/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2021 KiCad Developers, see AUTHORS.txt for contributors. * * 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 GRID_HELPER_H #define GRID_HELPER_H #include "tool/selection.h" #include #include #include #include class TOOL_MANAGER; class EDA_ITEM; enum GRID_HELPER_GRIDS : int { // When the item doesn't match an override, use the current user grid GRID_CURRENT, GRID_CONNECTABLE, GRID_WIRES, GRID_VIAS, GRID_TEXT, GRID_GRAPHICS }; class GRID_HELPER { public: GRID_HELPER( TOOL_MANAGER* aToolMgr ); virtual ~GRID_HELPER(); VECTOR2I GetGrid() const; VECTOR2D GetVisibleGrid() const; VECTOR2I GetOrigin() const; void SetAuxAxes( bool aEnable, const VECTOR2I& aOrigin = VECTOR2I( 0, 0 ) ); virtual VECTOR2I Align( const VECTOR2I& aPoint, GRID_HELPER_GRIDS aGrid ) const { return Align( aPoint, GetGridSize( aGrid ), GetOrigin() ); } virtual VECTOR2I AlignGrid( const VECTOR2I& aPoint, GRID_HELPER_GRIDS aGrid ) const { return AlignGrid( aPoint, GetGridSize( aGrid ), GetOrigin() ); } virtual VECTOR2I Align( const VECTOR2I& aPoint ) const; virtual VECTOR2I Align( const VECTOR2I& aPoint, const VECTOR2D& aGrid, const VECTOR2D& aOffset ) const; VECTOR2I AlignGrid( const VECTOR2I& aPoint ) const; VECTOR2I AlignGrid( const VECTOR2I& aPoint, const VECTOR2D& aGrid, const VECTOR2D& aOffset ) const; /** * Gets the coarsest grid that applies to a selecion of items. */ virtual GRID_HELPER_GRIDS GetSelectionGrid( const SELECTION& aSelection ) const; /** * Gets the coarsest grid that applies to an item. */ virtual GRID_HELPER_GRIDS GetItemGrid( const EDA_ITEM* aItem ) const { return GRID_CURRENT; } /** * Return the size of the specified grid */ virtual VECTOR2D GetGridSize( GRID_HELPER_GRIDS aGrid ) const; void SetSkipPoint( const VECTOR2I& aPoint ) { m_skipPoint = aPoint; } /** * We clear the skip point by setting it to an unreachable position, thereby preventing matching */ void ClearSkipPoint() { m_skipPoint = VECTOR2I( std::numeric_limits::min(), std::numeric_limits::min() ); } void SetSnap( bool aSnap ) { m_enableSnap = aSnap; } bool GetSnap() const { return m_enableSnap; } void SetUseGrid( bool aSnapToGrid ) { m_enableGrid = aSnapToGrid; } bool GetUseGrid() const { return m_enableGrid; } void SetSnapLine( bool aSnap ) { m_enableSnapLine = aSnap; } void SetMask( int aMask ) { m_maskTypes = aMask; } void SetMaskFlag( int aFlag ) { m_maskTypes |= aFlag; } void ClearMaskFlag( int aFlag ) { m_maskTypes = m_maskTypes & ~aFlag; } enum ANCHOR_FLAGS { CORNER = 1, OUTLINE = 2, SNAPPABLE = 4, ORIGIN = 8, VERTICAL = 16, HORIZONTAL = 32, ALL = CORNER | OUTLINE | SNAPPABLE | ORIGIN | VERTICAL | HORIZONTAL }; protected: struct ANCHOR { ANCHOR( const VECTOR2I& aPos, int aFlags = CORNER | SNAPPABLE, EDA_ITEM* aItem = nullptr ) : pos( aPos ), flags( aFlags ), item( aItem ) { }; VECTOR2I pos; int flags; EDA_ITEM* item; double Distance( const VECTOR2I& aP ) const { return ( aP - pos ).EuclideanNorm(); } }; void addAnchor( const VECTOR2I& aPos, int aFlags, EDA_ITEM* aItem ) { if( ( aFlags & m_maskTypes ) == aFlags ) m_anchors.emplace_back( ANCHOR( aPos, aFlags, aItem ) ); } void clearAnchors() { m_anchors.clear(); m_snapItem = nullptr; } /** * Check whether it is possible to use the grid -- this depends both on local grid helper * settings and global (tool manager) KiCad settings. */ bool canUseGrid() const; VECTOR2I computeNearest( const VECTOR2I& aPoint, const VECTOR2I& aGrid, const VECTOR2I& aOffset ) const; protected: std::vector m_anchors; TOOL_MANAGER* m_toolMgr; std::optional m_auxAxis; int m_maskTypes; // Mask of allowed snap types bool m_enableSnap; // Allow snapping to other items on the layers bool m_enableGrid; // If true, allow snapping to grid bool m_enableSnapLine; // Allow drawing lines from snap points ANCHOR* m_snapItem; // Pointer to the currently snapped item in m_anchors // (NULL if not snapped) VECTOR2I m_skipPoint; // When drawing a line, we avoid snapping to the // source point KIGFX::ORIGIN_VIEWITEM m_viewSnapPoint; KIGFX::ORIGIN_VIEWITEM m_viewSnapLine; KIGFX::ORIGIN_VIEWITEM m_viewAxis; }; #endif