kicad-source/common/tool/construction_manager.cpp
John Beard e23b83505e Snapping: delayed activation of snap points.
This makes it easier to control what snap points you are aiming for
without accidentally activating objects just by mousing near them
on the way to somewhere else.
2024-10-01 18:06:27 +01:00

530 lines
16 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2024 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
*/
#include "tool/construction_manager.h"
#include <chrono>
#include <condition_variable>
#include <thread>
#include <advanced_config.h>
#include <hash.h>
/**
* A helper class to manage the activation of a "proposal" after a timeout.
*
* When a proposal is made, a timer starts. If no new proposal is made and the proposal
* is not cancelled before the timer expires, the proposal is "accepted" via a callback.
*
* Propos
*
* @tparam T The type of the proposal, which will be passed to the callback (by value)
*/
template <typename T>
class ACTIVATION_HELPER
{
public:
using ACTIVATION_CALLBACK = std::function<void( T&& )>;
ACTIVATION_HELPER( std::chrono::milliseconds aTimeout, ACTIVATION_CALLBACK aCallback ) :
m_timeout( aTimeout ), m_callback( std::move( aCallback ) ), m_stop( false ),
m_thread( &ACTIVATION_HELPER::ProposalCheckFunction, this )
{
}
~ACTIVATION_HELPER()
{
// Stop the delay thread and wait for it
{
std::lock_guard<std::mutex> lock( m_mutex );
m_stop = true;
m_cv.notify_all();
}
if( m_thread.joinable() )
{
m_thread.join();
}
}
void ProposeActivation( T&& aProposal, std::size_t aProposalTag )
{
std::lock_guard<std::mutex> lock( m_mutex );
if( m_lastAcceptedProposalTag.has_value() && aProposalTag == *m_lastAcceptedProposalTag )
{
// This proposal was accepted last time
// (could be made optional if we want to allow re-accepting the same proposal)
return;
}
if( m_pendingProposalTag.has_value() && aProposalTag == *m_pendingProposalTag )
{
// This proposal is already pending
return;
}
m_pendingProposalTag = aProposalTag;
m_lastProposal = std::move( aProposal );
m_proposalDeadline = std::chrono::steady_clock::now() + m_timeout;
m_cv.notify_all();
}
void CancelProposal()
{
std::lock_guard<std::mutex> lock( m_mutex );
m_pendingProposalTag.reset();
m_cv.notify_all();
}
void ProposalCheckFunction()
{
while( !m_stop )
{
std::unique_lock<std::mutex> lock( m_mutex );
if( !m_stop && !m_pendingProposalTag.has_value() )
{
// No active proposal - wait for one (unlocks while waiting)
m_cv.wait( lock );
}
if( !m_stop && m_pendingProposalTag.has_value() )
{
// Active proposal - wait for timeout
auto now = std::chrono::steady_clock::now();
if( m_cv.wait_for( lock, m_proposalDeadline - now ) == std::cv_status::timeout )
{
// See if the timeout was extended for a new proposal
now = std::chrono::steady_clock::now();
if( now < m_proposalDeadline )
{
// Extended - wait for the new deadline
continue;
}
// See if there is still a proposal to accept
// (could have been cancelled in the meantime)
if( m_pendingProposalTag )
{
m_lastAcceptedProposalTag = m_pendingProposalTag;
m_pendingProposalTag.reset();
T proposalToAccept = std::move( m_lastProposal );
lock.unlock();
// Call the callback (outside the lock)
m_callback( std::move( proposalToAccept ) );
}
}
}
}
}
private:
mutable std::mutex m_mutex;
// Activation timeout in milliseconds
std::chrono::milliseconds m_timeout;
///< Callback to call when the proposal is accepted
ACTIVATION_CALLBACK m_callback;
std::condition_variable m_cv;
std::atomic<bool> m_stop;
std::thread m_thread;
std::chrono::time_point<std::chrono::steady_clock> m_proposalDeadline;
///< The last proposal tag that was made
std::optional<std::size_t> m_pendingProposalTag;
///< The last proposal that was accepted
std::optional<std::size_t> m_lastAcceptedProposalTag;
// The most recently-proposed item
T m_lastProposal;
};
struct CONSTRUCTION_MANAGER::PENDING_BATCH
{
CONSTRUCTION_ITEM_BATCH Batch;
bool IsPersistent;
};
CONSTRUCTION_MANAGER::CONSTRUCTION_MANAGER( CONSTRUCTION_VIEW_HANDLER& aHelper ) :
m_viewHandler( aHelper )
{
const std::chrono::milliseconds acceptanceTimeout(
ADVANCED_CFG::GetCfg().m_ExtensionSnapTimeoutMs );
m_activationHelper = std::make_unique<ACTIVATION_HELPER<PENDING_BATCH>>(
acceptanceTimeout,
[this]( PENDING_BATCH&& aAccepted )
{
acceptConstructionItems( std::move( aAccepted ) );
} );
}
CONSTRUCTION_MANAGER::~CONSTRUCTION_MANAGER()
{
}
/**
* Construct a hash based on the sources of the items in the batch.
*/
static std::size_t
HashConstructionBatchSources( const CONSTRUCTION_MANAGER::CONSTRUCTION_ITEM_BATCH& aBatch,
bool aIsPersistent )
{
std::size_t hash = hash_val( aIsPersistent );
for( const CONSTRUCTION_MANAGER::CONSTRUCTION_ITEM& item : aBatch )
{
hash_combine( hash, item.Source, item.Item );
}
return hash;
}
void CONSTRUCTION_MANAGER::ProposeConstructionItems( CONSTRUCTION_ITEM_BATCH aBatch,
bool aIsPersistent )
{
const std::size_t hash = HashConstructionBatchSources( aBatch, aIsPersistent );
m_activationHelper->ProposeActivation(
PENDING_BATCH{
std::move( aBatch ),
aIsPersistent,
},
hash );
}
void CONSTRUCTION_MANAGER::CancelProposal()
{
// static int i = 0;
// std::cout << "Cancelling proposal " << i++ << std::endl;
m_activationHelper->CancelProposal();
}
void CONSTRUCTION_MANAGER::acceptConstructionItems( PENDING_BATCH&& aAcceptedBatch )
{
if( aAcceptedBatch.IsPersistent )
{
// We only keep one previous persistent batch for the moment
m_persistentConstructionBatch = std::move( aAcceptedBatch.Batch );
}
else
{
bool anyNewItems = false;
for( CONSTRUCTION_ITEM& item : aAcceptedBatch.Batch )
{
if( m_involvedItems.count( item.Item ) == 0 )
{
anyNewItems = true;
break;
}
}
// If there are no new items involved, don't bother adding the batch
if( !anyNewItems )
{
return;
}
// We only keep up to one previous temporary batch and the current one
// we could make this a setting if we want to keep more, but it gets cluttered
const int maxTempItems = 2;
while( m_temporaryConstructionBatches.size() >= maxTempItems )
{
m_temporaryConstructionBatches.pop_front();
}
m_temporaryConstructionBatches.emplace_back( std::move( aAcceptedBatch.Batch ) );
}
// Refresh what items are drawn
KIGFX::CONSTRUCTION_GEOM& geom = m_viewHandler.GetViewItem();
geom.ClearDrawables();
m_involvedItems.clear();
const auto addBatchItems = [&]( const CONSTRUCTION_ITEM_BATCH& aBatchToAdd, bool aPersistent )
{
for( const CONSTRUCTION_ITEM& item : aBatchToAdd )
{
// Only show the item if it's not already involved
// (avoid double-drawing the same item)
if( m_involvedItems.count( item.Item ) == 0 )
{
m_involvedItems.insert( item.Item );
for( const KIGFX::CONSTRUCTION_GEOM::DRAWABLE& construction : item.Constructions )
{
geom.AddDrawable( construction, aPersistent );
}
}
}
};
if( m_persistentConstructionBatch )
{
addBatchItems( *m_persistentConstructionBatch, true );
}
for( const CONSTRUCTION_ITEM_BATCH& batch : m_temporaryConstructionBatches )
{
addBatchItems( batch, false );
}
m_viewHandler.updateView();
}
bool CONSTRUCTION_MANAGER::InvolvesAllGivenRealItems( const std::vector<EDA_ITEM*>& aItems ) const
{
for( EDA_ITEM* item : aItems )
{
// Null items (i.e. construction items) are always considered involved
if( item && m_involvedItems.count( item ) == 0 )
{
return false;
}
}
return true;
}
void CONSTRUCTION_MANAGER::GetConstructionItems(
std::vector<CONSTRUCTION_ITEM_BATCH>& aToExtend ) const
{
if( m_persistentConstructionBatch )
{
aToExtend.push_back( *m_persistentConstructionBatch );
}
for( const CONSTRUCTION_ITEM_BATCH& batch : m_temporaryConstructionBatches )
{
aToExtend.push_back( batch );
}
}
bool CONSTRUCTION_MANAGER::HasActiveConstruction() const
{
return m_persistentConstructionBatch.has_value() || !m_temporaryConstructionBatches.empty();
}
SNAP_LINE_MANAGER::SNAP_LINE_MANAGER( CONSTRUCTION_VIEW_HANDLER& aViewHandler ) :
m_viewHandler( aViewHandler )
{
}
void SNAP_LINE_MANAGER::SetSnapLineOrigin( const VECTOR2I& aOrigin )
{
// Setting the origin clears the snap line as the end point is no longer valid
ClearSnapLine();
m_snapLineOrigin = aOrigin;
}
void SNAP_LINE_MANAGER::SetSnapLineEnd( const OPT_VECTOR2I& aSnapEnd )
{
if( m_snapLineOrigin && aSnapEnd != m_snapLineEnd )
{
m_snapLineEnd = aSnapEnd;
if( m_snapLineEnd )
m_viewHandler.GetViewItem().SetSnapLine( SEG{ *m_snapLineOrigin, *m_snapLineEnd } );
else
m_viewHandler.GetViewItem().ClearSnapLine();
m_viewHandler.updateView();
}
}
void SNAP_LINE_MANAGER::ClearSnapLine()
{
m_snapLineOrigin.reset();
m_snapLineEnd.reset();
m_viewHandler.GetViewItem().ClearSnapLine();
m_viewHandler.updateView();
}
void SNAP_LINE_MANAGER::SetSnappedAnchor( const VECTOR2I& aAnchorPos )
{
if( m_snapLineOrigin.has_value() )
{
if( aAnchorPos.x == m_snapLineOrigin->x || aAnchorPos.y == m_snapLineOrigin->y )
{
SetSnapLineEnd( aAnchorPos );
}
else
{
// Snapped to something that is not the snap line origin, so
// this anchor is now the new snap line origin
SetSnapLineOrigin( aAnchorPos );
}
}
else
{
// If there's no snap line, start one
SetSnapLineOrigin( aAnchorPos );
}
}
/**
* Check if the cursor has moved far enough away from the snap line origin to escape snapping
* in the X direction.
*
* This is defined as within aEscapeRange of the snap line origin, and within aLongRangeEscapeAngle
* of the vertical line passing through the snap line origin.
*/
static bool pointHasEscapedSnapLineX( const VECTOR2I& aCursor, const VECTOR2I& aSnapLineOrigin,
int aEscapeRange, EDA_ANGLE aLongRangeEscapeAngle )
{
if( std::abs( aCursor.x - aSnapLineOrigin.x ) < aEscapeRange )
{
return false;
}
EDA_ANGLE angle = EDA_ANGLE( aCursor - aSnapLineOrigin ) + EDA_ANGLE( 90, DEGREES_T );
return std::abs( angle.Normalize90() ) > aLongRangeEscapeAngle;
}
/**
* As above, but for the Y direction.
*/
static bool pointHasEscapedSnapLineY( const VECTOR2I& aCursor, const VECTOR2I& aSnapLineOrigin,
int aEscapeRange, EDA_ANGLE aLongRangeEscapeAngle )
{
if( std::abs( aCursor.y - aSnapLineOrigin.y ) < aEscapeRange )
{
return false;
}
EDA_ANGLE angle = EDA_ANGLE( aCursor - aSnapLineOrigin );
return std::abs( angle.Normalize90() ) > aLongRangeEscapeAngle;
}
OPT_VECTOR2I SNAP_LINE_MANAGER::GetNearestSnapLinePoint( const VECTOR2I& aCursor,
const VECTOR2I& aNearestGrid,
std::optional<int> aDistToNearest,
int aSnapRange ) const
{
// return std::nullopt;
if( m_snapLineOrigin )
{
bool snapLine = false;
VECTOR2I bestSnapPoint = aNearestGrid;
// If there's no snap anchor, or it's too far away, prefer the grid
const bool gridBetterThanNearest = !aDistToNearest || *aDistToNearest > aSnapRange;
// The escape range is how far you go before the snap line is de-activated.
// Make this a bit more forgiving than the snap range, as you can easily cancel
// deliberately with a mouse move.
// These are both a bit arbitrary, and can be adjusted as preferred
const int escapeRange = 2 * aSnapRange;
const EDA_ANGLE longRangeEscapeAngle( 4, DEGREES_T );
const bool escapedX = pointHasEscapedSnapLineX( aCursor, *m_snapLineOrigin, escapeRange,
longRangeEscapeAngle );
const bool escapedY = pointHasEscapedSnapLineY( aCursor, *m_snapLineOrigin, escapeRange,
longRangeEscapeAngle );
/// Allows de-snapping from the line if you are closer to another snap point
/// Or if you have moved far enough away from the line
if( !escapedX && gridBetterThanNearest )
{
bestSnapPoint.x = m_snapLineOrigin->x;
snapLine = true;
}
if( !escapedY && gridBetterThanNearest )
{
bestSnapPoint.y = m_snapLineOrigin->y;
snapLine = true;
}
if( snapLine )
{
return bestSnapPoint;
}
}
return std::nullopt;
}
SNAP_MANAGER::SNAP_MANAGER( KIGFX::CONSTRUCTION_GEOM& aHelper ) :
CONSTRUCTION_VIEW_HANDLER( aHelper ), m_snapLineManager( *this ),
m_constructionManager( *this )
{
}
void SNAP_MANAGER::updateView()
{
if( m_updateCallback )
{
bool showAnything = m_constructionManager.HasActiveConstruction()
|| m_snapLineManager.HasCompleteSnapLine();
m_updateCallback( showAnything );
}
}
std::vector<CONSTRUCTION_MANAGER::CONSTRUCTION_ITEM_BATCH>
SNAP_MANAGER::GetConstructionItems() const
{
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;
}