/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2014 CERN * Copyright (C) 2020 KiCad Developers, see AUTHORS.txt for contributors. * @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 */ #ifndef __GRID_HELPER_H #define __GRID_HELPER_H #include #include #include #include #include #include class PCB_BASE_FRAME; class GRID_HELPER { public: GRID_HELPER( PCB_BASE_FRAME* aFrame ); ~GRID_HELPER(); VECTOR2I GetGrid() const; VECTOR2I GetOrigin() const; /** * Function GetSnapped * If the GRID_HELPER has highlighted a snap point (target shown), this function * will return a pointer to the item to which it snapped. * * @return NULL if not snapped. Pointer to snapped item otherwise */ BOARD_ITEM* GetSnapped() const; void SetAuxAxes( bool aEnable, const VECTOR2I& aOrigin = VECTOR2I( 0, 0 ) ); VECTOR2I Align( const VECTOR2I& aPoint ) const; VECTOR2I AlignToSegment ( const VECTOR2I& aPoint, const SEG& aSeg ); VECTOR2I BestDragOrigin( const VECTOR2I& aMousePos, std::vector& aItem ); VECTOR2I BestSnapAnchor( const VECTOR2I& aOrigin, BOARD_ITEM* aDraggedItem ); VECTOR2I BestSnapAnchor( const VECTOR2I& aOrigin, const LSET& aLayers, const std::vector& aSkip = {} ); 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; } void SetSnapLine( bool aSnap ) { m_enableSnapLine = aSnap; } void SetUseGrid( bool aGrid = true ) { m_enableGrid = aGrid; } private: enum ANCHOR_FLAGS { CORNER = 0x1, OUTLINE = 0x2, SNAPPABLE = 0x4, ORIGIN = 0x8 }; struct ANCHOR { ANCHOR( VECTOR2I aPos, int aFlags = CORNER | SNAPPABLE, BOARD_ITEM* aItem = NULL ) : pos( aPos ), flags( aFlags ), item( aItem ) { }; VECTOR2I pos; int flags; BOARD_ITEM* item; double Distance( const VECTOR2I& aP ) const { return ( aP - pos ).EuclideanNorm(); } }; std::vector m_anchors; std::set queryVisible( const BOX2I& aArea, const std::vector& aSkip ) const; void addAnchor( const VECTOR2I& aPos, int aFlags, BOARD_ITEM* aItem ) { m_anchors.emplace_back( ANCHOR( aPos, aFlags, aItem ) ); } ANCHOR* nearestAnchor( const VECTOR2I& aPos, int aFlags, LSET aMatchLayers ); /** * computeAnchors inserts the local anchor points in to the grid helper for the specified * board item, given the reference point and the direction of use for the point. * * @param aItem The board item for which to compute the anchors * @param aRefPos The point for which to compute the anchors (if used by the component) * @param aFrom Is this for an anchor that is designating a source point (aFrom=true) or not */ void computeAnchors( BOARD_ITEM* aItem, const VECTOR2I& aRefPos, bool aFrom = false ); void clearAnchors() { m_anchors.clear(); } PCB_BASE_FRAME* m_frame; OPT m_auxAxis; bool m_enableSnap; ///< If true, allow snapping to other items on the layers bool m_enableGrid; ///< If true, allow snapping to grid bool m_enableSnapLine; ///< If true, allow drawing lines from snap points int m_snapSize; ///< Sets the radius in screen units for snapping to items 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