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When working near snap anchors, which come and go rapidly, it's often useful to see what snaps have been calculated. Add an advanced config to show these (EnableSnapAnchorsDebug) on an overlay layer. With more polish this could be a hotkey or something.
130 lines
3.9 KiB
C++
130 lines
3.9 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 (C) 2024 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 "preview_items/anchor_debug.h"
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#include <gal/graphics_abstraction_layer.h>
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#include <gal/painter.h>
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#include <render_settings.h>
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using namespace KIGFX;
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ANCHOR_DEBUG::ANCHOR_DEBUG() :
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EDA_ITEM( nullptr, NOT_USED ) // Never added to a BOARD/SCHEMATIC so it needs no type
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{
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}
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ANCHOR_DEBUG* ANCHOR_DEBUG::Clone() const
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{
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return new ANCHOR_DEBUG();
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}
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const BOX2I ANCHOR_DEBUG::ViewBBox() const
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{
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// We could be a bit more careful here, but also we need to
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// know the world scale to cover everything exactly, and there
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// is only one of these.
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BOX2I bbox;
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bbox.SetMaximum();
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return bbox;
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}
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void ANCHOR_DEBUG::ViewGetLayers( int aLayers[], int& aCount ) const
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{
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aLayers[0] = LAYER_GP_OVERLAY;
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aCount = 1;
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}
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void ANCHOR_DEBUG::ClearAnchors()
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{
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m_nearest.reset();
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m_anchors.clear();
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}
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void ANCHOR_DEBUG::AddAnchor( const VECTOR2I& aAnchor )
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{
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m_anchors[aAnchor]++;
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}
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void ANCHOR_DEBUG::SetNearest( const OPT_VECTOR2I& aNearest )
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{
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m_nearest = aNearest;
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}
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void ANCHOR_DEBUG::ViewDraw( int, VIEW* aView ) const
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{
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GAL& gal = *aView->GetGAL();
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RENDER_SETTINGS& settings = *aView->GetPainter()->GetSettings();
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const COLOR4D textColor = settings.GetLayerColor( LAYER_AUX_ITEMS );
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const BOX2D viewportD = aView->GetViewport();
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const BOX2I viewport( KiROUND( viewportD.GetPosition() ), KiROUND( viewportD.GetSize() ) );
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gal.SetIsFill( false );
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gal.SetIsStroke( true );
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gal.SetLineWidth( 1 );
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const int markerRad = aView->ToWorld( 3 );
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const int markerTextHeight = aView->ToWorld( 6 );
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const int markerTextGap = aView->ToWorld( 3 );
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const int summaryTextHeight = aView->ToWorld( 10 );
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const VECTOR2I textOffset = { markerRad + markerTextGap, 0 };
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TEXT_ATTRIBUTES attributes;
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attributes.m_Halign = GR_TEXT_H_ALIGN_LEFT;
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attributes.m_Size = VECTOR2I( markerTextHeight, markerTextHeight );
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const KIFONT::METRICS& fontMetrics = KIFONT::METRICS::Default();
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const KIFONT::FONT& font = *KIFONT::FONT::GetFont();
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size_t total = 0;
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for( const auto& [anchor, count] : m_anchors )
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{
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if( m_nearest && *m_nearest == anchor )
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gal.SetStrokeColor( RED );
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else
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gal.SetStrokeColor( YELLOW );
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gal.DrawCircle( anchor, markerRad );
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const std::string countStr = std::to_string( count );
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font.Draw( &gal, countStr, anchor + textOffset, attributes, fontMetrics );
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total += count;
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}
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gal.SetStrokeColor( textColor );
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const int boundaryMargin = aView->ToWorld( 20 );
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VECTOR2I fontPos{ viewport.GetLeft(), viewport.GetTop() };
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fontPos += VECTOR2I{ boundaryMargin, boundaryMargin };
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attributes.m_Size = VECTOR2I{ summaryTextHeight, summaryTextHeight };
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wxString totalStr = wxString::Format( "Current snap anchors: %lu", total );
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font.Draw( &gal, totalStr, fontPos, attributes, fontMetrics );
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}
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