906 lines
32 KiB
C++
906 lines
32 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2015 Jean-Pierre Charras, jp.charras at wanadoo.fr
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* Copyright (C) 2014 Dick Hollenbeck, dick@softplc.com
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* Copyright (C) 2015 Wayne Stambaugh <stambaughw@gmail.com>
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* Copyright (C) 2022 CERN
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* Copyright (C) 1992-2024 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#ifndef SCH_SYMBOL_H
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#define SCH_SYMBOL_H
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#include <eda_item.h>
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#include <core/typeinfo.h>
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#include <layer_ids.h>
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#include <lib_id.h>
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include <vector>
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#include <wx/arrstr.h>
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#include <wx/chartype.h>
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#include <wx/string.h>
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#include <schematic.h>
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#include <symbol.h>
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#include <sch_field.h>
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#include <sch_pin.h>
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#include <sch_sheet_path.h> // SCH_SYMBOL_INSTANCE
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#include <symbol_lib_table.h>
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#include <transform.h>
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struct PICKED_SYMBOL;
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class KIID_PATH;
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class SCH_SCREEN;
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class LIB_SYMBOL;
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class MSG_PANEL_ITEM;
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class NETLIST_OBJECT_LIST;
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class SYMBOL_LIB;
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class SYMBOL_LIBS;
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class EE_COLLECTOR;
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class SCH_SCREEN;
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class SYMBOL_LIB_TABLE;
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/// A container for several SCH_FIELD items
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typedef std::vector<SCH_FIELD> SCH_FIELDS;
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typedef std::weak_ptr<LIB_SYMBOL> PART_REF;
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extern std::string toUTFTildaText( const wxString& txt );
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// @todo Move this to transform alone with all of the transform manipulation code.
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/// enum used in RotationMiroir()
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enum SYMBOL_ORIENTATION_T
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{
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SYM_NORMAL, // Normal orientation, no rotation or mirror
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SYM_ROTATE_CLOCKWISE, // Rotate -90
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SYM_ROTATE_COUNTERCLOCKWISE, // Rotate +90
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SYM_ORIENT_0, // No rotation and no mirror id SYM_NORMAL
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SYM_ORIENT_90, // Rotate 90, no mirror
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SYM_ORIENT_180, // Rotate 180, no mirror
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SYM_ORIENT_270, // Rotate -90, no mirror
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SYM_MIRROR_X = 0x100, // Mirror around X axis
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SYM_MIRROR_Y = 0x200 // Mirror around Y axis
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};
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// Cover for SYMBOL_ORIENTATION_T for property manager (in order to expose only a subset of
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// SYMBOL_ORIENTATION_T's values).
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enum SYMBOL_ORIENTATION_PROP
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{
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SYMBOL_ANGLE_0 = SYMBOL_ORIENTATION_T::SYM_ORIENT_0,
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SYMBOL_ANGLE_90 = SYMBOL_ORIENTATION_T::SYM_ORIENT_90,
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SYMBOL_ANGLE_180 = SYMBOL_ORIENTATION_T::SYM_ORIENT_180,
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SYMBOL_ANGLE_270 = SYMBOL_ORIENTATION_T::SYM_ORIENT_270
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};
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/**
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* Schematic symbol object.
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*/
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class SCH_SYMBOL : public SYMBOL
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{
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public:
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SCH_SYMBOL();
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/**
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* Create schematic symbol from library symbol object.
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*
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* @param aSymbol is the library symbol to create schematic symbol from.
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* @param aLibId is the #LIB_ID of alias to create.
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* @param aSheet is the schematic sheet the symbol is place into.
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* @param aUnit is unit for symbols that have multiple parts per package.
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* @param aBodyStyle is the alternate body style for the schematic symbols.
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* @param aPosition is the position of the symbol.
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*/
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SCH_SYMBOL( const LIB_SYMBOL& aSymbol, const LIB_ID& aLibId, const SCH_SHEET_PATH* aSheet,
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int aUnit, int aBodyStyle = 0, const VECTOR2I& aPosition = VECTOR2I( 0, 0 ),
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EDA_ITEM* aParent = nullptr );
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SCH_SYMBOL( const LIB_SYMBOL& aSymbol, const SCH_SHEET_PATH* aSheet, const PICKED_SYMBOL& aSel,
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const VECTOR2I& aPosition = VECTOR2I( 0, 0 ), EDA_ITEM* aParent = nullptr );
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/**
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* Clone \a aSymbol into a new schematic symbol object.
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*
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* All fields are copied as is except for the linked list management pointers
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* which are set to NULL, and the SCH_FIELD's m_Parent pointers which are set
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* to the new object.
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*
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* @param aSymbol is the schematic symbol to clone.
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*/
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SCH_SYMBOL( const SCH_SYMBOL& aSymbol );
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~SCH_SYMBOL();
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static inline bool ClassOf( const EDA_ITEM* aItem )
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{
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return aItem && SCH_SYMBOL_T == aItem->Type();
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}
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wxString GetClass() const override
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{
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return wxT( "SCH_SYMBOL" );
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}
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const std::vector<SCH_SYMBOL_INSTANCE>& GetInstances() const
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{
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return m_instanceReferences;
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}
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bool GetInstance( SCH_SYMBOL_INSTANCE& aInstance,
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const KIID_PATH& aSheetPath, bool aTestFromEnd = false ) const;
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void RemoveInstance( const SCH_SHEET_PATH& aInstancePath );
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void RemoveInstance( const KIID_PATH& aInstancePath );
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/**
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* Return true for items which are moved with the anchor point at mouse cursor
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* and false for items moved with no reference to anchor.
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*
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* Usually return true for small items (labels, junctions) and false for items which can
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* be large (hierarchical sheets, symbols).
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*
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* @note We used to try and be smart about this and return false for symbols in case
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* they are big. However, this annoyed some users and we now have a preference which
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* controls warping on move in general, so this was switched to true for symbols.
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*
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* @note We now use this to keep poorly-formed symbols from getting dragged off-grid. If
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* the symbol contains off-grid pins we will not allow it to be moved from its anchor.
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*/
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bool IsMovableFromAnchorPoint() const override;
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void SetLibId( const LIB_ID& aName );
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const LIB_ID& GetLibId() const override { return m_lib_id; }
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wxString GetSymbolIDAsString() const { return m_lib_id.Format(); }
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/**
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* The name of the symbol in the schematic library symbol list.
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*
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* @note See #SCH_SCREEN::m_libSymbols
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*
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* The name of the schematic symbol list entry can vary from the item name in the #LIB_ID
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* object because the library symbol may have changed so a new name has to be generated
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* but the original symbol library link has to be preserved in order to update it from
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* the library at some point in the future. If this name is empty, then the library item
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* name from #LIB_ID is used.
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*/
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void SetSchSymbolLibraryName( const wxString& aName ) { m_schLibSymbolName = aName; }
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wxString GetSchSymbolLibraryName() const;
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bool UseLibIdLookup() const { return m_schLibSymbolName.IsEmpty(); }
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LIB_SYMBOL& GetLibSymbolRef() { return *m_part; }
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const LIB_SYMBOL& GetLibSymbolRef() const { return *m_part; }
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/**
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* Set this schematic symbol library symbol to \a aLibSymbol
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*
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* The schematic symbol object will copy and flatten \a aLibSymbol and the pin list will
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* be updated accordingly. The #LIB_SYMBOL object must not be null.
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*
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* @param aLibSymbol is the library symbol to associate with this schematic symbol.
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*/
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void SetLibSymbol( const LIB_SYMBOL* aLibSymbol );
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/**
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* @return the associated LIB_SYMBOL's description field (or wxEmptyString).
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*/
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wxString GetDescription() const override;
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/**
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* @return the associated LIB_SYMBOL's keywords field (or wxEmptyString).
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*/
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wxString GetKeyWords() const override;
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/**
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* Return the documentation text for the given part alias
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*/
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wxString GetDatasheet() const;
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/**
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* Updates the cache of SCH_PIN objects for each pin
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*/
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void UpdatePins();
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/**
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* Return true if the given unit \a aUnit has a display name set.
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*
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* @return true if the display name of a unit is set, otherwise false.
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*/
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bool HasUnitDisplayName( int aUnit ) const;
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/**
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* Return the display name for a given unit \a aUnit.
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*
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* @return the display name of a unit if set, or the ordinal name of the unit otherwise.
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*/
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wxString GetUnitDisplayName( int aUnit ) const;
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void SetBodyStyle( int aBodyStyle ) override;
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bool HasAlternateBodyStyle() const override;
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wxString GetPrefix() const { return m_prefix; }
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void SetPrefix( const wxString& aPrefix ) { m_prefix = aPrefix; }
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/**
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* Set the prefix based on the current reference designator.
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*/
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void UpdatePrefix();
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wxString SubReference( int aUnit, bool aAddSeparator = true ) const;
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TRANSFORM& GetTransform() { return m_transform; }
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const TRANSFORM& GetTransform() const { return m_transform; }
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void SetTransform( const TRANSFORM& aTransform );
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/**
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* Return the number of units per package of the symbol.
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*
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* @return the number of units per package or zero if the library entry cannot be found.
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*/
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int GetUnitCount() const override;
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bool IsMulti() const override { return GetUnitCount() > 1; }
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/**
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* Compute the new transform matrix based on \a aOrientation for the symbol which is
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* applied to the current transform.
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*
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* @param aOrientation is the orientation to apply to the transform.
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*/
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void SetOrientation( int aOrientation );
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/**
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* Get the display symbol orientation.
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*
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* Because there are different ways to have a given orientation/mirror,
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* the orientation/mirror is not necessary what the user does. For example:
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* a mirrorV then a mirrorH returns no mirror but a rotate. This function finds
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* a rotation and a mirror value #SYM_MIRROR_X because this is the first mirror
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* option tested. This can differs from the orientation made by an user. A
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* #SYM_MIRROR_Y is returned as a #SYM_MIRROR_X with an orientation 180 because
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* they are equivalent.
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*
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* @sa SYMBOL_ORIENTATION_T
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*
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* @return the orientation and mirror of the symbol.
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*/
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int GetOrientation() const;
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/**
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* Orientation/mirroring access for property manager.
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*/
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void SetOrientationProp( SYMBOL_ORIENTATION_PROP aAngle )
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{
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int mirroring = GetOrientation();
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mirroring &= ( SYMBOL_ORIENTATION_T::SYM_MIRROR_X | SYMBOL_ORIENTATION_T::SYM_MIRROR_Y );
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SetOrientation( aAngle | mirroring );
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}
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SYMBOL_ORIENTATION_PROP GetOrientationProp() const
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{
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int orientation = GetOrientation();
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orientation &= ~( SYMBOL_ORIENTATION_T::SYM_MIRROR_X | SYMBOL_ORIENTATION_T::SYM_MIRROR_Y );
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switch( orientation )
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{
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default:
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case SYM_NORMAL:
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case SYM_ORIENT_0: return SYMBOL_ORIENTATION_PROP::SYMBOL_ANGLE_0;
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case SYM_ORIENT_90: return SYMBOL_ORIENTATION_PROP::SYMBOL_ANGLE_90;
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case SYM_ORIENT_180: return SYMBOL_ORIENTATION_PROP::SYMBOL_ANGLE_180;
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case SYM_ORIENT_270: return SYMBOL_ORIENTATION_PROP::SYMBOL_ANGLE_270;
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}
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}
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void SetMirrorX( bool aMirror )
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{
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int orientation = GetOrientation();
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if( aMirror )
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orientation |= SYMBOL_ORIENTATION_T::SYM_MIRROR_X;
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else
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orientation &= ~SYMBOL_ORIENTATION_T::SYM_MIRROR_X;
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SetOrientation( orientation );
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}
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bool GetMirrorX() const
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{
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return GetOrientation() & SYMBOL_ORIENTATION_T::SYM_MIRROR_X;
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}
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void SetMirrorY( bool aMirror )
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{
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int orientation = GetOrientation();
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if( aMirror )
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orientation |= SYMBOL_ORIENTATION_T::SYM_MIRROR_Y;
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else
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orientation &= ~SYMBOL_ORIENTATION_T::SYM_MIRROR_Y;
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SetOrientation( orientation );
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}
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bool GetMirrorY() const
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{
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return GetOrientation() & SYMBOL_ORIENTATION_T::SYM_MIRROR_Y;
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}
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/**
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* Return the list of system text vars & fields for this symbol.
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*/
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void GetContextualTextVars( wxArrayString* aVars ) const;
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/**
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* Resolve any references to system tokens supported by the symbol.
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*
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* @param aDepth a counter to limit recursion and circular references.
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*/
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bool ResolveTextVar( const SCH_SHEET_PATH* aPath, wxString* token, int aDepth = 0 ) const;
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void GetMsgPanelInfo( EDA_DRAW_FRAME* aFrame, std::vector<MSG_PANEL_ITEM>& aList ) override;
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/**
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* Clear exiting symbol annotation.
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*
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* For example, IC23 would be changed to IC? and unit number would be reset.
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*
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* @param aSheetPath is the hierarchical path of the symbol to clear or remove all
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* annotations for this symbol if NULL.
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* @param[in] aResetPrefix The annotation prefix ('R', 'U', etc.) should be reset to the
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* symbol library prefix.
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*/
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void ClearAnnotation( const SCH_SHEET_PATH* aSheetPath, bool aResetPrefix );
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/**
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* Add an instance to the alternate references list (m_instanceReferences), if this entry
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* does not already exist.
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*
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* Do nothing if already exists. In symbol lists shared by more than one sheet path, an
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* entry for each sheet path must exist to manage references.
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*
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* @param aSheetPath is the candidate sheet path of the sheet containing the symbol not the
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* full symbol sheet path.
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* @return false if the alternate reference was existing, true if added.
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*/
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bool AddSheetPathReferenceEntryIfMissing( const KIID_PATH& aSheetPath );
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const BOX2I GetBoundingBox() const override;
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/**
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* Return a bounding box for the symbol body but not the pins or fields.
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*/
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BOX2I GetBodyBoundingBox() const;
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/**
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* Return a bounding box for the symbol body and pins but not the fields.
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*/
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BOX2I GetBodyAndPinsBoundingBox() const;
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//-----<Fields>-----------------------------------------------------------
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/**
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* Return a mandatory field in this symbol.
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*
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* @note If you need to fetch a user field, use GetFieldById.
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*
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* @param aFieldType is one of the mandatory field types (REFERENCE_FIELD, VALUE_FIELD, etc.).
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* @return is the field at \a aFieldType or NULL if the field does not exist.
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*/
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SCH_FIELD* GetField( MANDATORY_FIELD_T aFieldType );
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const SCH_FIELD* GetField( MANDATORY_FIELD_T aFieldNdx ) const;
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/**
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* Return a field in this symbol.
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*
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* @param aFieldId is the id of the field requested. Note that this id ONLY SOMETIMES equates
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* to the field's position in the vector.
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* @return is the field at \a aFieldType or NULL if the field does not exist.
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*/
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SCH_FIELD* GetFieldById( int aFieldId );
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/**
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* Return a field in this symbol.
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*
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* @param aFieldName is the name of the field
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*
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* @return is the field with \a aFieldName or NULL if the field does not exist.
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*/
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SCH_FIELD* GetFieldByName( const wxString& aFieldName );
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const SCH_FIELD* GetFieldByName( const wxString& aFieldName ) const;
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/**
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* Populate a std::vector with SCH_FIELDs.
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*
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* @param aVector is the vector to populate.
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* @param aVisibleOnly is used to add only the fields that are visible and contain text.
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*/
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void GetFields( std::vector<SCH_FIELD*>& aVector, bool aVisibleOnly );
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/**
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* Return a vector of fields from the symbol
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*/
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std::vector<SCH_FIELD>& GetFields() { return m_fields; }
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const std::vector<SCH_FIELD>& GetFields() const { return m_fields; }
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/**
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* Add a field to the symbol.
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*
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* @param aField is the field to add to this symbol.
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*
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* @return the newly inserted field.
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*/
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SCH_FIELD* AddField( const SCH_FIELD& aField );
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/**
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* Remove a user field from the symbol.
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* @param aFieldName is the user fieldName to remove. Attempts to remove a mandatory
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* field or a non-existant field are silently ignored.
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*/
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void RemoveField( const wxString& aFieldName );
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void RemoveField( SCH_FIELD* aField ) { RemoveField( aField->GetName() ); }
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/**
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* Search for a #SCH_FIELD with \a aFieldName
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*
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* @param aFieldName is the name of the field to find.
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* @param aIncludeDefaultFields searches the library symbol default fields if true.
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* @param aCaseInsensitive ignore the filed name case if true.
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*
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* @return the field if found or NULL if the field was not found.
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*/
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SCH_FIELD* FindField( const wxString& aFieldName, bool aIncludeDefaultFields = true,
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bool aCaseInsensitive = false );
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/**
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* @return the reference for the instance on the given sheet.
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*/
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const wxString GetRef( const SCH_SHEET_PATH* aSheet,
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bool aIncludeUnit = false ) const override;
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/**
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* @return the value for the instance on the given sheet.
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*/
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const wxString GetValue( bool aResolve, const SCH_SHEET_PATH* aPath,
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bool aAllowExtraText ) const override;
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void SetValueFieldText( const wxString& aValue );
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const wxString GetFootprintFieldText( bool aResolve, const SCH_SHEET_PATH* aPath,
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bool aAllowExtraText ) const;
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void SetFootprintFieldText( const wxString& aFootprint );
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/*
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* Field access for property manager
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*/
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wxString GetRefProp() const
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{
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return GetRef( &Schematic()->CurrentSheet() );
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}
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void SetRefProp( const wxString& aRef )
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{
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SetRef( &Schematic()->CurrentSheet(), aRef );
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}
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wxString GetValueProp() const
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{
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return GetValue( false, &Schematic()->CurrentSheet(), false );
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}
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void SetValueProp( const wxString& aRef )
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{
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SetValueFieldText( aRef );
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}
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int GetUnitProp() const
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{
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return GetUnitSelection( &Schematic()->CurrentSheet() );
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}
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void SetUnitProp( int aUnit )
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{
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if( aUnit < 1 )
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return;
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if( aUnit > GetUnitCount() )
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aUnit = GetUnitCount();
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SetUnitSelection( &Schematic()->CurrentSheet(), aUnit );
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SetUnit( aUnit );
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}
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int GetBodyStyleProp() const
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{
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return GetBodyStyle();
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}
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void SetBodyStyleProp( int aBodyStyle )
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{
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SetBodyStyle( aBodyStyle );
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}
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/**
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* Restore fields to the original library values.
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*
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* @param aUpdateStyle selects whether fields should update the position and text attributes.
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* @param aUpdateRef selects whether the reference field should be updated.
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* @param aUpdateOtherFields selects whether non-reference fields should be updated.
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* @param aResetRef selects whether the reference should be reset to the library value.
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* @param aResetOtherFields selects whether non-reference fields should be reset to library
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* values.
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*/
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void UpdateFields( const SCH_SHEET_PATH* aPath, bool aUpdateStyle, bool aUpdateRef,
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bool aUpdateOtherFields, bool aResetRef, bool aResetOtherFields );
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/**
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* Return the number of fields in this symbol.
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*/
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int GetFieldCount() const { return (int)m_fields.size(); }
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/**
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* Automatically orient all the fields in the symbol.
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*
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* @param aScreen is the SCH_SCREEN associated with the current instance of the
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* symbol. This can be NULL when aManual is false.
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* @param aManual should be true if the autoplace was manually initiated (e.g. by a hotkey
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* or a menu item). Some more 'intelligent' routines will be used that would be
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* annoying if done automatically during moves.
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*/
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void AutoplaceFields( SCH_SCREEN* aScreen, bool aManual ) override;
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void RunOnChildren( const std::function<void( SCH_ITEM* )>& aFunction ) override;
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//-----</Fields>----------------------------------------------------------
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/**
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* Find a symbol pin by number.
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*
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* @param number is the number of the pin to find.
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* @return Pin object if found, otherwise NULL.
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*/
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SCH_PIN* GetPin( const wxString& number ) const;
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/**
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* Populate a vector with all the pins from the library object that match the current unit
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* and bodyStyle.
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*
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* @param aPinsList is the list to populate with all of the pins.
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*/
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std::vector<SCH_PIN*> GetLibPins() const;
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/**
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* @return a list of pin pointers for all units / bodyStyles. Used primarily for SPICE where
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* we want to treat all units together as a single SPICE element.
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*/
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std::vector<SCH_PIN*> GetAllLibPins() const;
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/**
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* @return a count of pins for all units.
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*/
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size_t GetFullPinCount() const;
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/**
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* @return the instance SCH_PIN associated with a particular SCH_PIN from the LIB_SYMBOL.
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*/
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SCH_PIN* GetPin( SCH_PIN* aLibPin ) const;
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/**
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* Return the #SCH_PIN object found at \a aPosition.
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*
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* @param aPosition is the position of the pin to fetch.
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*
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* @return the #SCH_PIN object found at \a aPosition or nullptr.
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*/
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const SCH_PIN* GetPin( const VECTOR2I& aPosition ) const;
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/**
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* Retrieve a list of the SCH_PINs for the given sheet path.
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*
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* Since a symbol can have a different unit on a different instance of a sheet,
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* this list returns the subset of pins that exist on a given sheet.
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*
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* @return a vector of pointers (non-owning) to SCH_PINs
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*/
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std::vector<SCH_PIN*> GetPins( const SCH_SHEET_PATH* aSheet = nullptr ) const;
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std::vector<std::unique_ptr<SCH_PIN>>& GetRawPins() { return m_pins; }
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void SwapData( SCH_ITEM* aItem ) override;
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/**
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* Test for an acceptable reference string.
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*
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* An acceptable reference string must support unannotation i.e starts by letter
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*
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* @param aReferenceString is the reference string to validate
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* @return true if reference string is valid.
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*/
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static bool IsReferenceStringValid( const wxString& aReferenceString );
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/**
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* Set the reference for the given sheet path for this symbol.
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*
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* @param aSheet is the hierarchical path of the reference.
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* @param aReference is the new reference for the symbol.
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*/
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void SetRef( const SCH_SHEET_PATH* aSheet, const wxString& aReference );
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/**
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* Check if the symbol has a valid annotation (reference) for the given sheet path.
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*
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* @param aSheet is the sheet path to test.
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* @return true if the symbol exists on that sheet and has a valid reference.
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*/
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bool IsAnnotated( const SCH_SHEET_PATH* aSheet ) const;
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/**
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* Add a full hierarchical reference to this symbol.
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*
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* @param aPath is the hierarchical path (/<sheet timestamp>/<symbol
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* timestamp> like /05678E50/A23EF560).
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* @param aRef is the local reference like C45, R56.
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* @param aUnit is the unit selection used for symbols with multiple units per package.
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* @param aValue is the value used for this instance.
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* @param aFootprint is the footprint used for this instance (which might have different
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* hole spacing or other board-specific changes from other instances).
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*/
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void AddHierarchicalReference( const KIID_PATH& aPath,
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const wxString& aRef,
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int aUnit );
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void AddHierarchicalReference( const SCH_SYMBOL_INSTANCE& aInstance );
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/// Return the instance-specific unit selection for the given sheet path.
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int GetUnitSelection( const SCH_SHEET_PATH* aSheet ) const;
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/// Set the selected unit of this symbol on one sheet.
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void SetUnitSelection( const SCH_SHEET_PATH* aSheet, int aUnitSelection );
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/// Set the selected unit of this symbol for all sheets.
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void SetUnitSelection( int aUnitSelection );
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void Move( const VECTOR2I& aMoveVector ) override
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{
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if( aMoveVector == VECTOR2I( 0, 0 ) )
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return;
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m_pos += aMoveVector;
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for( SCH_FIELD& field : m_fields )
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field.Move( aMoveVector );
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}
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void MirrorHorizontally( int aCenter ) override;
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void MirrorVertically( int aCenter ) override;
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void Rotate( const VECTOR2I& aCenter, bool aRotateCCW ) override;
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bool Matches( const EDA_SEARCH_DATA& aSearchData, void* aAuxData ) const override;
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void GetEndPoints( std::vector<DANGLING_END_ITEM>& aItemList ) override;
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/**
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* Test if the symbol's dangling state has changed for all pins.
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*
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* As a side effect, actually update the dangling status for all pins.
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*
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* @note This does not test for short circuits.
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*
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* @param aItemList is list of all #DANGLING_END_ITEM items to be tested.
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* @return true if any pin's state has changed.
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*/
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bool UpdateDanglingState( std::vector<DANGLING_END_ITEM>& aItemListByType,
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std::vector<DANGLING_END_ITEM>& aItemListByPos,
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const SCH_SHEET_PATH* aPath = nullptr ) override;
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VECTOR2I GetPinPhysicalPosition( const SCH_PIN* Pin ) const;
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bool IsConnectable() const override { return true; }
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bool HasConnectivityChanges( const SCH_ITEM* aItem,
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const SCH_SHEET_PATH* aInstance = nullptr ) const override;
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bool CanConnect( const SCH_ITEM* aItem ) const override
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{
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return ( aItem->Type() == SCH_LINE_T && aItem->GetLayer() == LAYER_WIRE ) ||
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( aItem->Type() == SCH_NO_CONNECT_T ) ||
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( aItem->Type() == SCH_JUNCTION_T ) ||
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( aItem->Type() == SCH_SYMBOL_T ) ||
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( aItem->Type() == SCH_DIRECTIVE_LABEL_T ) ||
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( aItem->Type() == SCH_LABEL_T ) ||
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( aItem->Type() == SCH_HIER_LABEL_T ) ||
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( aItem->Type() == SCH_GLOBAL_LABEL_T );
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}
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/**
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* @return true if the symbol is in netlist.
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*/
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bool IsInNetlist() const;
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std::vector<VECTOR2I> GetConnectionPoints() const override;
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INSPECT_RESULT Visit( INSPECTOR inspector, void* testData,
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const std::vector<KICAD_T>& aScanTypes ) override;
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/**
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* Return the symbol library item at \a aPosition that is part of this symbol.
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*
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* @param aPosition is the schematic position of the symbol library object.
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* @param aType is the type of symbol library object to find or any if set to TYPE_NOT_INIT.
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* @return is the symbol library object if found otherwise NULL.
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*/
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SCH_ITEM* GetDrawItem( const VECTOR2I& aPosition, KICAD_T aType = TYPE_NOT_INIT );
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wxString GetItemDescription( UNITS_PROVIDER* aUnitsProvider ) const override;
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BITMAPS GetMenuImage() const override;
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bool operator <( const SCH_ITEM& aItem ) const override;
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bool operator==( const SCH_SYMBOL& aSymbol) const;
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bool operator!=( const SCH_SYMBOL& aSymbol) const;
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SCH_SYMBOL& operator=( const SCH_SYMBOL& aItem );
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bool IsReplaceable() const override { return true; }
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VECTOR2I GetPosition() const override { return m_pos; }
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void SetPosition( const VECTOR2I& aPosition ) override { Move( aPosition - m_pos ); }
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int GetX() const { return GetPosition().x; };
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void SetX( int aX ) { SetPosition( VECTOR2I( aX, GetY() ) ); }
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int GetY() const { return GetPosition().y; }
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void SetY( int aY ) { SetPosition( VECTOR2I( GetX(), aY ) ); }
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bool HitTest( const VECTOR2I& aPosition, int aAccuracy = 0 ) const override;
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bool HitTest( const BOX2I& aRect, bool aContained, int aAccuracy = 0 ) const override;
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/**
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* Print a symbol.
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*
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* @param aSettings Render settings controlling output
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* @param aOffset is the drawing offset (usually VECTOR2I(0,0), but can be different when
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* moving an object)
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*/
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void Print( const SCH_RENDER_SETTINGS* aSettings, int aUnit, int aBodyStyle,
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const VECTOR2I& aOffset, bool aForceNoFill, bool aDimmed ) override;
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/**
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* Print only the background parts of a symbol (if any)
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*
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* @param aSettings Render settings controlling output
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* @param aOffset is the drawing offset (usually VECTOR2I(0,0), but can be different when
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* moving an object)
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*/
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void PrintBackground( const SCH_RENDER_SETTINGS* aSettings, int aUnit, int aBodyStyle,
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const VECTOR2I& aOffset, bool aDimmed ) override;
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void Plot( PLOTTER* aPlotter, bool aBackground, const SCH_PLOT_OPTS& aPlotOpts,
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int aUnit, int aBodyStyle, const VECTOR2I& aOffset, bool aDimmed ) override;
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/**
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* Plot just the symbol pins. This is separated to match the GAL display order. The pins
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* are ALSO plotted with the symbol group. This replotting allows us to ensure that they
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* are shown above other elements in the schematic.
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*
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* @param aPlotter is the #PLOTTER object used to plot pins.
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*/
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void PlotPins( PLOTTER* aPlotter ) const;
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/**
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* Plot the red 'X' over the symbol. This is separated to allow it being used from the
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* screen plot function, overlapping the pins
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*
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* @param aPlotter the #PLOTTER object used to draw the X
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*/
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void PlotDNP( PLOTTER* aPlotter ) const;
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EDA_ITEM* Clone() const override;
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#if defined(DEBUG)
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void Show( int nestLevel, std::ostream& os ) const override;
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#endif
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void ClearBrightenedPins();
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bool HasBrightenedPins();
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bool IsPointClickableAnchor( const VECTOR2I& aPos ) const override;
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/**
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* @return true if the symbol is equivalent to a global label:
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* It is a Power symbol
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* It has only one pin type Power input
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*/
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bool IsSymbolLikePowerGlobalLabel() const;
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bool IsPower() const override;
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bool IsNormal() const override;
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bool GetShowPinNames() const override;
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void SetShowPinNames( bool aShow ) override;
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bool GetShowPinNumbers() const override;
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void SetShowPinNumbers( bool aShow ) override;
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double Similarity( const SCH_ITEM& aOther ) const override;
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bool operator==( const SCH_ITEM& aOther ) const override;
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private:
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BOX2I doGetBoundingBox( bool aIncludePins, bool aIncludeFields ) const;
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bool doIsConnected( const VECTOR2I& aPosition ) const override;
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void Init( const VECTOR2I& pos = VECTOR2I( 0, 0 ) );
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private:
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VECTOR2I m_pos;
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LIB_ID m_lib_id; ///< Name and library the symbol was loaded from, i.e. 74xx:74LS00.
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wxString m_prefix; ///< C, R, U, Q etc - the first character(s) which typically
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///< indicate what the symbol is. Determined, upon placement,
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///< from the library symbol. Created upon file load, by the
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///< first non-digits in the reference fields.
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/**
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* The name used to look up a symbol in the symbol library embedded in a schematic.
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*
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* By default this is the same as #LIB_ID::GetLibItemName(). However, schematics allow for
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* multiple variants of the same library symbol. Set this member in order to preserve the
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* link to the original symbol library. If empty, #LIB_ID::GetLibItemName() should be used.
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*/
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wxString m_schLibSymbolName;
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TRANSFORM m_transform; ///< The rotation/mirror transformation.
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std::vector<SCH_FIELD> m_fields; ///< Variable length list of fields.
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std::unique_ptr<LIB_SYMBOL> m_part; ///< A flattened copy of the LIB_SYMBOL from the
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///< PROJECT's libraries.
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bool m_isInNetlist; ///< True if the symbol should appear in netlist
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std::vector<std::unique_ptr<SCH_PIN>> m_pins; ///< a SCH_PIN for every SCH_PIN (all units)
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std::unordered_map<SCH_PIN*, SCH_PIN*> m_pinMap; ///< library pin pointer : SCH_PIN's index
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// Defines the hierarchical path and reference of the symbol. This allows support for multiple
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// references to a single sub-sheet.
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std::vector<SCH_SYMBOL_INSTANCE> m_instanceReferences;
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|
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/// @see SCH_SYMBOL::GetOrientation
|
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static std::unordered_map<TRANSFORM, int> s_transformToOrientationCache;
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};
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#endif /* SCH_SYMBOL_H */
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