kicad-source/include/gal/graphics_abstraction_layer.h
Ian McInerney e08387ce3d Make the GAL responsible for the native cursor management
The native cursor must be set on the GAL canvas wx object,
not its frame (otherwise on GTK the cursor is only set
when we get a request for it from the WM and not immediately).

Fixes https://gitlab.com/kicad/code/kicad/issues/6421
2021-04-05 02:36:12 +01:00

1241 lines
35 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) 2016-2021 KiCad Developers, see AUTHORS.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/cursors.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;
class BITMAP_BASE;
namespace KIGFX
{
/**
* 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. 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
{
// These friend declarations allow us to hide routines that should not be called. The
// corresponding RAII objects must be used instead.
friend class GAL_CONTEXT_LOCKER;
friend class GAL_UPDATE_CONTEXT;
friend class GAL_DRAWING_CONTEXT;
public:
// Constructor / Destructor
GAL( GAL_DISPLAY_OPTIONS& aOptions );
virtual ~GAL();
/// Return the initialization status for the canvas.
virtual bool IsInitialized() const { return true; }
/// Return true if the GAL canvas is visible on the screen.
virtual bool IsVisible() const { return true; }
/// Return true if the GAL engine is a Cairo based type.
virtual bool IsCairoEngine() { return false; }
/// Return true if the GAL engine is a OpenGL based type.
virtual bool IsOpenGlEngine() { return false; }
// ---------------
// Drawing methods
// ---------------
/**
* 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 ) {};
/**
* 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 ) {};
/**
* 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 ) {};
/**
* 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 ) {};
/**
* 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 ) {};
/**
* 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.
*
* TODO: Unify Arc routines
*
* @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.
* @param aWidth is the thickness of the arc (pen size).
*/
virtual void
DrawArcSegment( const VECTOR2D& aCenterPoint, double aRadius, double aStartAngle,
double aEndAngle, double aWidth ) {};
/**
* 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 ) {};
/**
* 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 ) {};
virtual void DrawPolygon( const SHAPE_LINE_CHAIN& aPolySet ) {};
/**
* 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.
* @param aFilterValue is used by Bezier to segments approximation, if
* the Bezier curve is not supported and needs a curve to polyline conversion.
* aFilterValue = 0 means no filtering.
*/
virtual void DrawCurve( const VECTOR2D& startPoint, const VECTOR2D& controlPointA,
const VECTOR2D& controlPointB, const VECTOR2D& endPoint,
double aFilterValue = 0.0 ) {};
/**
* Draw a bitmap image.
*/
virtual void DrawBitmap( const BITMAP_BASE& aBitmap ) {};
// --------------
// Screen methods
// --------------
/// Resize the canvas.
virtual void ResizeScreen( int aWidth, int aHeight ) {};
/// Show/hide the GAL canvas
virtual bool Show( bool aShow ) { return true; };
/// Return GAL canvas size in pixels
const VECTOR2I& GetScreenPixelSize() const
{
return m_screenSize;
}
/// Force all remaining objects to be drawn.
virtual void Flush() {};
void SetClearColor( const COLOR4D& aColor )
{
m_clearColor = aColor;
}
const COLOR4D& GetClearColor( ) const
{
return m_clearColor;
}
/**
* Clear the screen.
*
* @param aColor is the color used for clearing.
*/
virtual void ClearScreen() {};
// -----------------
// Attribute setting
// -----------------
/**
* Enable/disable fill.
*
* @param aIsFillEnabled is true, when the graphics objects should be filled, else false.
*/
virtual void SetIsFill( bool aIsFillEnabled )
{
m_isFillEnabled = aIsFillEnabled;
}
/**
* Enable/disable stroked outlines.
*
* @param aIsStrokeEnabled is true, if the outline of an object should be stroked.
*/
virtual void SetIsStroke( bool aIsStrokeEnabled )
{
m_isStrokeEnabled = aIsStrokeEnabled;
}
/**
* Set the fill color.
*
* @param aColor is the color for filling.
*/
virtual void SetFillColor( const COLOR4D& aColor )
{
m_fillColor = aColor;
}
/**
* Get the fill color.
*
* @return the color for filling a outline.
*/
inline const COLOR4D& GetFillColor() const
{
return m_fillColor;
}
/**
* Set the stroke color.
*
* @param aColor is the color for stroking the outline.
*/
virtual void SetStrokeColor( const COLOR4D& aColor )
{
m_strokeColor = aColor;
}
/**
* Get the stroke color.
*
* @return the color for stroking the outline.
*/
inline const COLOR4D& GetStrokeColor() const
{
return m_strokeColor;
}
/**
* Set the line width.
*
* @param aLineWidth is the line width.
*/
virtual void SetLineWidth( float aLineWidth )
{
m_lineWidth = aLineWidth;
}
/**
* Get the line width.
*
* @return the actual line width.
*/
inline float GetLineWidth() const
{
return m_lineWidth;
}
/**
* 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 <= m_depthRange.y );
assert( aLayerDepth >= m_depthRange.x );
m_layerDepth = aLayerDepth;
}
// ----
// Text
// ----
const STROKE_FONT& GetStrokeFont() const
{
return m_strokeFont;
}
/**
* Draw 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 )
{
m_strokeFont.Draw( aText, aPosition, aRotationAngle );
}
/**
* Draw 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( m_globalFlipX )
textProperties.m_mirrored = !textProperties.m_mirrored;
// Bitmap font is slightly smaller and slightly heavier than the stroke font so we
// compensate a bit before stroking
float saveLineWidth = m_lineWidth;
VECTOR2D saveGlyphSize = textProperties.m_glyphSize;
{
m_lineWidth *= 1.2f;
textProperties.m_glyphSize = textProperties.m_glyphSize * 0.8;
StrokeText( aText, aPosition, aRotationAngle );
}
m_lineWidth = saveLineWidth;
textProperties.m_glyphSize = saveGlyphSize;
if( m_globalFlipX )
textProperties.m_mirrored = !textProperties.m_mirrored;
}
/**
* 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;
/**
* 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 );
/**
* Reset text attributes to default styling.
*
* Normally, custom attributes will be set individually after this,
* otherwise you can use SetTextAttributes()
*/
void ResetTextAttributes();
/**
* Set the font glyph size.
*
* @param aGlyphSize is the new font glyph size.
*/
inline void SetGlyphSize( const VECTOR2D aSize ) { textProperties.m_glyphSize = aSize; }
const VECTOR2D& GetGlyphSize() const { return textProperties.m_glyphSize; }
/**
* 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; }
inline bool IsFontBold() const { return textProperties.m_bold; }
/**
* Set italic property of current font.
*
* @param aItalic tells if the font should be italic or not.
*/
inline void SetFontItalic( bool aItalic ) { textProperties.m_italic = aItalic; }
inline bool IsFontItalic() const { return textProperties.m_italic; }
inline void SetFontUnderlined( bool aUnderlined ) { textProperties.m_underlined = aUnderlined; }
inline bool IsFontUnderlined() const { return textProperties.m_underlined; }
/**
* 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; }
inline bool IsTextMirrored() const { return textProperties.m_mirrored; }
/**
* 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;
}
/**
* Return current text horizontal justification setting.
*/
inline EDA_TEXT_HJUSTIFY_T GetHorizontalJustify() const
{
return textProperties.m_horizontalJustify;
}
/**
* 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;
}
/**
* Returns current text vertical justification setting.
*/
inline EDA_TEXT_VJUSTIFY_T GetVerticalJustify() const
{
return textProperties.m_verticalJustify;
}
// --------------
// Transformation
// --------------
/**
* Transform the context.
*
* @param aTransformation is the transformation matrix.
*/
virtual void Transform( const MATRIX3x3D& aTransformation ) {};
/**
* Rotate the context.
*
* @param aAngle is the rotation angle in radians.
*/
virtual void Rotate( double aAngle ) {};
/**
* Translate the context.
*
* @param aTranslation is the translation vector.
*/
virtual void Translate( const VECTOR2D& aTranslation ) {};
/**
* Scale the context.
*
* @param aScale is the scale factor for the x- and y-axis.
*/
virtual void Scale( const VECTOR2D& aScale ) {};
/// Save the context.
virtual void Save() {};
/// Restore the context.
virtual void Restore() {};
// --------------------------------------------
// Group methods
// ---------------------------------------------
/**
* 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; };
/// End the group.
virtual void EndGroup() {};
/**
* Draw the stored group.
*
* @param aGroupNumber is the group number.
*/
virtual void DrawGroup( int aGroupNumber ) {};
/**
* Change 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 ) {};
/**
* Change 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 ) {};
/**
* Delete the group from the memory.
*
* @param aGroupNumber is the group number.
*/
virtual void DeleteGroup( int aGroupNumber ) {};
/**
* Delete all data created during caching of graphic items.
*/
virtual void ClearCache() {};
// --------------------------------------------------------
// Handling the world <-> screen transformation
// --------------------------------------------------------
/// Compute the world <-> screen transformation matrix
virtual void ComputeWorldScreenMatrix();
/**
* Get the world <-> screen transformation matrix.
*
* @return the transformation matrix.
*/
const MATRIX3x3D& GetWorldScreenMatrix() const
{
return m_worldScreenMatrix;
}
/**
* Get the screen <-> world transformation matrix.
*
* @return the transformation matrix.
*/
const MATRIX3x3D& GetScreenWorldMatrix() const
{
return m_screenWorldMatrix;
}
/**
* Set the world <-> screen transformation matrix.
*
* @param aMatrix is the 3x3 world <-> screen transformation matrix.
*/
inline void SetWorldScreenMatrix( const MATRIX3x3D& aMatrix )
{
m_worldScreenMatrix = aMatrix;
}
/**
* 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 )
{
m_worldUnitLength = aWorldUnitLength;
}
inline void SetScreenSize( const VECTOR2I& aSize )
{
m_screenSize = aSize;
}
/**
* 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 )
{
m_screenDPI = aScreenDPI;
}
/**
* 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 )
{
m_lookAtPoint = aPoint;
}
/**
* Get the look at point.
*
* @return the look at point.
*/
inline const VECTOR2D& GetLookAtPoint() const
{
return m_lookAtPoint;
}
/**
* Set the zoom factor of the scene.
*
* @param aZoomFactor is the zoom factor.
*/
inline void SetZoomFactor( double aZoomFactor )
{
m_zoomFactor = aZoomFactor;
}
/**
* Get the zoom factor
*
* @return the zoom factor.
*/
inline double GetZoomFactor() const
{
return m_zoomFactor;
}
/**
* Set the rotation angle.
*
* @param aRotation is the new rotation angle (radians).
*/
void SetRotation( double aRotation )
{
m_rotation = aRotation;
}
/**
* Get the rotation angle.
*
* @return The rotation angle (radians).
*/
double GetRotation() const
{
return m_rotation;
}
/**
* 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 )
{
m_depthRange = aDepthRange;
}
/**
* Return the minimum depth in the currently used range (the top).
*/
inline double GetMinDepth() const
{
return m_depthRange.x;
}
/**
* Return the maximum depth in the currently used range (the bottom).
*/
inline double GetMaxDepth() const
{
return m_depthRange.y;
}
/**
* Get the world scale.
*
* @return the actual world scale factor.
*/
inline double GetWorldScale() const
{
return m_worldScale;
}
/**
* 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 )
{
m_globalFlipX = xAxis;
m_globalFlipY = yAxis;
}
/**
* Return true if flip flag for the X axis is set.
*/
bool IsFlippedX() const
{
return m_globalFlipX;
}
/**
* Return true if flip flag for the Y axis is set.
*/
bool IsFlippedY() const
{
return m_globalFlipY;
}
// ---------------------------
// Buffer manipulation methods
// ---------------------------
/**
* Set the target for rendering.
*
* @param aTarget is the new target for rendering.
*/
virtual void SetTarget( RENDER_TARGET aTarget ) {};
/**
* Get the currently used target for rendering.
*
* @return The current rendering target.
*/
virtual RENDER_TARGET GetTarget() const { return TARGET_CACHED; };
/**
* Clear the target for rendering.
*
* @param aTarget is the target to be cleared.
*/
virtual void ClearTarget( RENDER_TARGET aTarget ) {};
/**
* Return true if the target exists.
*
* @param aTarget is the target to be checked.
*/
virtual bool HasTarget( RENDER_TARGET aTarget )
{
return true;
};
/**
* Set negative draw mode in the renderer.
*
* When negative mode is enabled, drawn items will subtract from
* previously drawn items. This is mainly needed for Gerber
* negative item support in Cairo, since unlike in OpenGL, objects
* drawn with zero opacity on top of other objects would not normally
* mask objects in Cairo. This method is a no-op in OpenGL.
*
* @param aSetting is true if negative mode should be enabled
*/
virtual void SetNegativeDrawMode( bool aSetting ) {};
// -------------
// Grid methods
// -------------
/**
* Set the visibility setting of the grid.
*
* @param aVisibility is the new visibility setting of the grid.
*/
void SetGridVisibility( bool aVisibility ) { m_gridVisibility = aVisibility; }
bool GetGridVisibility() const { return m_gridVisibility; }
bool GetGridSnapping() const
{
return m_options.m_gridSnapping == KIGFX::GRID_SNAPPING::ALWAYS ||
( m_gridVisibility && m_options.m_gridSnapping == KIGFX::GRID_SNAPPING::WITH_GRID );
}
/**
* 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 )
{
m_gridOrigin = aGridOrigin;
if( m_gridSize.x == 0.0 || m_gridSize.y == 0.0 )
{
m_gridOffset = VECTOR2D( 0.0, 0.0);
}
else
{
m_gridOffset = VECTOR2D( (long) m_gridOrigin.x % (long) m_gridSize.x,
(long) m_gridOrigin.y % (long) m_gridSize.y );
}
}
inline const VECTOR2D& GetGridOrigin() const
{
return m_gridOrigin;
}
/**
* Set the grid size.
*
* @param aGridSize is a vector containing the grid size in x and y direction.
*/
inline void SetGridSize( const VECTOR2D& aGridSize )
{
m_gridSize = aGridSize;
// Avoid stupid grid size values: a grid size should be >= 1 in internal units
m_gridSize.x = std::max( 1.0, m_gridSize.x );
m_gridSize.y = std::max( 1.0, m_gridSize.y );
m_gridOffset = VECTOR2D( (long) m_gridOrigin.x % (long) m_gridSize.x,
(long) m_gridOrigin.y % (long) m_gridSize.y );
}
/**
* Return the grid size.
*
* @return A vector containing the grid size in x and y direction.
*/
inline const VECTOR2D& GetGridSize() const
{
return m_gridSize;
}
/**
* 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 )
{
m_gridColor = aGridColor;
}
/**
* Set the axes color.
*
* @param aAxesColor is the color to draw the axes if enabled.
*/
inline void SetAxesColor( const COLOR4D& aAxesColor )
{
m_axesColor = aAxesColor;
}
/**
* Enable drawing the axes.
*/
inline void SetAxesEnabled( bool aAxesEnabled )
{
m_axesEnabled = aAxesEnabled;
}
/**
* 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 )
{
m_gridTick = aInterval;
}
/**
* Get the grid line width.
*
* @return the grid line width
*/
inline float GetGridLineWidth() const
{
return m_gridLineWidth;
}
///< Draw the grid
virtual void DrawGrid() {};
/**
* 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;
/**
* 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( m_screenWorldMatrix * aPoint );
}
/**
* 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( m_worldScreenMatrix * aPoint );
}
/**
* Set the cursor in the native panel.
*
* @param aCursor is the cursor to use in the native panel
* @return true if the cursor was updated, false if the cursor given was already set
*/
virtual bool SetNativeCursorStyle( KICURSOR aCursor );
/**
* Enable/disable cursor.
*
* @param aCursorEnabled is true if the cursor should be drawn, else false.
*/
inline void SetCursorEnabled( bool aCursorEnabled )
{
m_isCursorEnabled = aCursorEnabled;
}
/**
* Return information about cursor visibility.
*
* @return True if cursor is visible.
*/
bool IsCursorEnabled() const
{
return m_isCursorEnabled || m_forceDisplayCursor;
}
/**
* Set the cursor color.
*
* @param aCursorColor is the color of the cursor.
*/
inline void SetCursorColor( const COLOR4D& aCursorColor )
{
m_cursorColor = aCursorColor;
}
/**
* Draw the cursor.
*
* @param aCursorPosition is the cursor position in screen coordinates.
*/
virtual void DrawCursor( const VECTOR2D& aCursorPosition ) {};
/**
* Change the current depth to deeper, so it is possible to draw objects right beneath
* other.
*/
inline void AdvanceDepth()
{
m_layerDepth -= 0.05;
}
/**
* Store current drawing depth on the depth stack.
*/
inline void PushDepth()
{
m_depthStack.push( m_layerDepth );
}
/**
* Restore previously stored drawing depth for the depth stack.
*/
inline void PopDepth()
{
m_layerDepth = m_depthStack.top();
m_depthStack.pop();
}
virtual void EnableDepthTest( bool aEnabled = false ) {};
/**
* Checks the state of the context lock
* @return True if the context is currently locked
*/
virtual bool IsContextLocked()
{
return false;
}
protected:
/// Use GAL_CONTEXT_LOCKER RAII object
virtual void lockContext( int aClientCookie ) {}
virtual void unlockContext( int aClientCookie ) {}
/// Enable item update mode.
/// Private: use GAL_UPDATE_CONTEXT RAII object
virtual void beginUpdate() {}
/// Disable item update mode.
virtual void endUpdate() {}
/// Begin the drawing, needs to be called for every new frame.
/// Private: use GAL_DRAWING_CONTEXT RAII object
virtual void beginDrawing() {};
/// End the drawing, needs to be called for every new frame.
/// Private: use GAL_DRAWING_CONTEXT RAII object
virtual void endDrawing() {};
/// Compute the scaling factor for the world->screen matrix
inline void computeWorldScale()
{
m_worldScale = m_screenDPI * m_worldUnitLength * m_zoomFactor;
}
/**
* compute minimum grid spacing from the grid settings
*
* @return the minimum spacing to use for drawing the grid
*/
double computeMinGridSpacing() const;
/// 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;
/**
* Get 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;
/**
* Handle updating 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 );
GAL_DISPLAY_OPTIONS& m_options;
UTIL::LINK m_observerLink;
std::stack<double> m_depthStack; ///< Stored depth values
VECTOR2I m_screenSize; ///< Screen size in screen coordinates
double m_worldUnitLength; ///< The unit length of the world coordinates [inch]
double m_screenDPI; ///< The dots per inch of the screen
VECTOR2D m_lookAtPoint; ///< Point to be looked at in world space
double m_zoomFactor; ///< The zoom factor
double m_rotation; ///< Rotation transformation (radians)
MATRIX3x3D m_worldScreenMatrix; ///< World transformation
MATRIX3x3D m_screenWorldMatrix; ///< Screen transformation
double m_worldScale; ///< The scale factor world->screen
bool m_globalFlipX; ///< Flag for X axis flipping
bool m_globalFlipY; ///< Flag for Y axis flipping
float m_lineWidth; ///< The line width
bool m_isFillEnabled; ///< Is filling of graphic objects enabled ?
bool m_isStrokeEnabled; ///< Are the outlines stroked ?
COLOR4D m_fillColor; ///< The fill color
COLOR4D m_strokeColor; ///< The color of the outlines
COLOR4D m_clearColor;
double m_layerDepth; ///< The actual layer depth
VECTOR2D m_depthRange; ///< Range of the depth
// Grid settings
bool m_gridVisibility; ///< Should the grid be shown
GRID_STYLE m_gridStyle; ///< Grid display style
VECTOR2D m_gridSize; ///< The grid size
VECTOR2D m_gridOrigin; ///< The grid origin
VECTOR2D m_gridOffset; ///< The grid offset to compensate cursor position
COLOR4D m_gridColor; ///< Color of the grid
COLOR4D m_axesColor; ///< Color of the axes
bool m_axesEnabled; ///< Should the axes be drawn
int m_gridTick; ///< Every tick line gets the double width
float m_gridLineWidth; ///< Line width of the grid
int m_gridMinSpacing; ///< Minimum screen size of the grid (pixels)
///< below which the grid is not drawn
// Cursor settings
bool m_isCursorEnabled; ///< Is the cursor enabled?
bool m_forceDisplayCursor; ///< Always show cursor
COLOR4D m_cursorColor; ///< Cursor color
bool m_fullscreenCursor; ///< Shape of the cursor (fullscreen or small cross)
VECTOR2D m_cursorPosition; ///< Current cursor position (world coordinates)
STROKE_FONT m_strokeFont; ///< Instance of object that stores information
///< about how to draw texts
KICURSOR m_currentNativeCursor; ///< Current cursor
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_underlined;
bool m_mirrored;
} textProperties;
};
class GAL_CONTEXT_LOCKER
{
public:
GAL_CONTEXT_LOCKER( GAL* aGal ) :
m_gal( aGal )
{
m_cookie = rand();
m_gal->lockContext( m_cookie );
}
~GAL_CONTEXT_LOCKER()
{
m_gal->unlockContext( m_cookie );
}
protected:
GAL* m_gal;
int m_cookie;
};
class GAL_UPDATE_CONTEXT : public GAL_CONTEXT_LOCKER
{
public:
GAL_UPDATE_CONTEXT( GAL* aGal ) :
GAL_CONTEXT_LOCKER( aGal )
{
m_gal->beginUpdate();
}
~GAL_UPDATE_CONTEXT()
{
m_gal->endUpdate();
}
};
class GAL_DRAWING_CONTEXT : public GAL_CONTEXT_LOCKER
{
public:
GAL_DRAWING_CONTEXT( GAL* aGal ) :
GAL_CONTEXT_LOCKER( aGal )
{
m_gal->beginDrawing();
}
~GAL_DRAWING_CONTEXT()
{
m_gal->endDrawing();
}
};
}; // namespace KIGFX
#endif /* GRAPHICSABSTRACTIONLAYER_H_ */