Changed way of naming VIEW_ITEM update flags to be more explicit.
VIEW_ITEMs save the layer numbers they use, it allowed to speed up removal of items.
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d0fc362ec6
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fef50dd81e
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@ -73,15 +73,6 @@ EDA_DRAW_PANEL_GAL::EDA_DRAW_PANEL_GAL( wxWindow* aParentWindow, wxWindowID aWin
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m_view->SetPainter( m_painter );
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m_view->SetGAL( m_gal );
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// View uses layers to display EDA_ITEMs (item may be displayed on several layers, for example
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// pad may be shown on pad, pad hole and solder paste layers). There are usual copper layers
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// (eg. F.Cu, B.Cu, internal and so on) and layers for displaying objects such as texts,
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// silkscreen, pads, vias, etc.
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for( int i = 0; i < TOTAL_LAYER_COUNT; i++ )
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{
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m_view->AddLayer( i );
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}
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m_viewControls = new KiGfx::WX_VIEW_CONTROLS( m_view, this );
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Connect( wxEVT_PAINT, wxPaintEventHandler( EDA_DRAW_PANEL_GAL::onPaint ), NULL, this );
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@ -50,6 +50,15 @@ VIEW::VIEW( bool aIsDynamic ) :
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// Redraw everything at the beginning
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for( int i = 0; i < TARGETS_NUMBER; ++i )
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MarkTargetDirty( i );
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// View uses layers to display EDA_ITEMs (item may be displayed on several layers, for example
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// pad may be shown on pad, pad hole and solder paste layers). There are usual copper layers
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// (eg. F.Cu, B.Cu, internal and so on) and layers for displaying objects such as texts,
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// silkscreen, pads, vias, etc.
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for( int i = 0; i < VIEW_MAX_LAYERS; i++ )
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{
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AddLayer( i );
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}
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}
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@ -85,6 +94,7 @@ void VIEW::Add( VIEW_ITEM* aItem )
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int layers[VIEW_MAX_LAYERS], layers_count;
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aItem->ViewGetLayers( layers, layers_count );
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aItem->saveLayers( layers, layers_count );
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for( int i = 0; i < layers_count; i++ )
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{
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@ -103,12 +113,14 @@ void VIEW::Remove( VIEW_ITEM* aItem )
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if( m_dynamic )
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aItem->m_view = NULL;
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// fixme: this is so sloooow!
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for( LayerMapIter i = m_layers.begin(); i != m_layers.end(); ++i )
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int layers[VIEW::VIEW_MAX_LAYERS], layers_count;
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aItem->getLayers( layers, layers_count );
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for( int i = 0; i < layers_count; ++i )
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{
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VIEW_LAYER* l = & ( ( *i ).second );
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l->items->Remove( aItem );
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l->isDirty = true;
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VIEW_LAYER& l = m_layers[layers[i]];
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l.items->Remove( aItem );
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l.isDirty = true;
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}
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}
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@ -595,7 +607,9 @@ void VIEW::draw( VIEW_ITEM* aItem, int aLayer, bool aImmediate ) const
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void VIEW::draw( VIEW_ITEM* aItem, bool aImmediate ) const
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{
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int layers[VIEW_MAX_LAYERS], layers_count;
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aItem->ViewGetLayers( layers, layers_count );
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aItem->getLayers( layers, layers_count );
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// Sorting is needed for drawing order dependent GALs (like Cairo)
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SortLayers( layers, layers_count );
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for( int i = 0; i < layers_count; ++i )
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@ -773,26 +787,30 @@ void VIEW::clearGroupCache()
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void VIEW::invalidateItem( VIEW_ITEM* aItem, int aUpdateFlags )
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{
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int layers[VIEW_MAX_LAYERS], layers_count;
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aItem->ViewGetLayers( layers, layers_count );
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aItem->getLayers( layers, layers_count );
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// Iterate through layers used by the item and recache it immediately
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for( int i = 0; i < layers_count; i++ )
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{
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if( aUpdateFlags == VIEW_ITEM::APPEARANCE )
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int layerId = layers[i];
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if( aUpdateFlags & VIEW_ITEM::GEOMETRY )
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{
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updateItemAppearance( aItem, layers[i] );
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}
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else if( aUpdateFlags == VIEW_ITEM::GEOMETRY )
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{
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// Reinsert item
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// Reinsert item in order to update bounding box
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Remove( aItem );
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Add( aItem );
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updateItemGeometry( aItem, layers[i]); /// TODO is it still necessary?
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if( isCached( layerId ) )
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updateItemGeometry( aItem, layerId ); /// TODO is it still necessary?
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}
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else if( aUpdateFlags & VIEW_ITEM::COLOR )
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{
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updateItemColor( aItem, layerId );
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}
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// Mark those layers as dirty, so the VIEW will be refreshed
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m_layers[layers[i]].isDirty = true;
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MarkTargetDirty( m_layers[layers[i]].target ); // TODO remove?
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m_layers[layerId].isDirty = true;
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MarkTargetDirty( m_layers[layerId].target ); // TODO remove?
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}
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}
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@ -812,7 +830,7 @@ void VIEW::sortLayers()
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}
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void VIEW::updateItemAppearance( VIEW_ITEM* aItem, int aLayer )
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void VIEW::updateItemColor( VIEW_ITEM* aItem, int aLayer )
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{
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wxASSERT( (unsigned) aLayer < m_layers.size() );
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@ -875,13 +893,13 @@ void VIEW::RecacheAllItems( bool aImmediately )
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{
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VIEW_LAYER* l = &( ( *i ).second );
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// Obviously, there is only one cached target that has to be recomputed
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if( isCached( l->id ) )
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{
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m_gal->SetTarget( l->target );
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m_gal->SetLayerDepth( l->renderingOrder );
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recacheLayer visitor( this, m_gal, l->id, aImmediately );
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l->items->Query( r, visitor );
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l->isDirty = false;
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}
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}
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@ -71,6 +71,20 @@ void VIEW_ITEM::ViewRelease()
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}
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void VIEW_ITEM::getLayers( int* aLayers, int& aCount ) const
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{
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int* layersPtr = aLayers;
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for( int i = 0; i < m_layers.size(); ++i )
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{
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if( m_layers[i] )
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*layersPtr++ = i;
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}
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aCount = m_layers.count();
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}
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int VIEW_ITEM::getGroup( int aLayer ) const
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{
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for( int i = 0; i < m_groupsSize; ++i )
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@ -472,13 +472,13 @@ public:
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inline bool IsHighlighted() const { return m_Flags & HIGHLIGHTED; }
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inline bool IsBrightened() const { return m_Flags & BRIGHTENED; }
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inline void SetSelected() { SetFlags( SELECTED ); ViewUpdate( APPEARANCE ); }
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inline void SetHighlighted() { SetFlags( HIGHLIGHTED ); ViewUpdate( APPEARANCE ); }
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inline void SetBrightened() { SetFlags( BRIGHTENED ); ViewUpdate( APPEARANCE ); }
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inline void SetSelected() { SetFlags( SELECTED ); ViewUpdate( COLOR ); }
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inline void SetHighlighted() { SetFlags( HIGHLIGHTED ); ViewUpdate( COLOR ); }
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inline void SetBrightened() { SetFlags( BRIGHTENED ); ViewUpdate( COLOR ); }
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inline void ClearSelected() { ClearFlags( SELECTED ); ViewUpdate( APPEARANCE ); }
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inline void ClearHighlighted() { ClearFlags( HIGHLIGHTED ); ViewUpdate( APPEARANCE ); }
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inline void ClearBrightened() { ClearFlags( BRIGHTENED ); ViewUpdate( APPEARANCE ); }
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inline void ClearSelected() { ClearFlags( SELECTED ); ViewUpdate( COLOR ); }
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inline void ClearHighlighted() { ClearFlags( HIGHLIGHTED ); ViewUpdate( COLOR ); }
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inline void ClearBrightened() { ClearFlags( BRIGHTENED ); ViewUpdate( COLOR ); }
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void SetModified();
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@ -510,7 +510,7 @@ private:
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void clearGroupCache();
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/// Updates colors that are used for an item to be drawn
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void updateItemAppearance( VIEW_ITEM* aItem, int aLayer );
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void updateItemColor( VIEW_ITEM* aItem, int aLayer );
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/// Updates all informations needed to draw an item
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void updateItemGeometry( VIEW_ITEM* aItem, int aLayer );
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@ -31,14 +31,16 @@
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#define __VIEW_ITEM_H
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#include <vector>
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#include <bitset>
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#include <math/box2.h>
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#include <view/view.h>
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#include <gal/definitions.h>
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namespace KiGfx
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{
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// Forward declarations
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class GAL;
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class PAINTER;
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class VIEW;
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/**
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* Class VIEW_ITEM -
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@ -62,12 +64,14 @@ public:
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* - ALL: all flags above */
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enum ViewUpdateFlags {
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APPEARANCE = 0x1,
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GEOMETRY = 0x2,
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APPEARANCE = 0x01, /// Visibility flag has changed
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COLOR = 0x02, /// Color has changed
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GEOMETRY = 0x04, /// Position or shape has changed
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ALL = 0xff
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};
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VIEW_ITEM() : m_view( NULL ), m_visible( true ), m_groups( NULL ), m_groupsSize( 0 ) {}
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VIEW_ITEM() : m_view( NULL ), m_visible( true ), m_groups( NULL ),
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m_groupsSize( 0 ) {}
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/**
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* Destructor. For dynamic views, removes the item from the view.
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@ -165,6 +169,15 @@ public:
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protected:
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friend class VIEW;
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/**
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* Function getLayers()
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* Returns layer numbers used by the item.
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*
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* @param aLayers[]: output layer index array
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* @param aCount: number of layer indices in aLayers[]
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*/
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virtual void getLayers( int* aLayers, int& aCount ) const;
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/**
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* Function viewAssign()
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* Assigns the item to a given dynamic VIEW. Called internally by the VIEW.
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@ -229,6 +242,25 @@ protected:
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* @returns true in case it is cached at least for one layer.
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*/
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virtual bool storesGroups() const;
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/// Stores layer numbers used by the item.
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std::bitset<VIEW::VIEW_MAX_LAYERS> m_layers;
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/**
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* Function saveLayers()
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* Saves layers used by the item.
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*
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* @param aLayers is an array containing layer numbers to be saved.
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* @param aCount is the size of the array.
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*/
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virtual void saveLayers( int* aLayers, int aCount )
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{
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m_layers.reset();
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for( int i = 0; i < aCount; ++i )
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m_layers.set(aLayers[i]);
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}
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};
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} // namespace KiGfx
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