/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2014 CERN * Copyright (C) 2020-2021 KiCad Developers, see AUTHORS.txt for contributors. * @author Tomasz Wlostowski * * 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 PCB_GRID_HELPER_H #define PCB_GRID_HELPER_H #include #include #include class TOOL_MANAGER; struct MAGNETIC_SETTINGS; struct SELECTION_FILTER_OPTIONS; class PCB_GRID_HELPER : public GRID_HELPER { public: PCB_GRID_HELPER( TOOL_MANAGER* aToolMgr, MAGNETIC_SETTINGS* aMagneticSettings ); /** * Function GetSnapped * If the PCB_GRID_HELPER has highlighted a snap point (target shown), this function * will return a pointer to the item to which it snapped. * * @return NULL if not snapped. Pointer to snapped item otherwise */ BOARD_ITEM* GetSnapped() const; VECTOR2I AlignToSegment ( const VECTOR2I& aPoint, const SEG& aSeg ); VECTOR2I BestDragOrigin( const VECTOR2I& aMousePos, std::vector& aItem, const SELECTION_FILTER_OPTIONS* aSelectionFilter = nullptr ); VECTOR2I AlignToArc ( const VECTOR2I& aPoint, const SHAPE_ARC& aSeg ); VECTOR2I AlignToNearestPad( const VECTOR2I& aMousePos, PADS& aPads ); /** * Chooses the "best" snap anchor around the given point, optionally taking layers from * the reference item. The reference item will not be snapped to (it is being dragged or * created) and we choose the layers that can be snapped based on the reference item layer * @param aOrigin Point we want to snap from * @param aReferenceItem Reference item for layer/type special casing * @return snapped screen point */ VECTOR2I BestSnapAnchor( const VECTOR2I& aOrigin, BOARD_ITEM* aReferenceItem ); VECTOR2I BestSnapAnchor( const VECTOR2I& aOrigin, const LSET& aLayers, const std::vector& aSkip = {} ); private: std::set queryVisible( const BOX2I& aArea, const std::vector& aSkip ) const; ANCHOR* nearestAnchor( const VECTOR2I& aPos, int aFlags, LSET aMatchLayers ); /** * computeAnchors inserts the local anchor points in to the grid helper for the specified * board item, given the reference point and the direction of use for the point. * * @param aItem The board item for which to compute the anchors * @param aRefPos The point for which to compute the anchors (if used by the component) * @param aFrom Is this for an anchor that is designating a source point (aFrom=true) or not */ void computeAnchors( BOARD_ITEM* aItem, const VECTOR2I& aRefPos, bool aFrom = false, const SELECTION_FILTER_OPTIONS* aSelectionFilter = nullptr ); private: MAGNETIC_SETTINGS* m_magneticSettings; }; #endif