/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2013 CERN * @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 */ /** * @file view_item.h * @brief VIEW_ITEM class definition. */ #ifndef __VIEW_ITEM_H #define __VIEW_ITEM_H #include #include #include #include #include namespace KiGfx { // Forward declarations class GAL; class PAINTER; /** * Class VIEW_ITEM - * is an abstract base class for deriving all objects that can be added to a VIEW. * It's role is to: * - communicte geometry, appearance and visibility updates to the associated dynamic VIEW, * - provide a bounding box for redraw area calculation, * - (optional) draw the object using the GAL API functions for PAINTER-less implementations. * VIEW_ITEM objects are never owned by a VIEW. A single VIEW_ITEM can belong to any number of * static VIEWs, but only one dynamic VIEW due to storage of only one VIEW reference. */ class VIEW_ITEM { public: /** * Enum ViewUpdateFlags. * Defines the how severely the shape/appearance of the item has been changed: * - APPEARANCE: shape or layer set of the item have not been affected, * only colors or visibility. * - GEOMETRY: shape or layer set of the item have changed, VIEW may need to reindex it. * - ALL: all flags above */ enum ViewUpdateFlags { APPEARANCE = 0x01, /// Visibility flag has changed COLOR = 0x02, /// Color has changed GEOMETRY = 0x04, /// Position or shape has changed ALL = 0xff }; VIEW_ITEM() : m_view( NULL ), m_visible( true ), m_groups( NULL ), m_groupsSize( 0 ) {} /** * Destructor. For dynamic views, removes the item from the view. */ virtual ~VIEW_ITEM() { ViewRelease(); delete[] m_groups; }; /** * Function ViewBBox() * returns the bounding box of the item covering all its layers. * @return BOX2I - the current bounding box */ virtual const BOX2I ViewBBox() const = 0; /** * Function ViewDraw() * Draws the parts of the object belonging to layer aLayer. * viewDraw() is an alternative way for drawing objects if * if there is no PAINTER assigned for the view or if the PAINTER * doesn't know how to paint this particular implementation of * VIEW_ITEM. The preferred way of drawing is to design an * appropriate PAINTER object, the method below is intended only * for quick hacks and debugging purposes. * * @param aLayer: current drawing layer * @param aGal: pointer to the GAL device we are drawing on * @param aVisibleArea: area (in world space coordinates) that is relevant for drawing. For * example, when drawing a bitmap, one can clip the blitting area to aVisibleArea, reducing * drawing time. */ virtual void ViewDraw( int aLayer, GAL* aGal, const BOX2I& aVisibleArea ) const { }; /** * Function ViewGetLayers() * Returns the all the layers within the VIEW the object is painted on. For instance, a D_PAD * spans one or more copper layers and a few technical layers. ViewDraw() or PAINTER::Draw() is * repeatedly called for each of the layers returned by ViewGetLayers(), depending on the * rendering order. * @param aLayers[]: output layer index array * @param aCount: number of layer indices in aLayers[] */ virtual void ViewGetLayers( int aLayers[], int& aCount ) const = 0; /** * Function ViewSetVisible() * Sets the item visibility. * * @param aIsVisible: whether the item is visible (on all layers), or not. */ void ViewSetVisible( bool aIsVisible = true ); /** * Function ViewIsVisible() * Returns information if the item is visible (or not). * * @return when true, the item is visible (i.e. to be displayed, not visible in the * *current* viewport) */ bool ViewIsVisible() const { return m_visible; } /** * Function ViewGetLOD() * Returns the level of detail of the item. A level of detail is the minimal VIEW scale that * is sufficient for an item to be shown on a given layer. */ virtual unsigned int ViewGetLOD( int aLayer ) const { // By default always show the item return 0; } /** * Function ViewUpdate() * For dynamic VIEWs, informs the associated VIEW that the graphical representation of * this item has changed. For static views calling has no effect. * * @param aUpdateFlags: how much the object has changed * @param aForceImmediateRedraw: when true, the VIEW is redrawn immediately, * otherwise, it will be redrawn upon next call of VIEW::Update() */ virtual void ViewUpdate( int aUpdateFlags = ALL, bool aForceImmediateRedraw = false ); /** * Function ViewRelease() * Releases the item from an associated dynamic VIEW. For static views calling has no effect. */ virtual void ViewRelease(); protected: friend class VIEW; /** * Function getLayers() * Returns layer numbers used by the item. * * @param aLayers[]: output layer index array * @param aCount: number of layer indices in aLayers[] */ virtual void getLayers( int* aLayers, int& aCount ) const; /** * Function viewAssign() * Assigns the item to a given dynamic VIEW. Called internally by the VIEW. * * @param aView[]: dynamic VIEW instance the item is being added to. */ virtual void viewAssign( VIEW* aView ) { // release the item from a previously assigned dynamic view (if there is any) ViewRelease(); m_view = aView; deleteGroups(); } VIEW* m_view; ///* Current dynamic view the item is assigned to. bool m_visible; ///* Are we visible in the current dynamic VIEW. ///* Helper for storing cached items group ids typedef std::pair GroupPair; ///* Indexes of cached GAL display lists corresponding to the item (for every layer it occupies). ///* (in the std::pair "first" stores layer number, "second" stores group id). GroupPair* m_groups; int m_groupsSize; /** * Function getGroup() * Returns number of the group id for the given layer, or -1 in case it was not cached before. * * @param aLayer is the layer number for which group id is queried. * @return group id or -1 in case there is no group id (ie. item is not cached). */ virtual int getGroup( int aLayer ) const; /** * Function getAllGroups() * Returns all group ids for the item (collected from all layers the item occupies). * * @return vector of group ids. */ virtual std::vector getAllGroups() const; /** * Function setGroup() * Sets a group id for the item and the layer combination. * * @param aLayer is the layer numbe. * @param aGroup is the group id. */ virtual void setGroup( int aLayer, int aGroup ); /** * Function deleteGroups() * Removes all of the stored group ids. Forces recaching of the item. */ virtual void deleteGroups(); /** * Function storesGroups() * Returns information if the item uses at least one group id (ie. if it is cached at all). * * @returns true in case it is cached at least for one layer. */ virtual bool storesGroups() const; /// Stores layer numbers used by the item. std::bitset m_layers; /** * Function saveLayers() * Saves layers used by the item. * * @param aLayers is an array containing layer numbers to be saved. * @param aCount is the size of the array. */ virtual void saveLayers( int* aLayers, int aCount ) { m_layers.reset(); for( int i = 0; i < aCount; ++i ) m_layers.set(aLayers[i]); } }; } // namespace KiGfx #endif