/*****************************************************************************/ /* sch_item_struct.h : Basic classes for most eeschema items descriptions */ /*****************************************************************************/ #ifndef SCH_ITEM_STRUCT_H #define SCH_ITEM_STRUCT_H #include #include using namespace std; class SCH_ITEM; class LINE_READER; class WinEDA_SchematicFrame; class wxFindReplaceData; enum DANGLING_END_T { UNKNOWN = 0, WIRE_START_END, WIRE_END_END, BUS_START_END, BUS_END_END, JUNCTION_END, PIN_END, LABEL_END, ENTRY_END, SHEET_LABEL_END }; // A helper class to store a list of items that can be connected to something: class DANGLING_END_ITEM { public: const void* m_Item; // a pointer to the parent wxPoint m_Pos; // the position of the connecting point DANGLING_END_T m_Type; // type of parent DANGLING_END_ITEM( DANGLING_END_T type, const void* aItem ) { m_Item = aItem; m_Type = type; } }; /** * Class SCH_ITEM * is a base class for any item which can be embedded within the SCHEMATIC * container class, and therefore instances of derived classes should only be * found in EESCHEMA or other programs that use class SCHEMATIC and its contents. * The corresponding class in PCBNEW is BOARD_ITEM. */ class SCH_ITEM : public EDA_BaseStruct { protected: int m_Layer; EDA_ITEMS m_connections; ///< List of items connected to this item. public: SCH_ITEM( EDA_BaseStruct* aParent, KICAD_T aType ); ~SCH_ITEM(); virtual wxString GetClass() const { return wxT( "SCH_ITEM" ); } SCH_ITEM* Next() { return (SCH_ITEM*) Pnext; } SCH_ITEM* Back() { return (SCH_ITEM*) Pback; } /** * Function GetLayer * returns the layer this item is on. */ int GetLayer() const { return m_Layer; } /** * Function SetLayer * sets the layer this item is on. * @param aLayer The layer number. */ void SetLayer( int aLayer ) { m_Layer = aLayer; } /** * Function GetPenSize virtual pure * @return the size of the "pen" that be used to draw or plot this item */ virtual int GetPenSize( ) = 0; /** * Function Draw */ virtual void Draw( WinEDA_DrawPanel* panel, wxDC* DC, const wxPoint& offset, int draw_mode, int Color = -1 ) = 0; /* Place function */ virtual void Place( WinEDA_SchematicFrame* frame, wxDC* DC ); // Geometric transforms (used in block operations): /** virtual function Move * move item to a new position. * @param aMoveVector = the deplacement vector */ virtual void Move( const wxPoint& aMoveVector ) = 0; /** virtual function Mirror_Y * mirror item relative to an Y axis * @param aYaxis_position = the y axis position */ virtual void Mirror_Y( int aYaxis_position ) = 0; virtual void Mirror_X( int aXaxis_position ) = 0; virtual void Rotate( wxPoint rotationPoint ) = 0; /** * Function Save * writes the data structures for this object out to a FILE in "*.sch" * format. * @param aFile The FILE to write to. * @return bool - true if success writing else false. */ virtual bool Save( FILE* aFile ) const = 0; /** * Load schematic item from \a aLine in a .sch file. * * @param aLine - Essentially this is file to read the object from. * @param aErrorMsg - Description of the error if an error occurs while loading the object. * @return True if the object loaded successfully. */ virtual bool Load( LINE_READER& aLine, wxString& aErrorMsg ) { return false; } /** * Compare schematic item against search string. * * The base class returns false since many of the objects derived from * SCH_ITEM do not have any text to search. * * @todo - This should probably be pushed down to EDA_BaseStruct so that * searches can be done on all of the Kicad applications that use * objects derived from EDA_BaseStruct. * * @param aSearchData - The search criteria. * @param aAuxData - a pointer on auxiliary data, if needed (NULL if not used). * When searching string in REFERENCE field we must know the sheet path * This param is used in such cases * @param aFindLocation - a wxPoint where to put the location of matched item. can be NULL. * @return True if this schematic text item matches the search criteria. */ virtual bool Matches( wxFindReplaceData& aSearchData, void* aAuxData, wxPoint* aFindLocation ) { return false; } /** * Compare schematic item against search string. * * @param aText - String test. * @param aSearchData - The criteria to search against. * @return True if this item matches the search criteria. */ bool Matches( const wxString& aText, wxFindReplaceData& aSearchData ); /** * Add schematic item end points to \a aItemList if the item has endpoints. * * The default version doesn't do anything since many of the schematic object cannot * be tested for dangling ends. If you add a new schematic item that can have a * dangling end ( no connect ), override this method to provide the correct end * points. * * @param aItemList - List of DANGLING_END_ITEMS to add to. */ virtual void GetEndPoints( vector< DANGLING_END_ITEM >& aItemList ) {} /** * Test the schematic item to \a aItemList to check if it's dangling state has changed. * * Note that the return value only true when the state of the test has changed. Use * the IsDangling() method to get the current dangling state of the item. Some of * the schematic objects cannot be tested for a dangling state, the default method * always returns false. Only override the method if the item can be tested for a * dangling state. * * @param aItemList - List of items to test item against. * @return True if the dangling state has changed from it's current setting. */ virtual bool IsDanglingStateChanged( vector< DANGLING_END_ITEM >& aItemList ) { return false; } virtual bool IsDangling() const { return false; } /** * Check if the selection state of an item inside \a aRect has changed. * * The is used by the block selection code to verify if an item is selected or not. * True is be return anytime the select state changes. If you need to know the * the current selection state, use the IsSelected() method. * * @param aRect - Rectange to test against. */ virtual bool IsSelectStateChanged( const wxRect& aRect ) { return false; } /** * Get a list of connection points for this item. * * Not all schematic items have connection points so the default method does nothing. * * @param aPoints - List of connection points to add to. */ virtual void GetConnectionPoints( vector< wxPoint >& aPoints ) const { } /** * Clear all of the connection items from the list. * * The vector release method is used to prevent the item pointers from being deleted. * Do not use the vector erase method on the connection list. */ void ClearConnections() { m_connections.release(); } }; #endif /* SCH_ITEM_STRUCT_H */