kicad/common/view/view_group.cpp

228 lines
5.6 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2013 CERN
* Copyright (C) 2021 KiCad Developers, see AUTHORS.txt for contributors.
* @author Maciej Suminski <maciej.suminski@cern.ch>
*
* 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
*
*/
/**
* @file view_group.cpp
* @brief VIEW_GROUP extends VIEW_ITEM by possibility of grouping items into a single object.
* VIEW_GROUP does not take over ownership of the held items. The main purpose of this class is
* to group items and draw them on a single layer (in particular the overlay).
*/
#include <set>
#include <core/kicad_algo.h>
#include <view/view_group.h>
#include <view/view.h>
#include <view/view_item.h>
#include <gal/painter.h>
#include <gal/graphics_abstraction_layer.h>
#include <layer_ids.h>
using namespace KIGFX;
VIEW_GROUP::VIEW_GROUP( VIEW* aView ) :
VIEW_ITEM(),
m_layer( LAYER_SELECT_OVERLAY )
{
}
VIEW_GROUP::~VIEW_GROUP()
{
// VIEW_ITEM destructor removes the object from its parent view
}
void VIEW_GROUP::Add( VIEW_ITEM* aItem )
{
m_groupItems.push_back( aItem );
}
void VIEW_GROUP::Remove( VIEW_ITEM* aItem )
{
alg::delete_matching( m_groupItems, aItem );
}
void VIEW_GROUP::Clear()
{
m_groupItems.clear();
}
unsigned int VIEW_GROUP::GetSize() const
{
return m_groupItems.size();
}
VIEW_ITEM *VIEW_GROUP::GetItem( unsigned int idx ) const
{
return m_groupItems[idx];
}
const BOX2I VIEW_GROUP::ViewBBox() const
{
BOX2I bb;
if( !m_groupItems.size() )
{
bb.SetMaximum();
}
else
{
bb = m_groupItems[0]->ViewBBox();
for( VIEW_ITEM* item : m_groupItems )
bb.Merge( item->ViewBBox() );
}
return bb;
}
void VIEW_GROUP::ViewDraw( int aLayer, VIEW* aView ) const
{
KIGFX::GAL* gal = aView->GetGAL();
PAINTER* painter = aView->GetPainter();
bool isSelection = m_layer == LAYER_SELECT_OVERLAY;
const std::vector<VIEW_ITEM*> drawList = updateDrawList();
constexpr double HIDE = std::numeric_limits<double>::max();
std::map<int, std::vector<VIEW_ITEM*>> layer_item_map;
// Build a list of layers used by the items in the group
for( VIEW_ITEM* item : drawList )
{
if( aView->IsHiddenOnOverlay( item ) )
continue;
int item_layers[VIEW::VIEW_MAX_LAYERS], item_layers_count;
item->ViewGetLayers( item_layers, item_layers_count );
for( int i = 0; i < item_layers_count; i++ )
{
wxCHECK2_MSG( item_layers[i] <= LAYER_ID_COUNT, continue, wxT( "Invalid item layer" ) );
layer_item_map[ item_layers[i] ].push_back( item );
}
}
int layers[VIEW::VIEW_MAX_LAYERS] = { 0 };
int layers_count = 0;
for( const std::pair<const int, std::vector<VIEW_ITEM*>>& entry : layer_item_map )
layers[ layers_count++ ] = entry.first;
aView->SortLayers( layers, layers_count );
// Now draw the layers in sorted order
gal->PushDepth();
for( int i = 0; i < layers_count; i++ )
{
int layer = layers[i];
if( IsZoneFillLayer( layer ) )
layer = layer - LAYER_ZONE_START;
bool draw = aView->IsLayerVisible( layer );
if( isSelection )
{
switch( layer )
{
case LAYER_PADS_TH:
case LAYER_PAD_PLATEDHOLES:
case LAYER_PAD_HOLEWALLS:
case LAYER_PADS_SMD_FR:
case LAYER_PADS_SMD_BK:
draw = true;
break;
default:
break;
}
}
if( draw )
{
gal->AdvanceDepth();
for( VIEW_ITEM* item : layer_item_map[ layers[i] ] )
{
// Ignore LOD scale for selected items, but don't ignore things explicitly
// hidden.
if( item->ViewGetLOD( layer, aView ) == HIDE )
continue;
if( !painter->Draw( item, layers[i] ) )
item->ViewDraw( layers[i], aView ); // Alternative drawing method
}
}
}
gal->PopDepth();
}
void VIEW_GROUP::ViewGetLayers( int aLayers[], int& aCount ) const
{
// Everything is displayed on a single layer
aLayers[0] = m_layer;
aCount = 1;
}
void VIEW_GROUP::FreeItems()
{
for( unsigned int i = 0 ; i < GetSize(); i++ )
delete GetItem( i );
Clear();
}
const std::vector<VIEW_ITEM*> VIEW_GROUP::updateDrawList() const
{
return m_groupItems;
}
/*void VIEW_GROUP::ItemsSetVisibility( bool aVisible )
{
for(unsigned int i = 0 ; i < GetSize(); i++)
GetItem(i)->ViewSetVisible( aVisible );
}
void VIEW_GROUP::ItemsViewUpdate( VIEW_ITEM::VIEW_UPDATE_FLAGS aFlags )
{
for(unsigned int i = 0 ; i < GetSize(); i++)
GetItem(i)->ViewUpdate( aFlags );
}*/