/* * This program source code file is part of KICAD, a free EDA CAD application. * * Copyright (C) 2007-2010 Wayne Stambaugh * Copyright (C) 2007 Kicad Developers, see change_log.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 _TRANSFORM_H_ #define _TRANSFORM_H_ #include /** * Class for tranforming drawing coordinates for a wxDC device context. * * This probably should be a base class with all pure methods and a derived class * named WXDC_TRANFORM be created. Then in the future if some new device context * is used, a new transform could be derived from the base class and all the drawable * objects would have to do is provide overloaded draw methods to use the new transorm. */ class TRANSFORM { public: int x1; int y1; int x2; int y2; /** * The default construct creates a tranform that draws object is the normal orientation. */ TRANSFORM() : x1( 1 ), y1( 0 ), x2( 0 ), y2( -1 ) {} TRANSFORM( int x1, int y1, int x2, int y2 ) : x1( x1 ), y1( y1 ), x2( x2 ), y2( y2 ) {} TRANSFORM& operator=( const TRANSFORM& aTransform ); bool operator==( const TRANSFORM& aTransform ) const; bool operator!=( const TRANSFORM& aTransform ) const { return !( *this == aTransform ); } /** * Calculate new coordinate according to the transform. * * @param aPoint = The position to transform * @return The transformed coordinate. */ wxPoint TransformCoordinate( const wxPoint& aPoint ) const; /** * Calculate new angles according to the transform. * * @param aAngle1 = The first angle to transform * @param aAngle2 = The second angle to transform * @return True if the angles were swapped during the transform. */ bool MapAngles( int* aAngle1, int* aAngle2 ) const; }; #endif // _TRANSFORM_H_