165 lines
5.1 KiB
C++
165 lines
5.1 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) 2012 Jean-Pierre Charras, jean-pierre.charras@ujf-grenoble.fr
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* Copyright (C) 1992-2022 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* Some code comes from FreePCB.
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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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#include <kiface_base.h>
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#include <confirm.h>
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#include <pcb_edit_frame.h>
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#include <pcbnew_settings.h>
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#include <board_commit.h>
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#include <zone.h>
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#include <zones.h>
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#include <zones_functions_for_undo_redo.h>
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#include <connectivity/connectivity_data.h>
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void PCB_EDIT_FRAME::Edit_Zone_Params( ZONE* aZone )
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{
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int dialogResult;
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ZONE_SETTINGS zoneInfo = GetZoneSettings();
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PICKED_ITEMS_LIST pickedList; // zones for undo/redo command
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PICKED_ITEMS_LIST deletedList; // zones that have been deleted when combined
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BOARD_COMMIT commit( this );
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// Save initial zones configuration, for undo/redo, before adding new zone
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// note the net name and the layer can be changed, so we must save all zones
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deletedList.ClearListAndDeleteItems();
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pickedList.ClearListAndDeleteItems();
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SaveCopyOfZones( pickedList, GetBoard(), -1, UNDEFINED_LAYER );
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if( aZone->GetIsRuleArea() )
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{
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// edit a rule area on a copper layer
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zoneInfo << *aZone;
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dialogResult = InvokeRuleAreaEditor( this, &zoneInfo );
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}
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else if( IsCopperLayer( aZone->GetFirstLayer() ) )
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{
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// edit a zone on a copper layer
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zoneInfo << *aZone;
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dialogResult = InvokeCopperZonesEditor( this, &zoneInfo );
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}
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else
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{
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zoneInfo << *aZone;
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dialogResult = InvokeNonCopperZonesEditor( this, &zoneInfo );
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}
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if( dialogResult == wxID_CANCEL )
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{
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deletedList.ClearListAndDeleteItems();
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pickedList.ClearListAndDeleteItems();
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return;
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}
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SetZoneSettings( zoneInfo );
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OnModify();
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if( dialogResult == ZONE_EXPORT_VALUES )
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{
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UpdateCopyOfZonesList( pickedList, deletedList, GetBoard() );
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commit.Stage( pickedList );
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commit.Push( _( "Modify zone properties" ) );
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pickedList.ClearItemsList(); // s_ItemsListPicker is no more owner of picked items
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return;
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}
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wxBusyCursor dummy;
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// Undraw old zone outlines
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for( ZONE* zone : GetBoard()->Zones() )
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GetCanvas()->GetView()->Update( zone );
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zoneInfo.ExportSetting( *aZone );
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NETINFO_ITEM* net = GetBoard()->FindNet( zoneInfo.m_NetcodeSelection );
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if( net ) // net == NULL should not occur
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aZone->SetNetCode( net->GetNetCode() );
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UpdateCopyOfZonesList( pickedList, deletedList, GetBoard() );
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commit.Stage( pickedList );
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commit.Push( _( "Modify zone properties" ), SKIP_CONNECTIVITY );
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GetBoard()->BuildConnectivity();
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pickedList.ClearItemsList(); // s_ItemsListPicker is no longer owner of picked items
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}
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bool BOARD::TestZoneIntersection( ZONE* aZone1, ZONE* aZone2 )
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{
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// see if areas are on same layer
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if( !( aZone1->GetLayerSet() & aZone2->GetLayerSet() ).any() )
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return false;
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SHAPE_POLY_SET* poly1 = aZone1->Outline();
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SHAPE_POLY_SET* poly2 = aZone2->Outline();
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// test bounding rects
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BOX2I b1 = poly1->BBox();
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BOX2I b2 = poly2->BBox();
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if( ! b1.Intersects( b2 ) )
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return false;
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// Now test for intersecting segments
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for( auto segIterator1 = poly1->IterateSegmentsWithHoles(); segIterator1; segIterator1++ )
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{
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// Build segment
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SEG firstSegment = *segIterator1;
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for( auto segIterator2 = poly2->IterateSegmentsWithHoles(); segIterator2; segIterator2++ )
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{
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// Build second segment
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SEG secondSegment = *segIterator2;
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// Check whether the two segments built collide
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if( firstSegment.Collide( secondSegment, 0 ) )
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return true;
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}
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}
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// If a contour is inside another contour, no segments intersects, but the zones
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// can be combined if a corner is inside an outline (only one corner is enough)
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for( auto iter = poly2->IterateWithHoles(); iter; iter++ )
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{
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if( poly1->Contains( *iter ) )
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return true;
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}
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for( auto iter = poly1->IterateWithHoles(); iter; iter++ )
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{
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if( poly2->Contains( *iter ) )
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return true;
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}
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return false;
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}
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