Always show pin dangling symbols in Symbol Editor.
Fixes https://gitlab.com/kicad/code/kicad/issues/8493
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@ -761,6 +761,11 @@ void SCH_PAINTER::draw( LIB_PIN *aPin, int aLayer )
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return;
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return;
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bool drawingShadows = aLayer == LAYER_SELECTION_SHADOWS;
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bool drawingShadows = aLayer == LAYER_SELECTION_SHADOWS;
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#if 1
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bool dangling = !m_schematic || aPin->HasFlag(IS_DANGLING );
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#else
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bool dangling = aPin->HasFlag( IS_DANGLING );
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#endif
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if( drawingShadows && !aPin->IsSelected() )
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if( drawingShadows && !aPin->IsSelected() )
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return;
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return;
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@ -776,7 +781,7 @@ void SCH_PAINTER::draw( LIB_PIN *aPin, int aLayer )
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}
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}
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else
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else
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{
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{
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if( aPin->HasFlag( IS_DANGLING ) && aPin->IsPowerConnection() )
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if( dangling && aPin->IsPowerConnection() )
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drawPinDanglingSymbol( pos, drawingShadows );
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drawPinDanglingSymbol( pos, drawingShadows );
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return;
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return;
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@ -940,15 +945,18 @@ void SCH_PAINTER::draw( LIB_PIN *aPin, int aLayer )
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}
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}
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if( aPin->HasFlag( IS_DANGLING ) && ( aPin->IsVisible() || aPin->IsPowerConnection() ) )
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if( dangling )
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drawPinDanglingSymbol( pos, drawingShadows );
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drawPinDanglingSymbol( pos, drawingShadows );
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LIB_PART* libEntry = aPin->GetParent();
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LIB_PART* libEntry = aPin->GetParent();
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// Draw the labels
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// Draw the labels
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if( drawingShadows && ( libEntry->Type() == LIB_PART_T || libEntry->IsSelected() )
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if( drawingShadows
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&& ( libEntry->Type() == LIB_PART_T || libEntry->IsSelected() )
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&& !eeconfig()->m_Selection.draw_selected_children )
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&& !eeconfig()->m_Selection.draw_selected_children )
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{
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return;
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return;
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}
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int textOffset = libEntry->GetPinNameOffset();
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int textOffset = libEntry->GetPinNameOffset();
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@ -1008,7 +1016,7 @@ void SCH_PAINTER::draw( LIB_PIN *aPin, int aLayer )
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}
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}
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int insideOffset = textOffset;
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int insideOffset = textOffset;
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int outsideOffset = 10;
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int outsideOffset = 2 * Mils2iu( PIN_TEXT_MARGIN ) + ( dangling ? TARGET_PIN_RADIUS / 2 : 0 );
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float lineThickness = (float) m_schSettings.GetDefaultPenWidth();
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float lineThickness = (float) m_schSettings.GetDefaultPenWidth();
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float aboveOffset = Mils2iu( PIN_TEXT_MARGIN ) + ( thickness[ABOVE] + lineThickness ) / 2.0;
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float aboveOffset = Mils2iu( PIN_TEXT_MARGIN ) + ( thickness[ABOVE] + lineThickness ) / 2.0;
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float belowOffset = Mils2iu( PIN_TEXT_MARGIN ) + ( thickness[BELOW] + lineThickness ) / 2.0;
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float belowOffset = Mils2iu( PIN_TEXT_MARGIN ) + ( thickness[BELOW] + lineThickness ) / 2.0;
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