/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2013-2016 CERN * Copyright (C) 2020 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 __VIEW_H #define __VIEW_H #include #include #include #include #include #include #include class EDA_ITEM; namespace KIGFX { class PAINTER; class GAL; class VIEW_ITEM; class VIEW_GROUP; class VIEW_RTREE; /** * Hold a (potentially large) number of VIEW_ITEMs and renders them on a graphics device * provided by the GAL. * * VIEWs can exist in two flavors: * - dynamic - where items can be added, removed or changed anytime, intended for the main * editing panel. Each VIEW_ITEM can be added to a single dynamic view. * - static - where items are added once at the startup and are not linked with the VIEW. * Foreseen for preview windows and printing. * * Items in a view are grouped in layers (not to be confused with Kicad's PCB layers). Each * layer is identified by an integer number. Visibility and rendering order can be set * individually for each of the layers. Future versions of the VIEW will also allows one to * assign different layers to different rendering targets, which will be composited at the * final stage by the GAL. The VIEW class also provides fast methods for finding all visible * objects that are within a given rectangular area, useful for object selection/hit testing. */ class VIEW { public: friend class VIEW_ITEM; typedef std::pair LAYER_ITEM_PAIR; /** * @param aIsDynamic decides whether we are creating a static or a dynamic VIEW. */ VIEW( bool aIsDynamic = true ); virtual ~VIEW(); /** * Nasty hack, invoked by the destructor of VIEW_ITEM to auto-remove the item * from the owning VIEW if there is any. * * KiCad relies too much on this mechanism. This is the only linking dependency now * between #EDA_ITEM and VIEW class. In near future I'll replace it with observers. */ static void OnDestroy( VIEW_ITEM* aItem ); /** * Add a #VIEW_ITEM to the view. * * Set \a aDrawPriority to -1 to assign sequential priorities. * * @param aItem: item to be added. No ownership is given * @param aDrawPriority: priority to draw this item on its layer, lowest first. */ virtual void Add( VIEW_ITEM* aItem, int aDrawPriority = -1 ); /** * Remove a #VIEW_ITEM from the view. * * @param aItem: item to be removed. Caller must dispose the removed item if necessary */ virtual void Remove( VIEW_ITEM* aItem ); /** * Find all visible items that touch or are within the rectangle \a aRect. * * @param aRect area to search for items * @param aResult result of the search, containing VIEW_ITEMs associated with their layers. * Sorted according to the rendering order (items that are on top of the * rendering stack as first). * @return Number of found items. */ virtual int Query( const BOX2I& aRect, std::vector& aResult ) const; /** * Set the item visibility. * * @param aItem: the item to modify. * @param aIsVisible: whether the item is visible (on all layers), or not. */ void SetVisible( VIEW_ITEM* aItem, bool aIsVisible = true ); /** * Temporarily hide the item in the view (e.g. for overlaying). * * @param aItem: the item to modify. * @param aHide: whether the item is hidden (on all layers), or not. */ void Hide( VIEW_ITEM* aItem, bool aHide = true ); /** * Return information if the item is visible (or not). * * @param aItem: the item to test. * @return when true, the item is visible (i.e. to be displayed, not visible in the * *current* viewport) */ bool IsVisible( const VIEW_ITEM* aItem ) const; /** * For dynamic VIEWs, inform the associated VIEW that the graphical representation of * this item has changed. For static views calling has no effect. * * @param aItem: the item to update. * @param aUpdateFlags: how much the object has changed. */ virtual void Update( const VIEW_ITEM* aItem, int aUpdateFlags ) const; virtual void Update( const VIEW_ITEM* aItem ) const; /** * Mark the \a aRequiredId layer as required for the aLayerId layer. In order to display the * layer, all of its required layers have to be enabled. * * @param aLayerId is the id of the layer for which we enable/disable the required layer. * @param aRequiredId is the id of the required layer. * @param aRequired tells if the required layer should be added or removed from the list. */ void SetRequired( int aLayerId, int aRequiredId, bool aRequired = true ); /** * Copy layers and visibility settings from another view. * * @param aOtherView: view from which settings will be copied. */ void CopySettings( const VIEW* aOtherView ); /* * Convenience wrappers for adding multiple items * template void AddItems( const T& aItems ); * template void RemoveItems( const T& aItems ); */ /** * Assign a rendering device for the VIEW. * * @param aGal: pointer to the GAL output device. */ void SetGAL( GAL* aGal ); /** * Return the #GAL this view is using to draw graphical primitives. * * @return Pointer to the currently used GAL instance. */ inline GAL* GetGAL() const { return m_gal; } /** * Set the painter object used by the view for drawing #VIEW_ITEMS. */ inline void SetPainter( PAINTER* aPainter ) { m_painter = aPainter; } /** * Return the painter object used by the view for drawing #VIEW_ITEMS. * * @return Pointer to the currently used Painter instance. */ inline PAINTER* GetPainter() const { return m_painter; } /** * Set the visible area of the VIEW. * * @param aViewport: desired visible area, in world space coordinates. */ void SetViewport( const BOX2D& aViewport ); /** * Return the current viewport visible area rectangle. * * @return Current viewport rectangle. */ BOX2D GetViewport() const; /** * Control the mirroring of the VIEW. * * @param aMirrorX: when true, the X axis is mirrored. * @param aMirrorY: when true, the Y axis is mirrored. */ void SetMirror( bool aMirrorX, bool aMirrorY ); /** * Return true if view is flipped across the X axis. */ bool IsMirroredX() const { return m_mirrorX; } /** * Return true if view is flipped across the Y axis. */ bool IsMirroredY() const { return m_mirrorY; } /** * Set the scaling factor, zooming around a given anchor point. * * (depending on correct GAL unit length & DPI settings). * * @param aAnchor is the zooming anchor point. * @param aScale is the scale factor. */ virtual void SetScale( double aScale, VECTOR2D aAnchor = { 0, 0 } ); /** * @return Current scale factor of this VIEW. */ inline double GetScale() const { return m_scale; } /** * Set limits for view area. * * @param aBoundary is the box that limits view area. */ inline void SetBoundary( const BOX2D& aBoundary ) { m_boundary = aBoundary; } /** * Set limits for view area. * * @param aBoundary is the box that limits view area. */ inline void SetBoundary( const BOX2I& aBoundary ) { m_boundary.SetOrigin( aBoundary.GetOrigin() ); m_boundary.SetEnd( aBoundary.GetEnd() ); } /** * @return Current view area boundary. */ inline const BOX2D& GetBoundary() const { return m_boundary; } /** * Set minimum and maximum values for scale. * * @param aMaximum is the maximum value for scale. * @param aMinimum is the minimum value for scale. */ void SetScaleLimits( double aMaximum, double aMinimum ) { wxASSERT_MSG( aMaximum > aMinimum, wxT( "I guess you passed parameters in wrong order" ) ); m_minScale = aMinimum; m_maxScale = aMaximum; } /** * Set the center point of the VIEW (i.e. the point in world space that will be drawn in * the middle of the screen). * * @param aCenter: the new center point, in world space coordinates. */ void SetCenter( const VECTOR2D& aCenter ); /** * Set the center point of the VIEW, attempting to avoid \a occultingScreenRect (for * instance, the screen rect of a modeless dialog in front of the VIEW). * * @param aCenter: the new center point, in world space coordinates. * @param occultingScreenRect: the occulting rect, in screen space coordinates. */ void SetCenter( const VECTOR2D& aCenter, const BOX2D& occultingScreenRect ); /** * Return the center point of this VIEW (in world space coordinates). * * @return center point of the view */ const VECTOR2D& GetCenter() const { return m_center; } /** * Converts a screen space point/vector to a point/vector in world space coordinates. * * @param aCoord is the point/vector to be converted. * @param aAbsolute when true aCoord is treated as a point, otherwise as a direction (vector). */ VECTOR2D ToWorld( const VECTOR2D& aCoord, bool aAbsolute = true ) const; /** * Converts a screen space one dimensional size to a one dimensional size in world * space coordinates. * * @param aSize is the size to be converted. */ double ToWorld( double aSize ) const; /** * Convert a world space point/vector to a point/vector in screen space coordinates. * * @param aCoord is the point/vector to be converted. * @param aAbsolute when true aCoord is treated as a point, otherwise as a direction (vector). */ VECTOR2D ToScreen( const VECTOR2D& aCoord, bool aAbsolute = true ) const; /** * Convert a world space one dimensional size to a one dimensional size in screen space. * * @param aSize: the size to be transformed. */ double ToScreen( double aSize ) const; /** * Return the size of the our rendering area in pixels. * * @return viewport screen size. */ const VECTOR2I& GetScreenPixelSize() const; /** * Remove all items from the view. */ void Clear(); /** * Control the visibility of a particular layer. * * @param aLayer is the layer to show/hide. * @param aVisible is the layer visibility state. */ inline void SetLayerVisible( int aLayer, bool aVisible = true ) { wxCHECK( aLayer < (int) m_layers.size(), /*void*/ ); if( m_layers[aLayer].visible != aVisible ) { // Target has to be redrawn after changing its visibility MarkTargetDirty( m_layers[aLayer].target ); m_layers[aLayer].visible = aVisible; } } /** * Return information about visibility of a particular layer. * * @param aLayer true if the layer is visible, false otherwise. */ inline bool IsLayerVisible( int aLayer ) const { wxCHECK( aLayer >= 0, false); wxCHECK( aLayer < (int) m_layers.size(), false ); if( GetPrintMode() > 0 ) return true; return m_layers.at( aLayer ).visible; } inline void SetLayerDisplayOnly( int aLayer, bool aDisplayOnly = true ) { wxCHECK( aLayer < (int) m_layers.size(), /*void*/ ); m_layers[aLayer].displayOnly = aDisplayOnly; } /** * Change the rendering target for a particular layer. * * @param aLayer is the layer. * @param aTarget is the rendering target. */ inline void SetLayerTarget( int aLayer, RENDER_TARGET aTarget ) { wxCHECK( aLayer < (int) m_layers.size(), /*void*/ ); m_layers[aLayer].target = aTarget; } /** * Set rendering order of a particular layer. Lower values are rendered first. * * @param aLayer is the layer. * @param aRenderingOrder is an arbitrary number denoting the rendering order. */ void SetLayerOrder( int aLayer, int aRenderingOrder ); /** * Return rendering order of a particular layer. Lower values are rendered first. * * @param aLayer is the layer. * @return Rendering order of a particular layer. */ int GetLayerOrder( int aLayer ) const; /** * Change the order of given layer ids, so after sorting the order corresponds to layers * rendering order (descending, ie. order in which layers should be drawn - from the bottom to * the top). * * @param aLayers stores id of layers to be sorted. * @param aCount stores the number of layers. */ void SortLayers( int aLayers[], int& aCount ) const; /** * Remap the data between layer ids without invalidating that data. * * Used by GerbView for the "Sort by X2" functionality. * * @param aReorderMap is a mapping of old to new layer ids. */ void ReorderLayerData( std::unordered_map aReorderMap ); /** * Apply the new coloring scheme held by RENDER_SETTINGS in case that it has changed. * * @param aLayer is a number of the layer to be updated. * @see RENDER_SETTINGS */ void UpdateLayerColor( int aLayer ); /** * Apply the new coloring scheme to all layers. The used scheme is held by #RENDER_SETTINGS. * * @see RENDER_SETTINGS */ void UpdateAllLayersColor(); /** * Set given layer to be displayed on the top or sets back the default order of layers. * * @param aEnabled = true to display aLayer on the top. * @param aLayer is the layer or -1 in case when no particular layer should be displayed * on the top. */ virtual void SetTopLayer( int aLayer, bool aEnabled = true ); /** * Enable or disable display of the top layer. * * When disabled, layers are rendered as usual with no influence from SetTopLayer * function. Otherwise on the top there is displayed the layer set previously with * SetTopLayer function. * * @param aEnable whether to enable or disable display of the top layer. */ virtual void EnableTopLayer( bool aEnable ); virtual int GetTopLayer() const; /** * Remove all layers from the on-the-top set (they are no longer displayed over the rest of * layers). */ void ClearTopLayers(); /** * Do everything that is needed to apply the rendering order of layers. * * It has to be called after modification of renderingOrder field of LAYER. */ void UpdateAllLayersOrder(); /** * Clear targets that are marked as dirty. */ void ClearTargets(); /** * Immediately redraws the whole view. */ virtual void Redraw(); /** * Rebuild GAL display lists. */ void RecacheAllItems(); /** * Tell if the VIEW is dynamic (ie. can be changed, for example displaying PCBs in a window) * or static (that cannot be modified, eg. displaying image/PDF). */ bool IsDynamic() const { return m_dynamic; } /** * Return true if any of the VIEW layers needs to be refreshened. * * @return True in case if any of layers is marked as dirty. */ bool IsDirty() const { for( int i = 0; i < TARGETS_NUMBER; ++i ) { if( IsTargetDirty( i ) ) return true; } return false; } /** * Return true if any of layers belonging to the target or the target itself should be * redrawn. * * @return True if the above condition is fulfilled. */ bool IsTargetDirty( int aTarget ) const { wxCHECK( aTarget < TARGETS_NUMBER, false ); return m_dirtyTargets[aTarget]; } /** * Set or clear target 'dirty' flag. * * @param aTarget is the target to set. */ inline void MarkTargetDirty( int aTarget ) { wxCHECK( aTarget < TARGETS_NUMBER, /* void */ ); m_dirtyTargets[aTarget] = true; } /// Return true if the layer is cached. inline bool IsCached( int aLayer ) const { wxCHECK( aLayer < (int) m_layers.size(), false ); try { return m_layers.at( aLayer ).target == TARGET_CACHED; } catch( const std::out_of_range& ) { return false; } } /** * Force redraw of view on the next rendering. */ void MarkDirty() { for( int i = 0; i < TARGETS_NUMBER; ++i ) m_dirtyTargets[i] = true; } /** * Add an item to a list of items that are going to be refreshed upon the next frame rendering. * * @param aItem is the item to be refreshed. */ void MarkForUpdate( VIEW_ITEM* aItem ); /** * Iterate through the list of items that asked for updating and updates them. */ void UpdateItems(); /** * Update all items in the view according to the given flags. * * @param aUpdateFlags is is according to KIGFX::VIEW_UPDATE_FLAGS */ void UpdateAllItems( int aUpdateFlags ); /** * Update items in the view according to the given flags and condition. * * @param aUpdateFlags is is according to KIGFX::VIEW_UPDATE_FLAGS. * @param aCondition is a function returning true if the item should be updated. */ void UpdateAllItemsConditionally( int aUpdateFlags, std::function aCondition ); /** * @return true if draw priority is being respected while redrawing. */ bool IsUsingDrawPriority() const { return m_useDrawPriority; } /** * @param aFlag is true if draw priority should be respected while redrawing. */ void UseDrawPriority( bool aFlag ) { m_useDrawPriority = aFlag; } /** * @return true if draw order is reversed */ bool IsDrawOrderReversed() const { return m_reverseDrawOrder; } /** * Only takes effect if UseDrawPriority is true. * * @param aFlag is true if draw order should be reversed */ void ReverseDrawOrder( bool aFlag ) { m_reverseDrawOrder = aFlag; } std::shared_ptr MakeOverlay(); void InitPreview(); void ClearPreview(); void AddToPreview( EDA_ITEM* aItem, bool aTakeOwnership = true ); void ShowPreview( bool aShow = true ); /** * Return a new VIEW object that shares the same set of VIEW_ITEMs and LAYERs. * * GAL, PAINTER and other properties are left uninitialized. */ std::unique_ptr DataReference() const; /** * Get the current print mode. * * Return values less than or equal to zero indicate the current mode is the draw mode. * Return values greater than zero indicate print mode. * @return the printing mode. */ int GetPrintMode() const { return m_printMode; } /** * Set the printing mode. * * @param aPrintMode is the printing mode. If 0, the current mode is not a printing mode, * just the draw mode */ void SetPrintMode( int aPrintMode ) { m_printMode = aPrintMode; } static constexpr int VIEW_MAX_LAYERS = 512; ///< maximum number of layers that may be shown protected: struct VIEW_LAYER { bool visible; ///< Is the layer to be rendered? bool displayOnly; ///< Is the layer display only? std::shared_ptr items; ///< R-tree indexing all items on this layer. int renderingOrder; ///< Rendering order of this layer. int id; ///< Layer ID. RENDER_TARGET target; ///< Where the layer should be rendered. std::set requiredLayers; ///< Layers that have to be enabled to show ///< the layer. }; VIEW( const VIEW& ) = delete; ///* Redraws contents within rect aRect void redrawRect( const BOX2I& aRect ); inline void markTargetClean( int aTarget ) { wxCHECK( aTarget < TARGETS_NUMBER, /* void */ ); m_dirtyTargets[aTarget] = false; } /** * Draw an item, but on a specified layers. * * It has to be marked that some of drawing settings are based on the layer on which * an item is drawn. * * @param aItem is the item to be drawn. * @param aLayer is the layer which should be drawn. * @param aImmediate dictates the way of drawing - it allows one to force immediate * drawing mode for cached items. */ void draw( VIEW_ITEM* aItem, int aLayer, bool aImmediate = false ); /** * Draw an item on all layers that the item uses. * * @param aItem is the item to be drawn. * @param aImmediate dictates the way of drawing - it allows one to force immediate * drawing mode for cached items. */ void draw( VIEW_ITEM* aItem, bool aImmediate = false ); /** * Draw a group of items on all layers that those items use. * * @param aGroup is the group to be drawn. * @param aImmediate dictates the way of drawing - it allows one to force immediate * drawing mode for cached items. */ void draw( VIEW_GROUP* aGroup, bool aImmediate = false ); ///< Sort m_orderedLayers when layer rendering order has changed void sortLayers(); ///< Clear cached GAL group numbers (*ONLY* numbers stored in VIEW_ITEMs, not group objects ///< used by GAL) void clearGroupCache(); /** * Manage dirty flags & redraw queuing when updating an item. * * @param aItem is the item to be updated. * @param aUpdateFlags determines the way an item is refreshed. */ void invalidateItem( VIEW_ITEM* aItem, int aUpdateFlags ); ///< Update colors that are used for an item to be drawn void updateItemColor( VIEW_ITEM* aItem, int aLayer ); ///< Update all information needed to draw an item void updateItemGeometry( VIEW_ITEM* aItem, int aLayer ); ///< Update bounding box of an item void updateBbox( VIEW_ITEM* aItem ); ///< Update set of layers that an item occupies void updateLayers( VIEW_ITEM* aItem ); ///< Determine rendering order of layers. Used in display order sorting function. static bool compareRenderingOrder( VIEW_LAYER* aI, VIEW_LAYER* aJ ) { return aI->renderingOrder > aJ->renderingOrder; } ///< Check if every layer required by the aLayerId layer is enabled. bool areRequiredLayersEnabled( int aLayerId ) const; // Function objects that need to access VIEW/VIEW_ITEM private/protected members struct CLEAR_LAYER_CACHE_VISITOR; struct RECACHE_ITEM_VISITOR; struct DRAW_ITEM_VISITOR; struct UPDATE_COLOR_VISITOR; struct UPDATE_DEPTH_VISITOR; std::unique_ptr m_preview; std::vector m_ownedItems; ///< Whether to use rendering order modifier or not. bool m_enableOrderModifier; ///< The set of possible displayed layers and its properties. std::vector m_layers; ///< Sorted list of pointers to members of m_layers. std::vector m_orderedLayers; ///< Flat list of all items. std::shared_ptr> m_allItems; ///< The set of layers that are displayed on the top. std::set m_topLayers; ///< Center point of the VIEW (the point at which we are looking at). VECTOR2D m_center; ///< Scale of displayed VIEW_ITEMs. double m_scale; ///< View boundaries. BOX2D m_boundary; ///< Scale lower limit. double m_minScale; ///< Scale upper limit. double m_maxScale; ///< Horizontal flip flag. bool m_mirrorX; ///< Vertical flip flag. bool m_mirrorY; ///< PAINTER contains information how do draw items. PAINTER* m_painter; ///< Interface to #PAINTER that is used to draw items. GAL* m_gal; ///< Dynamic VIEW (eg. display PCB in window) allows changes once it is built, ///< static (eg. image/PDF) - does not. bool m_dynamic; ///< Flag to mark targets as dirty so they have to be redrawn on the next refresh event. bool m_dirtyTargets[TARGETS_NUMBER]; ///< Rendering order modifier for layers that are marked as top layers. static const int TOP_LAYER_MODIFIER; ///< Flag to respect draw priority when drawing items. bool m_useDrawPriority; ///< The next sequential drawing priority. int m_nextDrawPriority; ///< Flag to reverse the draw order when using draw priority. bool m_reverseDrawOrder; ///< A control for printing: m_printMode <= 0 means no printing mode (normal draw mode ///< m_printMode > 0 is a printing mode (currently means "we are in printing mode"). int m_printMode; }; } // namespace KIGFX #endif