kicad/eeschema/transform.h

79 lines
2.7 KiB
C++

/*
* This program source code file is part of KICAD, a free EDA CAD application.
*
* Copyright (C) 2007-2010 Wayne Stambaugh <stambaughw@verizon.net>
* Copyright (C) 2007 Kicad Developers, see change_log.txt for contributors.
*
* 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 _TRANSFORM_H_
#define _TRANSFORM_H_
#include <wx/gdicmn.h>
/**
* Class for tranforming drawing coordinates for a wxDC device context.
*
* This probably should be a base class with all pure methods and a derived class
* named WXDC_TRANFORM be created. Then in the future if some new device context
* is used, a new transform could be derived from the base class and all the drawable
* objects would have to do is provide overloaded draw methods to use the new transorm.
*/
class TRANSFORM
{
public:
int x1;
int y1;
int x2;
int y2;
/**
* The default construct creates a tranform that draws object is the normal orientation.
*/
TRANSFORM() : x1( 1 ), y1( 0 ), x2( 0 ), y2( -1 ) {}
TRANSFORM( int x1, int y1, int x2, int y2 ) : x1( x1 ), y1( y1 ), x2( x2 ), y2( y2 ) {}
TRANSFORM& operator=( const TRANSFORM& aTransform );
bool operator==( const TRANSFORM& aTransform ) const;
/**
* Calculate new coordinate according to the transform.
*
* @param aPosition = The position to transform
* @return The transformed coordinate.
*/
wxPoint TransformCoordinate( const wxPoint& aPoint ) const;
/**
* Calculate new angles according to the transform.
*
* @param aAngle1 = The first angle to transform
* @param aAngle2 = The second angle to transform
* @return True if the angles were swapped during the transform.
*/
bool MapAngles( int* aAngle1, int* aAngle2 ) const;
};
#endif // _TRANSFORM_H_