/* * 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 */ #include #include #include #include #include #include #include #include #include #ifdef __WXDEBUG__ #include #endif /* __WXDEBUG__ */ using namespace KIGFX; VIEW::VIEW( bool aIsDynamic ) : m_enableOrderModifier( true ), m_scale( 1.0 ), m_painter( NULL ), m_gal( NULL ), m_dynamic( aIsDynamic ), m_scaleLimits( 15000.0, 1.0 ) { m_panBoundary.SetMaximum(); // Redraw everything at the beginning for( int i = 0; i < TARGETS_NUMBER; ++i ) MarkTargetDirty( i ); // View uses layers to display EDA_ITEMs (item may be displayed on several layers, for example // pad may be shown on pad, pad hole and solder paste layers). There are usual copper layers // (eg. F.Cu, B.Cu, internal and so on) and layers for displaying objects such as texts, // silkscreen, pads, vias, etc. for( int i = 0; i < VIEW_MAX_LAYERS; i++ ) { AddLayer( i ); } } VIEW::~VIEW() { BOOST_FOREACH( LAYER_MAP::value_type& l, m_layers ) { delete l.second.items; } } void VIEW::AddLayer( int aLayer, bool aDisplayOnly ) { if( m_layers.find( aLayer ) == m_layers.end() ) { m_layers[aLayer] = VIEW_LAYER(); m_layers[aLayer].id = aLayer; m_layers[aLayer].items = new VIEW_RTREE(); m_layers[aLayer].renderingOrder = aLayer; m_layers[aLayer].enabled = true; m_layers[aLayer].displayOnly = aDisplayOnly; m_layers[aLayer].target = TARGET_CACHED; } sortLayers(); } void VIEW::Add( VIEW_ITEM* aItem ) { int layers[VIEW_MAX_LAYERS], layers_count; aItem->ViewGetLayers( layers, layers_count ); aItem->saveLayers( layers, layers_count ); for( int i = 0; i < layers_count; i++ ) { VIEW_LAYER& l = m_layers[layers[i]]; l.items->Insert( aItem ); MarkTargetDirty( l.target ); } if( m_dynamic ) aItem->viewAssign( this ); } void VIEW::Remove( VIEW_ITEM* aItem ) { if( m_dynamic ) aItem->m_view = NULL; int layers[VIEW::VIEW_MAX_LAYERS], layers_count; aItem->getLayers( layers, layers_count ); for( int i = 0; i < layers_count; ++i ) { VIEW_LAYER& l = m_layers[layers[i]]; l.items->Remove( aItem ); } } void VIEW::SetRequired( int aLayerId, int aRequiredId, bool aRequired ) { wxASSERT( (unsigned) aLayerId < m_layers.size() ); wxASSERT( (unsigned) aRequiredId < m_layers.size() ); if( aRequired ) { m_layers[aLayerId].requiredLayers.insert( aRequiredId ); } else { m_layers[aLayerId].requiredLayers.erase( aRequired ); } } // stupid C++... python lamda would do this in one line template struct queryVisitor { typedef typename Container::value_type item_type; queryVisitor( Container& aCont, int aLayer ) : m_cont( aCont ), m_layer( aLayer ) { } void operator()( VIEW_ITEM* aItem ) { if( aItem->ViewIsVisible() ) m_cont.push_back( VIEW::LAYER_ITEM_PAIR( aItem, m_layer ) ); } Container& m_cont; int m_layer; }; int VIEW::Query( const BOX2I& aRect, std::vector& aResult ) { if( m_orderedLayers.empty() ) return 0; std::vector::reverse_iterator i; // execute queries in reverse direction, so that items that are on the top of // the rendering stack are returned first. for( i = m_orderedLayers.rbegin(); i != m_orderedLayers.rend(); ++i ) { // ignore layers that do not contain actual items (i.e. the selection box, menus, floats) if( ( *i )->displayOnly ) continue; queryVisitor > visitor( aResult, ( *i )->id ); ( *i )->items->Query( aRect, visitor ); } return aResult.size(); } VECTOR2D VIEW::ToWorld( const VECTOR2D& aCoord, bool aAbsolute ) const { MATRIX3x3D matrix = m_gal->GetWorldScreenMatrix().Inverse(); if( aAbsolute ) { return VECTOR2D( matrix * aCoord ); } else { return VECTOR2D( matrix.GetScale().x * aCoord.x, matrix.GetScale().y * aCoord.y ); } } VECTOR2D VIEW::ToScreen( const VECTOR2D& aCoord, bool aAbsolute ) const { MATRIX3x3D matrix = m_gal->GetWorldScreenMatrix(); if( aAbsolute ) { return VECTOR2D( matrix * aCoord ); } else { return VECTOR2D( matrix.GetScale().x * aCoord.x, matrix.GetScale().y * aCoord.y ); } } double VIEW::ToScreen( double aCoord, bool aAbsolute ) const { VECTOR2D t( aCoord, 0 ); return ToScreen( t, aAbsolute ).x; } void VIEW::CopySettings( const VIEW* aOtherView ) { wxASSERT_MSG( false, wxT( "This is not implemented" ) ); } void VIEW::SetGAL( GAL* aGal ) { m_gal = aGal; // clear group numbers, so everything is going to be recached clearGroupCache(); // every target has to be refreshed MarkTargetDirty( TARGET_CACHED ); MarkTargetDirty( TARGET_NONCACHED ); MarkTargetDirty( TARGET_OVERLAY ); // force the new GAL to display the current viewport. SetCenter( m_center ); SetScale( m_scale ); } void VIEW::SetPainter( PAINTER* aPainter ) { m_painter = aPainter; } BOX2D VIEW::GetViewport() const { BOX2D rect; VECTOR2D screenSize = m_gal->GetScreenPixelSize(); rect.SetOrigin( ToWorld( VECTOR2D( 0, 0 ) ) ); rect.SetEnd( ToWorld( screenSize ) ); return rect.Normalize(); } void VIEW::SetViewport( const BOX2D& aViewport, bool aKeepAspect ) { VECTOR2D ssize = ToWorld( m_gal->GetScreenPixelSize(), false ); VECTOR2D centre = aViewport.Centre(); VECTOR2D vsize = aViewport.GetSize(); double zoom = 1.0 / std::min( fabs( vsize.x / ssize.x ), fabs( vsize.y / ssize.y ) ); SetCenter( centre ); SetScale( GetScale() * zoom ); } void VIEW::SetMirror( bool aMirrorX, bool aMirrorY ) { m_gal->SetFlip( aMirrorX, aMirrorY ); } void VIEW::SetScale( double aScale ) { SetScale( aScale, m_center ); } void VIEW::SetScale( double aScale, const VECTOR2D& aAnchor ) { if( aScale > m_scaleLimits.x ) aScale = m_scaleLimits.x; else if( aScale < m_scaleLimits.y ) aScale = m_scaleLimits.y; VECTOR2D a = ToScreen( aAnchor ); m_gal->SetZoomFactor( aScale ); m_gal->ComputeWorldScreenMatrix(); VECTOR2D delta = ToWorld( a ) - aAnchor; SetCenter( m_center - delta ); m_scale = aScale; // Redraw everything after the viewport has changed MarkTargetDirty( TARGET_CACHED ); } void VIEW::SetCenter( const VECTOR2D& aCenter ) { m_center = aCenter; if( !m_panBoundary.Contains( aCenter ) ) { if( aCenter.x < m_panBoundary.GetLeft() ) m_center.x = m_panBoundary.GetLeft(); else if( aCenter.x > m_panBoundary.GetRight() ) m_center.x = m_panBoundary.GetRight(); if( aCenter.y < m_panBoundary.GetTop() ) m_center.y = m_panBoundary.GetTop(); else if( aCenter.y > m_panBoundary.GetBottom() ) m_center.y = m_panBoundary.GetBottom(); } m_gal->SetLookAtPoint( m_center ); m_gal->ComputeWorldScreenMatrix(); // Redraw everything after the viewport has changed MarkTargetDirty( TARGET_CACHED ); } void VIEW::SetLayerOrder( int aLayer, int aRenderingOrder ) { m_layers[aLayer].renderingOrder = aRenderingOrder; sortLayers(); } int VIEW::GetLayerOrder( int aLayer ) const { return m_layers.at( aLayer ).renderingOrder; } void VIEW::SortLayers( int aLayers[], int& aCount ) const { int maxLay, maxOrd, maxIdx; for( int i = 0; i < aCount; ++i ) { maxLay = aLayers[i]; maxOrd = GetLayerOrder( maxLay ); maxIdx = i; // Look for the max element in the range (j..aCount) for( int j = i; j < aCount; ++j ) { if( maxOrd < GetLayerOrder( aLayers[j] ) ) { maxLay = aLayers[j]; maxOrd = GetLayerOrder( maxLay ); maxIdx = j; } } // Swap elements aLayers[maxIdx] = aLayers[i]; aLayers[i] = maxLay; } } struct VIEW::updateItemsColor { updateItemsColor( int aLayer, PAINTER* aPainter, GAL* aGal ) : layer( aLayer ), painter( aPainter ), gal( aGal ) { } void operator()( VIEW_ITEM* aItem ) { // Obtain the color that should be used for coloring the item const COLOR4D color = painter->GetSettings()->GetColor( aItem, layer ); int group = aItem->getGroup( layer ); if( group >= 0 ) gal->ChangeGroupColor( group, color ); } int layer; PAINTER* painter; GAL* gal; }; void VIEW::UpdateLayerColor( int aLayer ) { // There is no point in updating non-cached layers if( !IsCached( aLayer ) ) return; BOX2I r; r.SetMaximum(); updateItemsColor visitor( aLayer, m_painter, m_gal ); m_layers[aLayer].items->Query( r, visitor ); } void VIEW::UpdateAllLayersColor() { BOX2I r; r.SetMaximum(); for( LAYER_MAP_ITER i = m_layers.begin(); i != m_layers.end(); ++i ) { VIEW_LAYER* l = &( ( *i ).second ); // There is no point in updating non-cached layers if( !IsCached( l->id ) ) continue; updateItemsColor visitor( l->id, m_painter, m_gal ); l->items->Query( r, visitor ); } MarkDirty(); } struct VIEW::changeItemsDepth { changeItemsDepth( int aLayer, int aDepth, GAL* aGal ) : layer( aLayer ), depth( aDepth ), gal( aGal ) { } void operator()( VIEW_ITEM* aItem ) { int group = aItem->getGroup( layer ); if( group >= 0 ) gal->ChangeGroupDepth( group, depth ); } int layer, depth; GAL* gal; }; void VIEW::ChangeLayerDepth( int aLayer, int aDepth ) { // There is no point in updating non-cached layers if( !IsCached( aLayer ) ) return; BOX2I r; r.SetMaximum(); changeItemsDepth visitor( aLayer, aDepth, m_gal ); m_layers[aLayer].items->Query( r, visitor ); } int VIEW::GetTopLayer() const { if( m_topLayers.size() == 0 ) return 0; return *m_topLayers.begin(); } void VIEW::SetTopLayer( int aLayer, bool aEnabled ) { if( aEnabled ) { if( m_topLayers.count( aLayer ) == 1 ) return; m_topLayers.insert( aLayer ); // Move the layer closer to front if( m_enableOrderModifier ) m_layers[aLayer].renderingOrder += TOP_LAYER_MODIFIER; } else { if( m_topLayers.count( aLayer ) == 0 ) return; m_topLayers.erase( aLayer ); // Restore the previous rendering order if( m_enableOrderModifier ) m_layers[aLayer].renderingOrder -= TOP_LAYER_MODIFIER; } } void VIEW::EnableTopLayer( bool aEnable ) { if( aEnable == m_enableOrderModifier ) return; m_enableOrderModifier = aEnable; std::set::iterator it; if( aEnable ) { for( it = m_topLayers.begin(); it != m_topLayers.end(); ++it ) m_layers[*it].renderingOrder += TOP_LAYER_MODIFIER; } else { for( it = m_topLayers.begin(); it != m_topLayers.end(); ++it ) m_layers[*it].renderingOrder -= TOP_LAYER_MODIFIER; } UpdateAllLayersOrder(); UpdateAllLayersColor(); } void VIEW::ClearTopLayers() { std::set::iterator it; if( m_enableOrderModifier ) { // Restore the previous rendering order for layers that were marked as top for( it = m_topLayers.begin(); it != m_topLayers.end(); ++it ) m_layers[*it].renderingOrder -= TOP_LAYER_MODIFIER; } m_topLayers.clear(); } void VIEW::UpdateAllLayersOrder() { sortLayers(); BOOST_FOREACH( LAYER_MAP::value_type& l, m_layers ) { ChangeLayerDepth( l.first, l.second.renderingOrder ); } MarkDirty(); } struct VIEW::drawItem { drawItem( VIEW* aView, const VIEW_LAYER* aCurrentLayer ) : currentLayer( aCurrentLayer ), view( aView ) { } void operator()( VIEW_ITEM* aItem ) { // Conditions that have te be fulfilled for an item to be drawn bool drawCondition = aItem->ViewIsVisible() && aItem->ViewGetLOD( currentLayer->id ) < view->m_scale; if( !drawCondition ) return; view->draw( aItem, currentLayer->id ); } const VIEW_LAYER* currentLayer; VIEW* view; int layersCount, layers[VIEW_MAX_LAYERS]; }; void VIEW::redrawRect( const BOX2I& aRect ) { BOOST_FOREACH( VIEW_LAYER* l, m_orderedLayers ) { if( l->enabled && IsTargetDirty( l->target ) && areRequiredLayersEnabled( l->id ) ) { drawItem drawFunc( this, l ); m_gal->SetTarget( l->target ); m_gal->SetLayerDepth( l->renderingOrder ); l->items->Query( aRect, drawFunc ); } } } void VIEW::draw( VIEW_ITEM* aItem, int aLayer, bool aImmediate ) const { if( IsCached( aLayer ) && !aImmediate ) { // Draw using cached information or create one int group = aItem->getGroup( aLayer ); if( group >= 0 ) { m_gal->DrawGroup( group ); } else { group = m_gal->BeginGroup(); aItem->setGroup( aLayer, group ); if( !m_painter->Draw( aItem, aLayer ) ) aItem->ViewDraw( aLayer, m_gal ); // Alternative drawing method m_gal->EndGroup(); } } else { // Immediate mode if( !m_painter->Draw( aItem, aLayer ) ) aItem->ViewDraw( aLayer, m_gal ); // Alternative drawing method } } void VIEW::draw( VIEW_ITEM* aItem, bool aImmediate ) const { int layers[VIEW_MAX_LAYERS], layers_count; aItem->ViewGetLayers( layers, layers_count ); // Sorting is needed for drawing order dependent GALs (like Cairo) SortLayers( layers, layers_count ); for( int i = 0; i < layers_count; ++i ) { m_gal->SetLayerDepth( m_layers.at( layers[i] ).renderingOrder ); draw( aItem, layers[i], aImmediate ); } } void VIEW::draw( VIEW_GROUP* aGroup, bool aImmediate ) const { std::set::const_iterator it; for( it = aGroup->Begin(); it != aGroup->End(); ++it ) { draw( *it, aImmediate ); } } bool VIEW::IsDirty() const { for( int i = 0; i < TARGETS_NUMBER; ++i ) { if( IsTargetDirty( i ) ) return true; } return false; } struct VIEW::unlinkItem { void operator()( VIEW_ITEM* aItem ) { aItem->m_view = NULL; } }; struct VIEW::recacheItem { recacheItem( VIEW* aView, GAL* aGal, int aLayer, bool aImmediately ) : view( aView ), gal( aGal ), layer( aLayer ), immediately( aImmediately ) { } void operator()( VIEW_ITEM* aItem ) { // Remove previously cached group int prevGroup = aItem->getGroup( layer ); if( prevGroup >= 0 ) gal->DeleteGroup( prevGroup ); if( immediately ) { int group = gal->BeginGroup(); aItem->setGroup( layer, group ); if( !view->m_painter->Draw( aItem, layer ) ) aItem->ViewDraw( layer, gal ); // Alternative drawing method gal->EndGroup(); } else { aItem->setGroup( layer, -1 ); } } VIEW* view; GAL* gal; int layer; bool immediately; }; void VIEW::Clear() { BOX2I r; r.SetMaximum(); for( LAYER_MAP_ITER i = m_layers.begin(); i != m_layers.end(); ++i ) { VIEW_LAYER* l = &( ( *i ).second ); unlinkItem v; if( m_dynamic ) l->items->Query( r, v ); l->items->RemoveAll(); } m_gal->ClearCache(); } void VIEW::ClearTargets() { if( IsTargetDirty( TARGET_CACHED ) || IsTargetDirty( TARGET_NONCACHED ) ) { // TARGET_CACHED and TARGET_NONCACHED have to be redrawn together, as they contain // layers that rely on each other (eg. netnames are noncached, but tracks - are cached) m_gal->ClearTarget( TARGET_NONCACHED ); m_gal->ClearTarget( TARGET_CACHED ); MarkTargetDirty( TARGET_NONCACHED ); MarkTargetDirty( TARGET_CACHED ); MarkTargetDirty( TARGET_OVERLAY ); } if( IsTargetDirty( TARGET_OVERLAY ) ) { m_gal->ClearTarget( TARGET_OVERLAY ); } } void VIEW::Redraw() { VECTOR2D screenSize = m_gal->GetScreenPixelSize(); BOX2I rect( ToWorld( VECTOR2D( 0, 0 ) ), ToWorld( screenSize ) - ToWorld( VECTOR2D( 0, 0 ) ) ); rect.Normalize(); redrawRect( rect ); // All targets were redrawn, so nothing is dirty clearTargetDirty( TARGET_CACHED ); clearTargetDirty( TARGET_NONCACHED ); clearTargetDirty( TARGET_OVERLAY ); } VECTOR2D VIEW::GetScreenPixelSize() const { return m_gal->GetScreenPixelSize(); } struct VIEW::clearLayerCache { clearLayerCache( VIEW* aView ) : view( aView ) { } void operator()( VIEW_ITEM* aItem ) { if( aItem->storesGroups() ) { aItem->deleteGroups(); } } VIEW* view; }; void VIEW::clearGroupCache() { BOX2I r; r.SetMaximum(); clearLayerCache visitor( this ); for( LAYER_MAP_ITER i = m_layers.begin(); i != m_layers.end(); ++i ) { VIEW_LAYER* l = &( ( *i ).second ); l->items->Query( r, visitor ); } } void VIEW::InvalidateItem( VIEW_ITEM* aItem, int aUpdateFlags ) { // updateLayers updates geometry too, so we do not have to update both of them at the same time if( aUpdateFlags & VIEW_ITEM::LAYERS ) updateLayers( aItem ); else if( aUpdateFlags & VIEW_ITEM::GEOMETRY ) updateBbox( aItem ); int layers[VIEW_MAX_LAYERS], layers_count; aItem->ViewGetLayers( layers, layers_count ); // Iterate through layers used by the item and recache it immediately for( int i = 0; i < layers_count; i++ ) { int layerId = layers[i]; if( aUpdateFlags & ( VIEW_ITEM::GEOMETRY | VIEW_ITEM::LAYERS ) ) { // Redraw if( IsCached( layerId ) ) updateItemGeometry( aItem, layerId ); } else if( aUpdateFlags & VIEW_ITEM::COLOR ) { updateItemColor( aItem, layerId ); } // Mark those layers as dirty, so the VIEW will be refreshed MarkTargetDirty( m_layers[layerId].target ); } } void VIEW::sortLayers() { int n = 0; m_orderedLayers.resize( m_layers.size() ); for( LAYER_MAP_ITER i = m_layers.begin(); i != m_layers.end(); ++i ) m_orderedLayers[n++] = &i->second; sort( m_orderedLayers.begin(), m_orderedLayers.end(), compareRenderingOrder ); MarkTargetDirty( TARGET_CACHED ); } void VIEW::updateItemColor( VIEW_ITEM* aItem, int aLayer ) { wxASSERT( (unsigned) aLayer < m_layers.size() ); // Obtain the color that should be used for coloring the item on the specific layerId const COLOR4D color = m_painter->GetSettings()->GetColor( aItem, aLayer ); int group = aItem->getGroup( aLayer ); // Change the color, only if it has group assigned if( group >= 0 ) m_gal->ChangeGroupColor( group, color ); } void VIEW::updateItemGeometry( VIEW_ITEM* aItem, int aLayer ) { wxASSERT( (unsigned) aLayer < m_layers.size() ); VIEW_LAYER& l = m_layers.at( aLayer ); m_gal->SetTarget( l.target ); m_gal->SetLayerDepth( l.renderingOrder ); // Redraw the item from scratch int prevGroup = aItem->getGroup( aLayer ); if( prevGroup >= 0 ) m_gal->DeleteGroup( prevGroup ); int group = m_gal->BeginGroup(); aItem->setGroup( aLayer, group ); m_painter->Draw( static_cast( aItem ), aLayer ); m_gal->EndGroup(); } void VIEW::updateBbox( VIEW_ITEM* aItem ) { int layers[VIEW_MAX_LAYERS], layers_count; aItem->ViewGetLayers( layers, layers_count ); for( int i = 0; i < layers_count; i++ ) { VIEW_LAYER& l = m_layers[layers[i]]; l.items->Remove( aItem ); l.items->Insert( aItem ); MarkTargetDirty( l.target ); } } void VIEW::updateLayers( VIEW_ITEM* aItem ) { int layers[VIEW_MAX_LAYERS], layers_count; // Remove the item from previous layer set aItem->getLayers( layers, layers_count ); for( int i = 0; i < layers_count; i++ ) { VIEW_LAYER& l = m_layers[layers[i]]; l.items->Remove( aItem ); MarkTargetDirty( l.target ); } // Add the item to new layer set aItem->ViewGetLayers( layers, layers_count ); aItem->saveLayers( layers, layers_count ); for( int i = 0; i < layers_count; i++ ) { VIEW_LAYER& l = m_layers[layers[i]]; l.items->Insert( aItem ); MarkTargetDirty( l.target ); } } bool VIEW::areRequiredLayersEnabled( int aLayerId ) const { wxASSERT( (unsigned) aLayerId < m_layers.size() ); std::set::iterator it, it_end; for( it = m_layers.at( aLayerId ).requiredLayers.begin(), it_end = m_layers.at( aLayerId ).requiredLayers.end(); it != it_end; ++it ) { // That is enough if just one layer is not enabled if( !m_layers.at( *it ).enabled ) return false; } return true; } void VIEW::RecacheAllItems( bool aImmediately ) { BOX2I r; r.SetMaximum(); #ifdef __WXDEBUG__ prof_counter totalRealTime; prof_start( &totalRealTime ); #endif /* __WXDEBUG__ */ for( LAYER_MAP_ITER i = m_layers.begin(); i != m_layers.end(); ++i ) { VIEW_LAYER* l = &( ( *i ).second ); if( IsCached( l->id ) ) { m_gal->SetTarget( l->target ); m_gal->SetLayerDepth( l->renderingOrder ); recacheItem visitor( this, m_gal, l->id, aImmediately ); l->items->Query( r, visitor ); MarkTargetDirty( l->target ); } } #ifdef __WXDEBUG__ prof_end( &totalRealTime ); wxLogDebug( wxT( "RecacheAllItems::immediately: %u %.1f ms" ), aImmediately, totalRealTime.msecs() ); #endif /* __WXDEBUG__ */ } bool VIEW::IsTargetDirty( int aTarget ) const { wxASSERT( aTarget < TARGETS_NUMBER ); // Check the target status if( m_dirtyTargets[aTarget] ) return true; return false; }