
SetTextMirrored( false );
}
VECTOR2D GAL::GetTextLineSize( const UTF8& aText ) const
{
// Compute the X and Y size of a given text.
// Because computeTextLineSize expects a one line text,
// aText is expected to be only one line text.
return strokeFont.computeTextLineSize( aText );
}
void GAL::ComputeWorldScreenMatrix()
{
computeWorldScale();
MATRIX3x3D translation;
translation.SetIdentity();
translation.SetTranslation( 0.5 * VECTOR2D( screenSize ) );
MATRIX3x3D rotate;
rotate.SetIdentity();
rotate.SetRotation( rotation );
MATRIX3x3D scale;
scale.SetIdentity();
scale.SetScale( VECTOR2D( worldScale, worldScale ) );
MATRIX3x3D flip;
flip.SetIdentity();
flip.SetScale( VECTOR2D( globalFlipX ? -1.0 : 1.0, globalFlipY ? -1.0 : 1.0 ) );
MATRIX3x3D lookat;
lookat.SetIdentity();
lookat.SetTranslation( -lookAtPoint );
worldScreenMatrix = translation * rotate * flip * scale * lookat;
screenWorldMatrix = worldScreenMatrix.Inverse();
}
double GAL::computeMinGridSpacing() const
{
// just return the current value. This could be cleverer and take
// into account other settings in future
return gridMinSpacing;
}
VECTOR2D GAL::GetGridPoint( const VECTOR2D& aPoint ) const
{
#if 0
// This old code expects a non zero grid size, which can be wrong here.
return VECTOR2D( KiROUND( ( aPoint.x - gridOffset.x ) / gridSize.x ) * gridSize.x + gridOffset.x,
KiROUND( ( aPoint.y - gridOffset.y ) / gridSize.y ) * gridSize.y + gridOffset.y );
#else
// if grid size == 0.0 there is no grid, so use aPoint as grid reference position
double cx = gridSize.x > 0.0 ? KiROUND( ( aPoint.x - gridOffset.x ) / gridSize.x ) * gridSize.x + gridOffset.x
: aPoint.x;
double cy = gridSize.y > 0.0 ? KiROUND( ( aPoint.y - gridOffset.y ) / gridSize.y ) * gridSize.y + gridOffset.y
: aPoint.y;
return VECTOR2D( cx, cy );
#endif
}
const int GAL::MIN_DEPTH = -1024;
const int GAL::MAX_DEPTH = 1023;
const int GAL::GRID_DEPTH = MAX_DEPTH - 1;
COLOR4D GAL::getCursorColor() const
{
auto color = cursorColor;
// dim the cursor if it's only on because it was forced
// (this helps to provide a hint for active tools)
if( !isCursorEnabled )
{
color.a = color.a * 0.5;
}
return color;
}