2013-09-27 12:29:07 +00:00
|
|
|
/*
|
|
|
|
* This program source code file is part of KiCad, a free EDA CAD application.
|
|
|
|
*
|
|
|
|
* Copyright (C) 2013 CERN
|
|
|
|
* @author Maciej Suminski <maciej.suminski@cern.ch>
|
|
|
|
*
|
|
|
|
* 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
|
|
|
|
*/
|
|
|
|
|
2013-09-27 16:51:21 +00:00
|
|
|
#ifndef ITEM_STATE_H_
|
|
|
|
#define ITEM_STATE_H_
|
|
|
|
|
|
|
|
#include <deque>
|
|
|
|
#include <class_board_item.h>
|
|
|
|
|
2013-09-27 12:29:07 +00:00
|
|
|
/**
|
|
|
|
* Class ITEM_STATE
|
|
|
|
*
|
|
|
|
* Provides means for modifying properties of groups of items and gives possibility of rolling back
|
|
|
|
* the introduced changes. Does not take ownership of modified items, neither takes care of
|
|
|
|
* refreshing.
|
|
|
|
*/
|
|
|
|
class ITEM_STATE
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
ITEM_STATE() :
|
|
|
|
m_movement( 0.0, 0.0 ), m_flips( 0 ), m_rotation( 0.0 )
|
|
|
|
{
|
|
|
|
#ifdef __WXDEBUG__
|
|
|
|
m_canSave = true;
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Function Save()
|
|
|
|
*
|
|
|
|
* Adds an item and saves it's state.
|
|
|
|
* @param aItem is the item to be added.
|
|
|
|
*/
|
|
|
|
void Save( BOARD_ITEM* aItem )
|
|
|
|
{
|
|
|
|
#ifdef __WXDEBUG__
|
|
|
|
wxASSERT_MSG( m_canSave, "You cannot save items after issuing commands. "
|
|
|
|
"You have either RestoreAll() or Apply() before adding items!" );
|
|
|
|
#endif
|
|
|
|
m_items.push_back( aItem );
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Function RestoreAll()
|
|
|
|
*
|
|
|
|
* Rollbacks all the changes to the initial state.
|
|
|
|
*/
|
|
|
|
void RestoreAll()
|
|
|
|
{
|
|
|
|
// Check if there is a not saved movement command
|
|
|
|
saveMovement();
|
|
|
|
|
|
|
|
std::deque<BOARD_ITEM*>::iterator it, it_end;
|
|
|
|
std::deque<COMMAND>::iterator cmd, cmd_end;
|
|
|
|
for( it = m_items.begin(), it_end = m_items.end(); it != it_end; ++it )
|
|
|
|
{
|
|
|
|
for( cmd = m_commands.begin(), cmd_end = m_commands.end(); cmd != cmd_end; ++cmd )
|
|
|
|
cmd->Revert( *it );
|
|
|
|
}
|
|
|
|
|
|
|
|
reset();
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Function Apply()
|
|
|
|
*
|
|
|
|
* Resets the state, clears the list of items & changes, so the object can be reused for
|
|
|
|
* other items.
|
|
|
|
*/
|
|
|
|
void Apply()
|
|
|
|
{
|
|
|
|
reset();
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Function Move()
|
|
|
|
*
|
|
|
|
* Moves stored items by a given vector.
|
|
|
|
* @param aMovement is the movement vector.
|
|
|
|
*/
|
|
|
|
void Move( const VECTOR2D& aMovement )
|
|
|
|
{
|
|
|
|
#ifdef __WXDEBUG__
|
|
|
|
m_canSave = false;
|
|
|
|
#endif
|
|
|
|
std::deque<BOARD_ITEM*>::iterator it, it_end;
|
|
|
|
for( it = m_items.begin(), it_end = m_items.end(); it != it_end; ++it )
|
|
|
|
(*it)->Move( wxPoint( aMovement.x, aMovement.y ) );
|
|
|
|
|
|
|
|
m_movement += aMovement;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Function Rotate()
|
|
|
|
*
|
|
|
|
* Rotates stored items by a given angle.
|
|
|
|
* @param aAngle is the angle (in decidegrees).
|
|
|
|
*/
|
|
|
|
void Rotate( const VECTOR2D& aPoint, double aAngle )
|
|
|
|
{
|
|
|
|
#ifdef __WXDEBUG__
|
|
|
|
m_canSave = false;
|
|
|
|
#endif
|
|
|
|
saveMovement();
|
|
|
|
m_commands.push_front( COMMAND( COMMAND::ROTATE, aPoint, aAngle ) );
|
|
|
|
|
|
|
|
std::deque<BOARD_ITEM*>::iterator it, it_end;
|
|
|
|
for( it = m_items.begin(), it_end = m_items.end(); it != it_end; ++it )
|
|
|
|
(*it)->Rotate( wxPoint( aPoint.x, aPoint.y ), aAngle );
|
|
|
|
|
|
|
|
m_rotation += aAngle;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Function Flip()
|
|
|
|
*
|
|
|
|
* Changes the board side for stored items.
|
|
|
|
* @param aPoint is the rotation point.
|
|
|
|
*/
|
|
|
|
void Flip( const VECTOR2D& aPoint )
|
|
|
|
{
|
|
|
|
#ifdef __WXDEBUG__
|
|
|
|
m_canSave = false;
|
|
|
|
#endif
|
|
|
|
saveMovement();
|
|
|
|
m_commands.push_front( COMMAND( COMMAND::FLIP, aPoint ) );
|
|
|
|
|
|
|
|
std::deque<BOARD_ITEM*>::iterator it, it_end;
|
|
|
|
for( it = m_items.begin(), it_end = m_items.end(); it != it_end; ++it )
|
|
|
|
(*it)->Flip( wxPoint( aPoint.x, aPoint.y ) );
|
|
|
|
|
|
|
|
m_flips++;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Function ToggleVisibility()
|
|
|
|
*
|
|
|
|
* Switches the visibility property of stored items.
|
|
|
|
*/
|
|
|
|
void ToggleVisibility()
|
|
|
|
{
|
|
|
|
#ifdef __WXDEBUG__
|
|
|
|
m_canSave = false;
|
|
|
|
#endif
|
|
|
|
m_commands.push_front( COMMAND( COMMAND::VISIBILITY ) );
|
|
|
|
|
|
|
|
std::deque<BOARD_ITEM*>::iterator it, it_end;
|
|
|
|
for( it = m_items.begin(), it_end = m_items.end(); it != it_end; ++it )
|
|
|
|
(*it)->ViewSetVisible( !(*it)->ViewIsVisible() );
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Function GetUpdateFlag()
|
|
|
|
*
|
|
|
|
* Returns information on what kind of update should be applied to items in order to display
|
|
|
|
* them properly.
|
|
|
|
* @return Flag required to refresh items.
|
|
|
|
*/
|
|
|
|
KiGfx::VIEW_ITEM::ViewUpdateFlags GetUpdateFlag() const
|
|
|
|
{
|
|
|
|
if( m_flips % 2 == 1 ) // If number of flips is odd, then we need to change layers
|
|
|
|
return KiGfx::VIEW_ITEM::LAYERS;
|
|
|
|
else if( m_movement.x != 0.0 || m_movement.y != 0.0 || m_rotation != 0.0 )
|
|
|
|
return KiGfx::VIEW_ITEM::GEOMETRY;
|
|
|
|
|
|
|
|
return KiGfx::VIEW_ITEM::APPEARANCE;
|
|
|
|
}
|
|
|
|
|
|
|
|
private:
|
|
|
|
/// COMMAND stores modifications that were done to items
|
|
|
|
struct COMMAND
|
|
|
|
{
|
|
|
|
/// Type of command
|
|
|
|
enum TYPE { MOVE, ROTATE, FLIP, VISIBILITY };
|
|
|
|
TYPE m_type;
|
|
|
|
|
|
|
|
/// Point where flip/rotation occurred or movement vector
|
|
|
|
VECTOR2D m_point;
|
|
|
|
|
|
|
|
/// Used only for rotation
|
|
|
|
double m_angle;
|
|
|
|
|
|
|
|
COMMAND( TYPE aType, VECTOR2D aPoint = VECTOR2D( 0.0, 0.0 ), double aAngle = 0.0 ) :
|
|
|
|
m_type( aType ), m_point( aPoint ), m_angle( aAngle ) {};
|
|
|
|
|
|
|
|
void Revert( BOARD_ITEM* aItem )
|
|
|
|
{
|
|
|
|
switch( m_type )
|
|
|
|
{
|
|
|
|
case MOVE:
|
|
|
|
aItem->Move( wxPoint( -m_point.x, -m_point.y ) );
|
|
|
|
break;
|
|
|
|
|
|
|
|
case ROTATE:
|
|
|
|
aItem->Rotate( wxPoint( m_point.x, m_point.y ), -m_angle );
|
|
|
|
break;
|
|
|
|
|
|
|
|
case FLIP:
|
|
|
|
aItem->Flip( wxPoint( m_point.x, m_point.y ) );
|
|
|
|
break;
|
|
|
|
|
|
|
|
case VISIBILITY:
|
|
|
|
aItem->ViewSetVisible( !aItem->ViewIsVisible() );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
/// Adds a MOVEMENT command basing on the current movement vector
|
|
|
|
void saveMovement()
|
|
|
|
{
|
|
|
|
if( m_movement.x != 0.0 || m_movement.y != 0.0 )
|
|
|
|
{
|
|
|
|
m_commands.push_front( COMMAND( COMMAND::MOVE, m_movement ) );
|
|
|
|
|
|
|
|
m_movement.x = 0.0;
|
|
|
|
m_movement.y = 0.0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Restores the initial state
|
|
|
|
void reset()
|
|
|
|
{
|
|
|
|
m_movement.x = 0.0;
|
|
|
|
m_movement.y = 0.0;
|
|
|
|
m_flips = 0;
|
|
|
|
m_rotation = 0.0;
|
|
|
|
|
|
|
|
m_items.clear();
|
|
|
|
m_commands.clear();
|
|
|
|
|
|
|
|
#ifdef __WXDEBUG__
|
|
|
|
m_canSave = true;
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/// List of issued commands
|
|
|
|
std::deque<BOARD_ITEM*> m_items;
|
|
|
|
|
|
|
|
/// List of items that are affected by commands
|
|
|
|
std::deque<COMMAND> m_commands;
|
|
|
|
|
|
|
|
/// Current movement vector (updated by Move() command)
|
|
|
|
VECTOR2D m_movement;
|
|
|
|
|
|
|
|
/// Number of flips applied to items
|
|
|
|
unsigned int m_flips;
|
|
|
|
|
|
|
|
/// Total rotation applied to items
|
|
|
|
double m_rotation;
|
|
|
|
|
|
|
|
#ifdef __WXDEBUG__
|
|
|
|
/// Debug flag assuring that functions are called in proper order
|
|
|
|
bool m_canSave;
|
|
|
|
#endif
|
|
|
|
};
|
|
|
|
|
|
|
|
#endif /* ITEM_STATE_H_ */
|