1246 lines
35 KiB
C++
1246 lines
35 KiB
C++
/*
|
|
* This program source code file is part of KICAD, a free EDA CAD application.
|
|
*
|
|
* Copyright (C) 2012 Torsten Hueter, torstenhtr <at> gmx.de
|
|
* Copyright (C) 2016-2021 KiCad Developers, see AUTHORS.txt for contributors.
|
|
*
|
|
* Graphics Abstraction Layer (GAL) - base class
|
|
*
|
|
* 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 GRAPHICSABSTRACTIONLAYER_H_
|
|
#define GRAPHICSABSTRACTIONLAYER_H_
|
|
|
|
#include <deque>
|
|
#include <stack>
|
|
#include <limits>
|
|
|
|
#include <math/matrix3x3.h>
|
|
|
|
#include <gal/color4d.h>
|
|
#include <gal/cursors.h>
|
|
#include <gal/definitions.h>
|
|
#include <gal/stroke_font.h>
|
|
#include <gal/gal_display_options.h>
|
|
#include <newstroke_font.h>
|
|
|
|
class SHAPE_LINE_CHAIN;
|
|
class SHAPE_POLY_SET;
|
|
class BITMAP_BASE;
|
|
|
|
namespace KIGFX
|
|
{
|
|
|
|
/**
|
|
* Abstract interface for drawing on a 2D-surface.
|
|
*
|
|
* The functions are optimized for drawing shapes of an EDA-program such as KiCad. Most methods
|
|
* are abstract and need to be implemented by a lower layer, for example by a Cairo or OpenGL
|
|
* implementation. Almost all methods use world coordinates as arguments. The board design is
|
|
* defined in world space units for drawing purposes these are transformed to screen units with
|
|
* this layer. So zooming is handled here as well.
|
|
*
|
|
*/
|
|
class GAL : GAL_DISPLAY_OPTIONS_OBSERVER
|
|
{
|
|
// These friend declarations allow us to hide routines that should not be called. The
|
|
// corresponding RAII objects must be used instead.
|
|
friend class GAL_CONTEXT_LOCKER;
|
|
friend class GAL_UPDATE_CONTEXT;
|
|
friend class GAL_DRAWING_CONTEXT;
|
|
|
|
public:
|
|
// Constructor / Destructor
|
|
GAL( GAL_DISPLAY_OPTIONS& aOptions );
|
|
virtual ~GAL();
|
|
|
|
/// Return the initialization status for the canvas.
|
|
virtual bool IsInitialized() const { return true; }
|
|
|
|
/// Return true if the GAL canvas is visible on the screen.
|
|
virtual bool IsVisible() const { return true; }
|
|
|
|
/// Return true if the GAL engine is a Cairo based type.
|
|
virtual bool IsCairoEngine() { return false; }
|
|
|
|
/// Return true if the GAL engine is a OpenGL based type.
|
|
virtual bool IsOpenGlEngine() { return false; }
|
|
|
|
// ---------------
|
|
// Drawing methods
|
|
// ---------------
|
|
|
|
/**
|
|
* Draw a line.
|
|
*
|
|
* Start and end points are defined as 2D-Vectors.
|
|
*
|
|
* @param aStartPoint is the start point of the line.
|
|
* @param aEndPoint is the end point of the line.
|
|
*/
|
|
virtual void DrawLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint ) {};
|
|
|
|
/**
|
|
* Draw a rounded segment.
|
|
*
|
|
* Start and end points are defined as 2D-Vectors.
|
|
*
|
|
* @param aStartPoint is the start point of the segment.
|
|
* @param aEndPoint is the end point of the segment.
|
|
* @param aWidth is a width of the segment
|
|
*/
|
|
virtual void DrawSegment( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint,
|
|
double aWidth ) {};
|
|
|
|
/**
|
|
* Draw a polyline
|
|
*
|
|
* @param aPointList is a list of 2D-Vectors containing the polyline points.
|
|
*/
|
|
virtual void DrawPolyline( const std::deque<VECTOR2D>& aPointList ) {};
|
|
virtual void DrawPolyline( const VECTOR2D aPointList[], int aListSize ) {};
|
|
virtual void DrawPolyline( const SHAPE_LINE_CHAIN& aLineChain ) {};
|
|
|
|
/**
|
|
* Draw a circle using world coordinates.
|
|
*
|
|
* @param aCenterPoint is the center point of the circle.
|
|
* @param aRadius is the radius of the circle.
|
|
*/
|
|
virtual void DrawCircle( const VECTOR2D& aCenterPoint, double aRadius ) {};
|
|
|
|
/**
|
|
* Draw an arc.
|
|
*
|
|
* @param aCenterPoint is the center point of the arc.
|
|
* @param aRadius is the arc radius.
|
|
* @param aStartAngle is the start angle of the arc.
|
|
* @param aEndAngle is the end angle of the arc.
|
|
*/
|
|
virtual void DrawArc( const VECTOR2D& aCenterPoint, double aRadius, double aStartAngle,
|
|
double aEndAngle ) {};
|
|
|
|
/**
|
|
* Draw an arc segment.
|
|
*
|
|
* This method differs from DrawArc() in what happens when fill/stroke are on or off.
|
|
* DrawArc() draws a "pie piece" when fill is turned on, and a thick stroke when fill is off.
|
|
* DrawArcSegment() with fill *on* behaves like DrawArc() with fill *off*.
|
|
* DrawArcSegment() with fill *off* draws the outline of what it would have drawn with fill on.
|
|
*
|
|
* TODO: Unify Arc routines
|
|
*
|
|
* @param aCenterPoint is the center point of the arc.
|
|
* @param aRadius is the arc radius.
|
|
* @param aStartAngle is the start angle of the arc.
|
|
* @param aEndAngle is the end angle of the arc.
|
|
* @param aWidth is the thickness of the arc (pen size).
|
|
*/
|
|
virtual void DrawArcSegment( const VECTOR2D& aCenterPoint, double aRadius, double aStartAngle,
|
|
double aEndAngle, double aWidth ) {};
|
|
|
|
/**
|
|
* Draw a rectangle.
|
|
*
|
|
* @param aStartPoint is the start point of the rectangle.
|
|
* @param aEndPoint is the end point of the rectangle.
|
|
*/
|
|
virtual void DrawRectangle( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint ) {};
|
|
|
|
/**
|
|
* Draw a polygon.
|
|
*
|
|
* @param aPointList is the list of the polygon points.
|
|
*/
|
|
virtual void DrawPolygon( const std::deque<VECTOR2D>& aPointList ) {};
|
|
virtual void DrawPolygon( const VECTOR2D aPointList[], int aListSize ) {};
|
|
virtual void DrawPolygon( const SHAPE_POLY_SET& aPolySet ) {};
|
|
virtual void DrawPolygon( const SHAPE_LINE_CHAIN& aPolySet ) {};
|
|
|
|
/**
|
|
* Draw a cubic bezier spline.
|
|
*
|
|
* @param startPoint is the start point of the spline.
|
|
* @param controlPointA is the first control point.
|
|
* @param controlPointB is the second control point.
|
|
* @param endPoint is the end point of the spline.
|
|
* @param aFilterValue is used by Bezier to segments approximation, if
|
|
* the Bezier curve is not supported and needs a curve to polyline conversion.
|
|
* aFilterValue = 0 means no filtering.
|
|
*/
|
|
virtual void DrawCurve( const VECTOR2D& startPoint, const VECTOR2D& controlPointA,
|
|
const VECTOR2D& controlPointB, const VECTOR2D& endPoint,
|
|
double aFilterValue = 0.0 ) {};
|
|
|
|
/**
|
|
* Draw a bitmap image.
|
|
*/
|
|
virtual void DrawBitmap( const BITMAP_BASE& aBitmap ) {};
|
|
|
|
// --------------
|
|
// Screen methods
|
|
// --------------
|
|
|
|
/// Resize the canvas.
|
|
virtual void ResizeScreen( int aWidth, int aHeight ) {};
|
|
|
|
/// Show/hide the GAL canvas
|
|
virtual bool Show( bool aShow ) { return true; };
|
|
|
|
/// Return GAL canvas size in pixels
|
|
const VECTOR2I& GetScreenPixelSize() const
|
|
{
|
|
return m_screenSize;
|
|
}
|
|
|
|
/// Force all remaining objects to be drawn.
|
|
virtual void Flush() {};
|
|
|
|
void SetClearColor( const COLOR4D& aColor )
|
|
{
|
|
m_clearColor = aColor;
|
|
}
|
|
|
|
const COLOR4D& GetClearColor( ) const
|
|
{
|
|
return m_clearColor;
|
|
}
|
|
|
|
/**
|
|
* Clear the screen.
|
|
*
|
|
* @param aColor is the color used for clearing.
|
|
*/
|
|
virtual void ClearScreen() {};
|
|
|
|
// -----------------
|
|
// Attribute setting
|
|
// -----------------
|
|
|
|
/**
|
|
* Enable/disable fill.
|
|
*
|
|
* @param aIsFillEnabled is true, when the graphics objects should be filled, else false.
|
|
*/
|
|
virtual void SetIsFill( bool aIsFillEnabled )
|
|
{
|
|
m_isFillEnabled = aIsFillEnabled;
|
|
}
|
|
|
|
/**
|
|
* Enable/disable stroked outlines.
|
|
*
|
|
* @param aIsStrokeEnabled is true, if the outline of an object should be stroked.
|
|
*/
|
|
virtual void SetIsStroke( bool aIsStrokeEnabled )
|
|
{
|
|
m_isStrokeEnabled = aIsStrokeEnabled;
|
|
}
|
|
|
|
/**
|
|
* Set the fill color.
|
|
*
|
|
* @param aColor is the color for filling.
|
|
*/
|
|
virtual void SetFillColor( const COLOR4D& aColor )
|
|
{
|
|
m_fillColor = aColor;
|
|
}
|
|
|
|
/**
|
|
* Get the fill color.
|
|
*
|
|
* @return the color for filling a outline.
|
|
*/
|
|
inline const COLOR4D& GetFillColor() const
|
|
{
|
|
return m_fillColor;
|
|
}
|
|
|
|
/**
|
|
* Set the stroke color.
|
|
*
|
|
* @param aColor is the color for stroking the outline.
|
|
*/
|
|
virtual void SetStrokeColor( const COLOR4D& aColor )
|
|
{
|
|
m_strokeColor = aColor;
|
|
}
|
|
|
|
/**
|
|
* Get the stroke color.
|
|
*
|
|
* @return the color for stroking the outline.
|
|
*/
|
|
inline const COLOR4D& GetStrokeColor() const
|
|
{
|
|
return m_strokeColor;
|
|
}
|
|
|
|
/**
|
|
* Set the line width.
|
|
*
|
|
* @param aLineWidth is the line width.
|
|
*/
|
|
virtual void SetLineWidth( float aLineWidth )
|
|
{
|
|
m_lineWidth = aLineWidth;
|
|
}
|
|
|
|
/**
|
|
* Get the line width.
|
|
*
|
|
* @return the actual line width.
|
|
*/
|
|
inline float GetLineWidth() const
|
|
{
|
|
return m_lineWidth;
|
|
}
|
|
|
|
/**
|
|
* Set the depth of the layer (position on the z-axis)
|
|
*
|
|
* @param aLayerDepth the layer depth for the objects.
|
|
*/
|
|
virtual void SetLayerDepth( double aLayerDepth )
|
|
{
|
|
assert( aLayerDepth <= m_depthRange.y );
|
|
assert( aLayerDepth >= m_depthRange.x );
|
|
|
|
m_layerDepth = aLayerDepth;
|
|
}
|
|
|
|
// ----
|
|
// Text
|
|
// ----
|
|
|
|
const STROKE_FONT& GetStrokeFont() const
|
|
{
|
|
return m_strokeFont;
|
|
}
|
|
|
|
/**
|
|
* Draw a vector type text using preloaded Newstroke font.
|
|
*
|
|
* @param aText is the text to be drawn.
|
|
* @param aPosition is the text position in world coordinates.
|
|
* @param aRotationAngle is the text rotation angle.
|
|
*/
|
|
virtual void StrokeText( const wxString& aText, const VECTOR2D& aPosition,
|
|
double aRotationAngle )
|
|
{
|
|
m_strokeFont.Draw( aText, aPosition, aRotationAngle );
|
|
}
|
|
|
|
/**
|
|
* Draw a text using a bitmap font. It should be faster than StrokeText(),
|
|
* but can be used only for non-Gerber elements.
|
|
*
|
|
* @param aText is the text to be drawn.
|
|
* @param aPosition is the text position in world coordinates.
|
|
* @param aRotationAngle is the text rotation angle.
|
|
*/
|
|
virtual void BitmapText( const wxString& aText, const VECTOR2D& aPosition,
|
|
double aRotationAngle )
|
|
{
|
|
// Fallback: use stroke font
|
|
|
|
// Handle flipped view
|
|
if( m_globalFlipX )
|
|
textProperties.m_mirrored = !textProperties.m_mirrored;
|
|
|
|
// Bitmap font is slightly smaller and slightly heavier than the stroke font so we
|
|
// compensate a bit before stroking
|
|
float saveLineWidth = m_lineWidth;
|
|
VECTOR2D saveGlyphSize = textProperties.m_glyphSize;
|
|
{
|
|
m_lineWidth *= 1.2f;
|
|
textProperties.m_glyphSize = textProperties.m_glyphSize * 0.8;
|
|
|
|
StrokeText( aText, aPosition, aRotationAngle );
|
|
}
|
|
m_lineWidth = saveLineWidth;
|
|
textProperties.m_glyphSize = saveGlyphSize;
|
|
|
|
if( m_globalFlipX )
|
|
textProperties.m_mirrored = !textProperties.m_mirrored;
|
|
}
|
|
|
|
/**
|
|
* Compute the X and Y size of a given text. The text is expected to be a only one line text.
|
|
*
|
|
* @param aText is the text string (one line).
|
|
* @return is the text size.
|
|
*/
|
|
VECTOR2D GetTextLineSize( const UTF8& aText ) const;
|
|
|
|
/**
|
|
* Loads attributes of the given text (bold/italic/underline/mirrored and so on).
|
|
*
|
|
* @param aText is the text item.
|
|
*/
|
|
virtual void SetTextAttributes( const EDA_TEXT* aText );
|
|
|
|
/**
|
|
* Reset text attributes to default styling.
|
|
*
|
|
* Normally, custom attributes will be set individually after this,
|
|
* otherwise you can use SetTextAttributes()
|
|
*/
|
|
void ResetTextAttributes();
|
|
|
|
/**
|
|
* Set the font glyph size.
|
|
*
|
|
* @param aGlyphSize is the new font glyph size.
|
|
*/
|
|
inline void SetGlyphSize( const VECTOR2D& aSize ) { textProperties.m_glyphSize = aSize; }
|
|
const VECTOR2D& GetGlyphSize() const { return textProperties.m_glyphSize; }
|
|
|
|
/**
|
|
* Set bold property of current font.
|
|
*
|
|
* @param aBold tells if the font should be bold or not.
|
|
*/
|
|
inline void SetFontBold( bool aBold ) { textProperties.m_bold = aBold; }
|
|
inline bool IsFontBold() const { return textProperties.m_bold; }
|
|
|
|
/**
|
|
* Set italic property of current font.
|
|
*
|
|
* @param aItalic tells if the font should be italic or not.
|
|
*/
|
|
inline void SetFontItalic( bool aItalic ) { textProperties.m_italic = aItalic; }
|
|
inline bool IsFontItalic() const { return textProperties.m_italic; }
|
|
|
|
inline void SetFontUnderlined( bool aUnderlined ) { textProperties.m_underlined = aUnderlined; }
|
|
inline bool IsFontUnderlined() const { return textProperties.m_underlined; }
|
|
|
|
/**
|
|
* Set a mirrored property of text.
|
|
*
|
|
* @param aMirrored tells if the text should be mirrored or not.
|
|
*/
|
|
inline void SetTextMirrored( bool aMirrored ) { textProperties.m_mirrored = aMirrored; }
|
|
inline bool IsTextMirrored() const { return textProperties.m_mirrored; }
|
|
|
|
/**
|
|
* Set the horizontal justify for text drawing.
|
|
*
|
|
* @param aHorizontalJustify is the horizontal justify value.
|
|
*/
|
|
inline void SetHorizontalJustify( const EDA_TEXT_HJUSTIFY_T aHorizontalJustify )
|
|
{
|
|
textProperties.m_horizontalJustify = aHorizontalJustify;
|
|
}
|
|
|
|
/**
|
|
* Return current text horizontal justification setting.
|
|
*/
|
|
inline EDA_TEXT_HJUSTIFY_T GetHorizontalJustify() const
|
|
{
|
|
return textProperties.m_horizontalJustify;
|
|
}
|
|
|
|
/**
|
|
* Set the vertical justify for text drawing.
|
|
*
|
|
* @param aVerticalJustify is the vertical justify value.
|
|
*/
|
|
inline void SetVerticalJustify( const EDA_TEXT_VJUSTIFY_T aVerticalJustify )
|
|
{
|
|
textProperties.m_verticalJustify = aVerticalJustify;
|
|
}
|
|
|
|
/**
|
|
* Returns current text vertical justification setting.
|
|
*/
|
|
inline EDA_TEXT_VJUSTIFY_T GetVerticalJustify() const
|
|
{
|
|
return textProperties.m_verticalJustify;
|
|
}
|
|
|
|
|
|
// --------------
|
|
// Transformation
|
|
// --------------
|
|
|
|
/**
|
|
* Transform the context.
|
|
*
|
|
* @param aTransformation is the transformation matrix.
|
|
*/
|
|
virtual void Transform( const MATRIX3x3D& aTransformation ) {};
|
|
|
|
/**
|
|
* Rotate the context.
|
|
*
|
|
* @param aAngle is the rotation angle in radians.
|
|
*/
|
|
virtual void Rotate( double aAngle ) {};
|
|
|
|
/**
|
|
* Translate the context.
|
|
*
|
|
* @param aTranslation is the translation vector.
|
|
*/
|
|
virtual void Translate( const VECTOR2D& aTranslation ) {};
|
|
|
|
/**
|
|
* Scale the context.
|
|
*
|
|
* @param aScale is the scale factor for the x- and y-axis.
|
|
*/
|
|
virtual void Scale( const VECTOR2D& aScale ) {};
|
|
|
|
/// Save the context.
|
|
virtual void Save() {};
|
|
|
|
/// Restore the context.
|
|
virtual void Restore() {};
|
|
|
|
// --------------------------------------------
|
|
// Group methods
|
|
// ---------------------------------------------
|
|
|
|
/**
|
|
* Begin a group.
|
|
*
|
|
* A group is a collection of graphic items.
|
|
* Hierarchical groups are possible, attributes and transformations can be used.
|
|
*
|
|
* @return the number of the group.
|
|
*/
|
|
virtual int BeginGroup() { return 0; };
|
|
|
|
/// End the group.
|
|
virtual void EndGroup() {};
|
|
|
|
/**
|
|
* Draw the stored group.
|
|
*
|
|
* @param aGroupNumber is the group number.
|
|
*/
|
|
virtual void DrawGroup( int aGroupNumber ) {};
|
|
|
|
/**
|
|
* Change the color used to draw the group.
|
|
*
|
|
* @param aGroupNumber is the group number.
|
|
* @param aNewColor is the new color.
|
|
*/
|
|
virtual void ChangeGroupColor( int aGroupNumber, const COLOR4D& aNewColor ) {};
|
|
|
|
/**
|
|
* Change the depth (Z-axis position) of the group.
|
|
*
|
|
* @param aGroupNumber is the group number.
|
|
* @param aDepth is the new depth.
|
|
*/
|
|
virtual void ChangeGroupDepth( int aGroupNumber, int aDepth ) {};
|
|
|
|
/**
|
|
* Delete the group from the memory.
|
|
*
|
|
* @param aGroupNumber is the group number.
|
|
*/
|
|
virtual void DeleteGroup( int aGroupNumber ) {};
|
|
|
|
/**
|
|
* Delete all data created during caching of graphic items.
|
|
*/
|
|
virtual void ClearCache() {};
|
|
|
|
// --------------------------------------------------------
|
|
// Handling the world <-> screen transformation
|
|
// --------------------------------------------------------
|
|
|
|
/// Compute the world <-> screen transformation matrix
|
|
virtual void ComputeWorldScreenMatrix();
|
|
|
|
/**
|
|
* Get the world <-> screen transformation matrix.
|
|
*
|
|
* @return the transformation matrix.
|
|
*/
|
|
const MATRIX3x3D& GetWorldScreenMatrix() const
|
|
{
|
|
return m_worldScreenMatrix;
|
|
}
|
|
|
|
/**
|
|
* Get the screen <-> world transformation matrix.
|
|
*
|
|
* @return the transformation matrix.
|
|
*/
|
|
const MATRIX3x3D& GetScreenWorldMatrix() const
|
|
{
|
|
return m_screenWorldMatrix;
|
|
}
|
|
|
|
/**
|
|
* Set the world <-> screen transformation matrix.
|
|
*
|
|
* @param aMatrix is the 3x3 world <-> screen transformation matrix.
|
|
*/
|
|
inline void SetWorldScreenMatrix( const MATRIX3x3D& aMatrix )
|
|
{
|
|
m_worldScreenMatrix = aMatrix;
|
|
}
|
|
|
|
/**
|
|
* @return the bounding box of the world that is displayed on screen at the moment
|
|
*/
|
|
BOX2D GetVisibleWorldExtents() const;
|
|
|
|
/**
|
|
* Set the unit length.
|
|
*
|
|
* This defines the length [inch] per one integer. For instance a value 0.001 means
|
|
* that the coordinate [1000, 1000] corresponds with a point at (1 inch, 1 inch) or
|
|
* 1 mil resolution per integer.
|
|
*
|
|
* @param aWorldUnitLength is the world Unit length.
|
|
*/
|
|
inline void SetWorldUnitLength( double aWorldUnitLength )
|
|
{
|
|
m_worldUnitLength = aWorldUnitLength;
|
|
}
|
|
|
|
inline void SetScreenSize( const VECTOR2I& aSize )
|
|
{
|
|
m_screenSize = aSize;
|
|
}
|
|
|
|
/**
|
|
* Set the dots per inch of the screen.
|
|
*
|
|
* This value depends on the user screen, it should be configurable by the application.
|
|
* For instance a typical notebook with HD+ resolution (1600x900) has 106 DPI.
|
|
*
|
|
* @param aScreenDPI are the screen DPI.
|
|
*/
|
|
inline void SetScreenDPI( double aScreenDPI )
|
|
{
|
|
m_screenDPI = aScreenDPI;
|
|
}
|
|
|
|
/**
|
|
* Set the Point in world space to look at.
|
|
*
|
|
* This point corresponds with the center of the actual drawing area.
|
|
*
|
|
* @param aPoint is the look at point (center of the actual drawing area).
|
|
*/
|
|
inline void SetLookAtPoint( const VECTOR2D& aPoint )
|
|
{
|
|
m_lookAtPoint = aPoint;
|
|
}
|
|
|
|
/**
|
|
* Get the look at point.
|
|
*
|
|
* @return the look at point.
|
|
*/
|
|
inline const VECTOR2D& GetLookAtPoint() const
|
|
{
|
|
return m_lookAtPoint;
|
|
}
|
|
|
|
/**
|
|
* Set the zoom factor of the scene.
|
|
*
|
|
* @param aZoomFactor is the zoom factor.
|
|
*/
|
|
inline void SetZoomFactor( double aZoomFactor )
|
|
{
|
|
m_zoomFactor = aZoomFactor;
|
|
}
|
|
|
|
/**
|
|
* Get the zoom factor
|
|
*
|
|
* @return the zoom factor.
|
|
*/
|
|
inline double GetZoomFactor() const
|
|
{
|
|
return m_zoomFactor;
|
|
}
|
|
|
|
/**
|
|
* Set the rotation angle.
|
|
*
|
|
* @param aRotation is the new rotation angle (radians).
|
|
*/
|
|
void SetRotation( double aRotation )
|
|
{
|
|
m_rotation = aRotation;
|
|
}
|
|
|
|
/**
|
|
* Get the rotation angle.
|
|
*
|
|
* @return The rotation angle (radians).
|
|
*/
|
|
double GetRotation() const
|
|
{
|
|
return m_rotation;
|
|
}
|
|
|
|
/**
|
|
* Set the range of the layer depth.
|
|
*
|
|
* Usually required for the OpenGL implementation, any object outside this range is not drawn.
|
|
*
|
|
* @param aDepthRange is the depth range where component x is the near clipping plane and y
|
|
* is the far clipping plane.
|
|
*/
|
|
inline void SetDepthRange( const VECTOR2D& aDepthRange )
|
|
{
|
|
m_depthRange = aDepthRange;
|
|
}
|
|
|
|
/**
|
|
* Return the minimum depth in the currently used range (the top).
|
|
*/
|
|
inline double GetMinDepth() const
|
|
{
|
|
return m_depthRange.x;
|
|
}
|
|
|
|
/**
|
|
* Return the maximum depth in the currently used range (the bottom).
|
|
*/
|
|
inline double GetMaxDepth() const
|
|
{
|
|
return m_depthRange.y;
|
|
}
|
|
|
|
/**
|
|
* Get the world scale.
|
|
*
|
|
* @return the actual world scale factor.
|
|
*/
|
|
inline double GetWorldScale() const
|
|
{
|
|
return m_worldScale;
|
|
}
|
|
|
|
/**
|
|
* Sets flipping of the screen.
|
|
*
|
|
* @param xAxis is the flip flag for the X axis.
|
|
* @param yAxis is the flip flag for the Y axis.
|
|
*/
|
|
inline void SetFlip( bool xAxis, bool yAxis )
|
|
{
|
|
m_globalFlipX = xAxis;
|
|
m_globalFlipY = yAxis;
|
|
}
|
|
|
|
/**
|
|
* Return true if flip flag for the X axis is set.
|
|
*/
|
|
bool IsFlippedX() const
|
|
{
|
|
return m_globalFlipX;
|
|
}
|
|
|
|
/**
|
|
* Return true if flip flag for the Y axis is set.
|
|
*/
|
|
bool IsFlippedY() const
|
|
{
|
|
return m_globalFlipY;
|
|
}
|
|
|
|
// ---------------------------
|
|
// Buffer manipulation methods
|
|
// ---------------------------
|
|
|
|
/**
|
|
* Set the target for rendering.
|
|
*
|
|
* @param aTarget is the new target for rendering.
|
|
*/
|
|
virtual void SetTarget( RENDER_TARGET aTarget ) {};
|
|
|
|
/**
|
|
* Get the currently used target for rendering.
|
|
*
|
|
* @return The current rendering target.
|
|
*/
|
|
virtual RENDER_TARGET GetTarget() const { return TARGET_CACHED; };
|
|
|
|
/**
|
|
* Clear the target for rendering.
|
|
*
|
|
* @param aTarget is the target to be cleared.
|
|
*/
|
|
virtual void ClearTarget( RENDER_TARGET aTarget ) {};
|
|
|
|
/**
|
|
* Return true if the target exists.
|
|
*
|
|
* @param aTarget is the target to be checked.
|
|
*/
|
|
virtual bool HasTarget( RENDER_TARGET aTarget )
|
|
{
|
|
return true;
|
|
};
|
|
|
|
/**
|
|
* Set negative draw mode in the renderer.
|
|
*
|
|
* When negative mode is enabled, drawn items will subtract from
|
|
* previously drawn items. This is mainly needed for Gerber
|
|
* negative item support in Cairo, since unlike in OpenGL, objects
|
|
* drawn with zero opacity on top of other objects would not normally
|
|
* mask objects in Cairo. This method is a no-op in OpenGL.
|
|
*
|
|
* @param aSetting is true if negative mode should be enabled
|
|
*/
|
|
virtual void SetNegativeDrawMode( bool aSetting ) {};
|
|
|
|
// -------------
|
|
// Grid methods
|
|
// -------------
|
|
|
|
/**
|
|
* Set the visibility setting of the grid.
|
|
*
|
|
* @param aVisibility is the new visibility setting of the grid.
|
|
*/
|
|
void SetGridVisibility( bool aVisibility ) { m_gridVisibility = aVisibility; }
|
|
|
|
bool GetGridVisibility() const { return m_gridVisibility; }
|
|
|
|
bool GetGridSnapping() const
|
|
{
|
|
return m_options.m_gridSnapping == KIGFX::GRID_SNAPPING::ALWAYS ||
|
|
( m_gridVisibility && m_options.m_gridSnapping == KIGFX::GRID_SNAPPING::WITH_GRID );
|
|
}
|
|
|
|
/**
|
|
* Set the origin point for the grid.
|
|
*
|
|
* @param aGridOrigin is a vector containing the grid origin point, in world coordinates.
|
|
*/
|
|
inline void SetGridOrigin( const VECTOR2D& aGridOrigin )
|
|
{
|
|
m_gridOrigin = aGridOrigin;
|
|
|
|
if( m_gridSize.x == 0.0 || m_gridSize.y == 0.0 )
|
|
{
|
|
m_gridOffset = VECTOR2D( 0.0, 0.0);
|
|
}
|
|
else
|
|
{
|
|
m_gridOffset = VECTOR2D( (long) m_gridOrigin.x % (long) m_gridSize.x,
|
|
(long) m_gridOrigin.y % (long) m_gridSize.y );
|
|
}
|
|
}
|
|
|
|
inline const VECTOR2D& GetGridOrigin() const
|
|
{
|
|
return m_gridOrigin;
|
|
}
|
|
|
|
/**
|
|
* Set the grid size.
|
|
*
|
|
* @param aGridSize is a vector containing the grid size in x and y direction.
|
|
*/
|
|
inline void SetGridSize( const VECTOR2D& aGridSize )
|
|
{
|
|
m_gridSize = aGridSize;
|
|
|
|
// Avoid stupid grid size values: a grid size should be >= 1 in internal units
|
|
m_gridSize.x = std::max( 1.0, m_gridSize.x );
|
|
m_gridSize.y = std::max( 1.0, m_gridSize.y );
|
|
|
|
m_gridOffset = VECTOR2D( (long) m_gridOrigin.x % (long) m_gridSize.x,
|
|
(long) m_gridOrigin.y % (long) m_gridSize.y );
|
|
}
|
|
|
|
/**
|
|
* Return the grid size.
|
|
*
|
|
* @return A vector containing the grid size in x and y direction.
|
|
*/
|
|
inline const VECTOR2D& GetGridSize() const
|
|
{
|
|
return m_gridSize;
|
|
}
|
|
|
|
/**
|
|
* Set the grid color.
|
|
*
|
|
* @param aGridColor is the grid color, it should have a low alpha value for the best effect.
|
|
*/
|
|
inline void SetGridColor( const COLOR4D& aGridColor )
|
|
{
|
|
m_gridColor = aGridColor;
|
|
}
|
|
|
|
/**
|
|
* Set the axes color.
|
|
*
|
|
* @param aAxesColor is the color to draw the axes if enabled.
|
|
*/
|
|
inline void SetAxesColor( const COLOR4D& aAxesColor )
|
|
{
|
|
m_axesColor = aAxesColor;
|
|
}
|
|
|
|
/**
|
|
* Enable drawing the axes.
|
|
*/
|
|
inline void SetAxesEnabled( bool aAxesEnabled )
|
|
{
|
|
m_axesEnabled = aAxesEnabled;
|
|
}
|
|
|
|
/**
|
|
* Draw every tick line wider.
|
|
*
|
|
* @param aInterval increase the width of every aInterval line, if 0 do not use this feature.
|
|
*/
|
|
inline void SetCoarseGrid( int aInterval )
|
|
{
|
|
m_gridTick = aInterval;
|
|
}
|
|
|
|
/**
|
|
* Get the grid line width.
|
|
*
|
|
* @return the grid line width
|
|
*/
|
|
inline float GetGridLineWidth() const
|
|
{
|
|
return m_gridLineWidth;
|
|
}
|
|
|
|
///< Draw the grid
|
|
virtual void DrawGrid() {};
|
|
|
|
/**
|
|
* For a given point it returns the nearest point belonging to the grid in world coordinates.
|
|
*
|
|
* @param aPoint is the point for which the grid point is searched.
|
|
* @return The nearest grid point in world coordinates.
|
|
*/
|
|
VECTOR2D GetGridPoint( const VECTOR2D& aPoint ) const;
|
|
|
|
/**
|
|
* Compute the point position in world coordinates from given screen coordinates.
|
|
*
|
|
* @param aPoint the point position in screen coordinates.
|
|
* @return the point position in world coordinates.
|
|
*/
|
|
inline VECTOR2D ToWorld( const VECTOR2D& aPoint ) const
|
|
{
|
|
return VECTOR2D( m_screenWorldMatrix * aPoint );
|
|
}
|
|
|
|
/**
|
|
* Compute the point position in screen coordinates from given world coordinates.
|
|
*
|
|
* @param aPoint the point position in world coordinates.
|
|
* @return the point position in screen coordinates.
|
|
*/
|
|
inline VECTOR2D ToScreen( const VECTOR2D& aPoint ) const
|
|
{
|
|
return VECTOR2D( m_worldScreenMatrix * aPoint );
|
|
}
|
|
|
|
/**
|
|
* Set the cursor in the native panel.
|
|
*
|
|
* @param aCursor is the cursor to use in the native panel
|
|
* @return true if the cursor was updated, false if the cursor given was already set
|
|
*/
|
|
virtual bool SetNativeCursorStyle( KICURSOR aCursor );
|
|
|
|
/**
|
|
* Enable/disable cursor.
|
|
*
|
|
* @param aCursorEnabled is true if the cursor should be drawn, else false.
|
|
*/
|
|
inline void SetCursorEnabled( bool aCursorEnabled )
|
|
{
|
|
m_isCursorEnabled = aCursorEnabled;
|
|
}
|
|
|
|
/**
|
|
* Return information about cursor visibility.
|
|
*
|
|
* @return True if cursor is visible.
|
|
*/
|
|
bool IsCursorEnabled() const
|
|
{
|
|
return m_isCursorEnabled || m_forceDisplayCursor;
|
|
}
|
|
|
|
/**
|
|
* Set the cursor color.
|
|
*
|
|
* @param aCursorColor is the color of the cursor.
|
|
*/
|
|
inline void SetCursorColor( const COLOR4D& aCursorColor )
|
|
{
|
|
m_cursorColor = aCursorColor;
|
|
}
|
|
|
|
/**
|
|
* Draw the cursor.
|
|
*
|
|
* @param aCursorPosition is the cursor position in screen coordinates.
|
|
*/
|
|
virtual void DrawCursor( const VECTOR2D& aCursorPosition ) {};
|
|
|
|
/**
|
|
* Change the current depth to deeper, so it is possible to draw objects right beneath
|
|
* other.
|
|
*/
|
|
inline void AdvanceDepth()
|
|
{
|
|
m_layerDepth -= 0.05;
|
|
}
|
|
|
|
/**
|
|
* Store current drawing depth on the depth stack.
|
|
*/
|
|
inline void PushDepth()
|
|
{
|
|
m_depthStack.push( m_layerDepth );
|
|
}
|
|
|
|
/**
|
|
* Restore previously stored drawing depth for the depth stack.
|
|
*/
|
|
inline void PopDepth()
|
|
{
|
|
m_layerDepth = m_depthStack.top();
|
|
m_depthStack.pop();
|
|
}
|
|
|
|
virtual void EnableDepthTest( bool aEnabled = false ) {};
|
|
|
|
/**
|
|
* Checks the state of the context lock
|
|
* @return True if the context is currently locked
|
|
*/
|
|
virtual bool IsContextLocked()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
protected:
|
|
/// Use GAL_CONTEXT_LOCKER RAII object
|
|
virtual void lockContext( int aClientCookie ) {}
|
|
|
|
virtual void unlockContext( int aClientCookie ) {}
|
|
|
|
/// Enable item update mode.
|
|
/// Private: use GAL_UPDATE_CONTEXT RAII object
|
|
virtual void beginUpdate() {}
|
|
|
|
/// Disable item update mode.
|
|
virtual void endUpdate() {}
|
|
|
|
/// Begin the drawing, needs to be called for every new frame.
|
|
/// Private: use GAL_DRAWING_CONTEXT RAII object
|
|
virtual void beginDrawing() {};
|
|
|
|
/// End the drawing, needs to be called for every new frame.
|
|
/// Private: use GAL_DRAWING_CONTEXT RAII object
|
|
virtual void endDrawing() {};
|
|
|
|
/// Compute the scaling factor for the world->screen matrix
|
|
inline void computeWorldScale()
|
|
{
|
|
m_worldScale = m_screenDPI * m_worldUnitLength * m_zoomFactor;
|
|
}
|
|
|
|
/**
|
|
* compute minimum grid spacing from the grid settings
|
|
*
|
|
* @return the minimum spacing to use for drawing the grid
|
|
*/
|
|
double computeMinGridSpacing() const;
|
|
|
|
/// Possible depth range
|
|
static const int MIN_DEPTH;
|
|
static const int MAX_DEPTH;
|
|
|
|
/// Depth level on which the grid is drawn
|
|
static const int GRID_DEPTH;
|
|
|
|
/**
|
|
* Get the actual cursor color to draw
|
|
*/
|
|
COLOR4D getCursorColor() const;
|
|
|
|
// ---------------
|
|
// Settings observer interface
|
|
// ---------------
|
|
/**
|
|
* Handler for observer settings changes.
|
|
*/
|
|
void OnGalDisplayOptionsChanged( const GAL_DISPLAY_OPTIONS& aOptions ) override;
|
|
|
|
/**
|
|
* Handle updating display options.
|
|
*
|
|
* Derived classes should call up to this to set base-class methods.
|
|
*
|
|
* @return true if the new settings changed something. Derived classes can use this
|
|
* information to refresh themselves
|
|
*/
|
|
virtual bool updatedGalDisplayOptions( const GAL_DISPLAY_OPTIONS& aOptions );
|
|
|
|
GAL_DISPLAY_OPTIONS& m_options;
|
|
UTIL::LINK m_observerLink;
|
|
|
|
std::stack<double> m_depthStack; ///< Stored depth values
|
|
VECTOR2I m_screenSize; ///< Screen size in screen coordinates
|
|
|
|
double m_worldUnitLength; ///< The unit length of the world coordinates [inch]
|
|
double m_screenDPI; ///< The dots per inch of the screen
|
|
VECTOR2D m_lookAtPoint; ///< Point to be looked at in world space
|
|
|
|
double m_zoomFactor; ///< The zoom factor
|
|
double m_rotation; ///< Rotation transformation (radians)
|
|
MATRIX3x3D m_worldScreenMatrix; ///< World transformation
|
|
MATRIX3x3D m_screenWorldMatrix; ///< Screen transformation
|
|
double m_worldScale; ///< The scale factor world->screen
|
|
|
|
bool m_globalFlipX; ///< Flag for X axis flipping
|
|
bool m_globalFlipY; ///< Flag for Y axis flipping
|
|
|
|
float m_lineWidth; ///< The line width
|
|
|
|
bool m_isFillEnabled; ///< Is filling of graphic objects enabled ?
|
|
bool m_isStrokeEnabled; ///< Are the outlines stroked ?
|
|
|
|
COLOR4D m_fillColor; ///< The fill color
|
|
COLOR4D m_strokeColor; ///< The color of the outlines
|
|
COLOR4D m_clearColor;
|
|
|
|
double m_layerDepth; ///< The actual layer depth
|
|
VECTOR2D m_depthRange; ///< Range of the depth
|
|
|
|
// Grid settings
|
|
bool m_gridVisibility; ///< Should the grid be shown
|
|
GRID_STYLE m_gridStyle; ///< Grid display style
|
|
VECTOR2D m_gridSize; ///< The grid size
|
|
VECTOR2D m_gridOrigin; ///< The grid origin
|
|
VECTOR2D m_gridOffset; ///< The grid offset to compensate cursor position
|
|
COLOR4D m_gridColor; ///< Color of the grid
|
|
COLOR4D m_axesColor; ///< Color of the axes
|
|
bool m_axesEnabled; ///< Should the axes be drawn
|
|
int m_gridTick; ///< Every tick line gets the double width
|
|
float m_gridLineWidth; ///< Line width of the grid
|
|
int m_gridMinSpacing; ///< Minimum screen size of the grid (pixels)
|
|
///< below which the grid is not drawn
|
|
|
|
// Cursor settings
|
|
bool m_isCursorEnabled; ///< Is the cursor enabled?
|
|
bool m_forceDisplayCursor; ///< Always show cursor
|
|
COLOR4D m_cursorColor; ///< Cursor color
|
|
bool m_fullscreenCursor; ///< Shape of the cursor (fullscreen or small cross)
|
|
VECTOR2D m_cursorPosition; ///< Current cursor position (world coordinates)
|
|
|
|
STROKE_FONT m_strokeFont; ///< Instance of object that stores information
|
|
///< about how to draw texts
|
|
|
|
KICURSOR m_currentNativeCursor; ///< Current cursor
|
|
|
|
private:
|
|
struct TEXT_PROPERTIES
|
|
{
|
|
VECTOR2D m_glyphSize; ///< Size of the glyphs
|
|
EDA_TEXT_HJUSTIFY_T m_horizontalJustify; ///< Horizontal justification
|
|
EDA_TEXT_VJUSTIFY_T m_verticalJustify; ///< Vertical justification
|
|
bool m_bold;
|
|
bool m_italic;
|
|
bool m_underlined;
|
|
bool m_mirrored;
|
|
} textProperties;
|
|
};
|
|
|
|
|
|
class GAL_CONTEXT_LOCKER
|
|
{
|
|
public:
|
|
GAL_CONTEXT_LOCKER( GAL* aGal ) :
|
|
m_gal( aGal )
|
|
{
|
|
m_cookie = rand();
|
|
m_gal->lockContext( m_cookie );
|
|
}
|
|
|
|
~GAL_CONTEXT_LOCKER()
|
|
{
|
|
m_gal->unlockContext( m_cookie );
|
|
}
|
|
|
|
protected:
|
|
GAL* m_gal;
|
|
int m_cookie;
|
|
};
|
|
|
|
|
|
class GAL_UPDATE_CONTEXT : public GAL_CONTEXT_LOCKER
|
|
{
|
|
public:
|
|
GAL_UPDATE_CONTEXT( GAL* aGal ) :
|
|
GAL_CONTEXT_LOCKER( aGal )
|
|
{
|
|
m_gal->beginUpdate();
|
|
}
|
|
|
|
~GAL_UPDATE_CONTEXT()
|
|
{
|
|
m_gal->endUpdate();
|
|
}
|
|
};
|
|
|
|
|
|
class GAL_DRAWING_CONTEXT : public GAL_CONTEXT_LOCKER
|
|
{
|
|
public:
|
|
GAL_DRAWING_CONTEXT( GAL* aGal ) :
|
|
GAL_CONTEXT_LOCKER( aGal )
|
|
{
|
|
m_gal->beginDrawing();
|
|
}
|
|
|
|
~GAL_DRAWING_CONTEXT()
|
|
{
|
|
m_gal->endDrawing();
|
|
}
|
|
};
|
|
|
|
|
|
}; // namespace KIGFX
|
|
|
|
#endif /* GRAPHICSABSTRACTIONLAYER_H_ */
|