1085 lines
31 KiB
C++
1085 lines
31 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 Torsten Hueter, torstenhtr <at> gmx.de
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* Copyright (C) 2016-2017 Kicad Developers, see change_log.txt for contributors.
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*
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* Graphics Abstraction Layer (GAL) - base class
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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 GRAPHICSABSTRACTIONLAYER_H_
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#define GRAPHICSABSTRACTIONLAYER_H_
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#include <deque>
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#include <stack>
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#include <limits>
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#include <math/matrix3x3.h>
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#include <gal/color4d.h>
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#include <gal/definitions.h>
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#include <gal/stroke_font.h>
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#include <gal/gal_display_options.h>
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#include <newstroke_font.h>
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class SHAPE_LINE_CHAIN;
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class SHAPE_POLY_SET;
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namespace KIGFX
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{
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/**
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* @brief Class GAL is the abstract interface for drawing on a 2D-surface.
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*
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* The functions are optimized for drawing shapes of an EDA-program such as KiCad. Most methods
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* are abstract and need to be implemented by a lower layer, for example by a cairo or OpenGL implementation.
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* <br>
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* Almost all methods use world coordinates as arguments. The board design is defined in world space units;
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* for drawing purposes these are transformed to screen units with this layer. So zooming is handled here as well.
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*
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*/
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class GAL: GAL_DISPLAY_OPTIONS_OBSERVER
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{
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public:
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// Constructor / Destructor
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GAL( GAL_DISPLAY_OPTIONS& aOptions );
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virtual ~GAL();
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/// @brief Returns the initalization status for the canvas.
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virtual bool IsInitialized() const { return true; }
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/// @brief Returns true if the GAL canvas is visible on the screen.
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virtual bool IsVisible() const { return true; }
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// ---------------
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// Drawing methods
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// ---------------
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/// @brief Begin the drawing, needs to be called for every new frame.
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virtual void BeginDrawing() {};
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/// @brief End the drawing, needs to be called for every new frame.
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virtual void EndDrawing() {};
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/// @brief Enables item update mode.
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virtual void BeginUpdate() {}
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/// @brief Disables item update mode.
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virtual void EndUpdate() {}
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/**
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* @brief Draw a line.
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*
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* Start and end points are defined as 2D-Vectors.
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*
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* @param aStartPoint is the start point of the line.
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* @param aEndPoint is the end point of the line.
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*/
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virtual void DrawLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint ) {};
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/**
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* @brief Draw a rounded segment.
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*
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* Start and end points are defined as 2D-Vectors.
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*
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* @param aStartPoint is the start point of the segment.
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* @param aEndPoint is the end point of the segment.
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* @param aWidth is a width of the segment
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*/
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virtual void DrawSegment( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint, double aWidth ) {};
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/**
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* @brief Draw a polyline
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*
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* @param aPointList is a list of 2D-Vectors containing the polyline points.
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*/
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virtual void DrawPolyline( const std::deque<VECTOR2D>& aPointList ) {};
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virtual void DrawPolyline( const VECTOR2D aPointList[], int aListSize ) {};
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virtual void DrawPolyline( const SHAPE_LINE_CHAIN& aLineChain ) {};
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/**
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* @brief Draw a circle using world coordinates.
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*
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* @param aCenterPoint is the center point of the circle.
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* @param aRadius is the radius of the circle.
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*/
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virtual void DrawCircle( const VECTOR2D& aCenterPoint, double aRadius ) {};
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/**
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* @brief Draw an arc.
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*
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* @param aCenterPoint is the center point of the arc.
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* @param aRadius is the arc radius.
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* @param aStartAngle is the start angle of the arc.
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* @param aEndAngle is the end angle of the arc.
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*/
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virtual void
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DrawArc( const VECTOR2D& aCenterPoint, double aRadius, double aStartAngle, double aEndAngle ) {};
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/**
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* @brief Draw an arc segment.
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*
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* This method differs from DrawArc() in what happens when fill/stroke are on or off.
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* DrawArc() draws a "pie piece" when fill is turned on, and a thick stroke when fill is off.
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* DrawArcSegment() with fill *on* behaves like DrawArc() with fill *off*.
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* DrawArcSegment() with fill *off* draws the outline of what it would have drawn with fill on.
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*
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* @param aCenterPoint is the center point of the arc.
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* @param aRadius is the arc radius.
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* @param aStartAngle is the start angle of the arc.
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* @param aEndAngle is the end angle of the arc.
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* @param aWidth is the thickness of the arc (pen size).
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*/
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virtual void
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DrawArcSegment( const VECTOR2D& aCenterPoint, double aRadius, double aStartAngle,
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double aEndAngle, double aWidth ) {};
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/**
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* @brief Draw a rectangle.
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*
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* @param aStartPoint is the start point of the rectangle.
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* @param aEndPoint is the end point of the rectangle.
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*/
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virtual void DrawRectangle( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint ) {};
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/**
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* @brief Draw a polygon.
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*
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* @param aPointList is the list of the polygon points.
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*/
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virtual void DrawPolygon( const std::deque<VECTOR2D>& aPointList ) {};
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virtual void DrawPolygon( const VECTOR2D aPointList[], int aListSize ) {};
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virtual void DrawPolygon( const SHAPE_POLY_SET& aPolySet ) {};
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/**
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* @brief Draw a cubic bezier spline.
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*
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* @param startPoint is the start point of the spline.
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* @param controlPointA is the first control point.
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* @param controlPointB is the second control point.
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* @param endPoint is the end point of the spline.
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*/
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virtual void DrawCurve( const VECTOR2D& startPoint, const VECTOR2D& controlPointA,
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const VECTOR2D& controlPointB, const VECTOR2D& endPoint ) {};
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// --------------
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// Screen methods
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// --------------
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/// @brief Resizes the canvas.
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virtual void ResizeScreen( int aWidth, int aHeight ) {};
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/// @brief Shows/hides the GAL canvas
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virtual bool Show( bool aShow ) { return true; };
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/// @brief Returns GAL canvas size in pixels
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const VECTOR2I& GetScreenPixelSize() const
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{
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return screenSize;
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}
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/// @brief Force all remaining objects to be drawn.
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virtual void Flush() {};
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/**
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* @brief Clear the screen.
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* @param aColor is the color used for clearing.
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*/
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virtual void ClearScreen( const COLOR4D& aColor ) {};
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// -----------------
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// Attribute setting
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// -----------------
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/**
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* @brief Enable/disable fill.
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*
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* @param aIsFillEnabled is true, when the graphics objects should be filled, else false.
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*/
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virtual void SetIsFill( bool aIsFillEnabled )
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{
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isFillEnabled = aIsFillEnabled;
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}
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/**
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* @brief Enable/disable stroked outlines.
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*
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* @param aIsStrokeEnabled is true, if the outline of an object should be stroked.
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*/
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virtual void SetIsStroke( bool aIsStrokeEnabled )
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{
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isStrokeEnabled = aIsStrokeEnabled;
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}
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/**
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* @brief Set the fill color.
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*
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* @param aColor is the color for filling.
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*/
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virtual void SetFillColor( const COLOR4D& aColor )
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{
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fillColor = aColor;
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}
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/**
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* @brief Set the stroke color.
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*
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* @param aColor is the color for stroking the outline.
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*/
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virtual void SetStrokeColor( const COLOR4D& aColor )
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{
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strokeColor = aColor;
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}
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/**
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* @brief Get the stroke color.
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*
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* @return the color for stroking the outline.
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*/
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inline const COLOR4D& GetStrokeColor() const
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{
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return strokeColor;
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}
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/**
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* @brief Set the line width.
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*
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* @param aLineWidth is the line width.
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*/
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virtual void SetLineWidth( double aLineWidth )
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{
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lineWidth = aLineWidth;
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}
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/**
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* @brief Get the line width.
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*
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* @return the actual line width.
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*/
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inline double GetLineWidth() const
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{
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return lineWidth;
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}
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/**
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* @brief Set the depth of the layer (position on the z-axis)
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*
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* @param aLayerDepth the layer depth for the objects.
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*/
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virtual void SetLayerDepth( double aLayerDepth )
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{
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assert( aLayerDepth <= depthRange.y );
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assert( aLayerDepth >= depthRange.x );
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layerDepth = aLayerDepth;
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}
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// ----
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// Text
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// ----
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const STROKE_FONT& GetStrokeFont() const
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{
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return strokeFont;
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}
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/**
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* @brief Draws a vector type text using preloaded Newstroke font.
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*
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* @param aText is the text to be drawn.
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* @param aPosition is the text position in world coordinates.
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* @param aRotationAngle is the text rotation angle.
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*/
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virtual void StrokeText( const wxString& aText, const VECTOR2D& aPosition,
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double aRotationAngle )
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{
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strokeFont.Draw( aText, aPosition, aRotationAngle );
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}
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/**
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* @brief Draws a text using a bitmap font. It should be faster than StrokeText(),
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* but can be used only for non-Gerber elements.
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*
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* @param aText is the text to be drawn.
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* @param aPosition is the text position in world coordinates.
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* @param aRotationAngle is the text rotation angle.
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*/
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virtual void BitmapText( const wxString& aText, const VECTOR2D& aPosition,
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double aRotationAngle )
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{
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// Fallback: use stroke font
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// Handle flipped view
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if( globalFlipX )
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textProperties.m_mirrored = !textProperties.m_mirrored;
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StrokeText( aText, aPosition, aRotationAngle );
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if( globalFlipX )
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textProperties.m_mirrored = !textProperties.m_mirrored;
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}
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/**
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* @brief Compute the X and Y size of a given text. The text is expected to be
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* a only one line text.
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*
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* @param aText is the text string (one line).
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* @return is the text size.
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*/
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VECTOR2D GetTextLineSize( const UTF8& aText ) const;
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/**
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* Compute the vertical position of an overbar, sometimes used in texts.
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* This is the distance between the text base line and the overbar.
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* @return the relative position of the overbar axis.
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*/
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double GetOverbarVerticalPosition() const
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{
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return strokeFont.computeOverbarVerticalPosition();
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}
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/**
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* @brief Loads attributes of the given text (bold/italic/underline/mirrored and so on).
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*
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* @param aText is the text item.
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*/
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virtual void SetTextAttributes( const EDA_TEXT* aText );
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/**
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* Reset text attributes to default styling
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*
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* Normally, custom attributes will be set individually after this,
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* otherwise you can use SetTextAttributes()
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*/
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void ResetTextAttributes();
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/**
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* @brief Set the font glyph size.
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*
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* @param aGlyphSize is the new font glyph size.
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*/
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inline void SetGlyphSize( const VECTOR2D aGlyphSize )
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{
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textProperties.m_glyphSize = aGlyphSize;
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}
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/**
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* @return the current font glyph size.
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*/
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const VECTOR2D& GetGlyphSize() const
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{
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return textProperties.m_glyphSize;
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}
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/**
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* @brief Set bold property of current font.
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*
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* @param aBold tells if the font should be bold or not.
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*/
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inline void SetFontBold( const bool aBold )
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{
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textProperties.m_bold = aBold;
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}
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/**
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* @brief Returns true if current font has 'bold' attribute enabled.
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*/
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inline bool IsFontBold() const
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{
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return textProperties.m_bold;
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}
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/**
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* @brief Set italic property of current font.
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*
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* @param aItalic tells if the font should be italic or not.
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*/
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inline void SetFontItalic( const bool aItalic )
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{
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textProperties.m_italic = aItalic;
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}
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/**
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* @brief Returns true if current font has 'italic' attribute enabled.
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*/
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inline bool IsFontItalic() const
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{
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return textProperties.m_italic;
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}
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/**
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* @brief Set a mirrored property of text.
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*
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* @param aMirrored tells if the text should be mirrored or not.
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*/
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inline void SetTextMirrored( const bool aMirrored )
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{
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textProperties.m_mirrored = aMirrored;
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}
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/**
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* @brief Returns true if text should displayed mirrored.
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*/
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inline bool IsTextMirrored() const
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{
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return textProperties.m_mirrored;
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}
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/**
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* @brief Set the horizontal justify for text drawing.
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*
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* @param aHorizontalJustify is the horizontal justify value.
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*/
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inline void SetHorizontalJustify( const EDA_TEXT_HJUSTIFY_T aHorizontalJustify )
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{
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textProperties.m_horizontalJustify = aHorizontalJustify;
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}
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/**
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* @brief Returns current text horizontal justification setting.
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*/
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inline EDA_TEXT_HJUSTIFY_T GetHorizontalJustify() const
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{
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return textProperties.m_horizontalJustify;
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}
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/**
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* @brief Set the vertical justify for text drawing.
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*
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* @param aVerticalJustify is the vertical justify value.
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*/
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inline void SetVerticalJustify( const EDA_TEXT_VJUSTIFY_T aVerticalJustify )
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{
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textProperties.m_verticalJustify = aVerticalJustify;
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}
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/**
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* @brief Returns current text vertical justification setting.
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*/
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inline EDA_TEXT_VJUSTIFY_T GetVerticalJustify() const
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{
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return textProperties.m_verticalJustify;
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}
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// --------------
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// Transformation
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// --------------
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/**
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* @brief Transform the context.
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*
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* @param aTransformation is the ransformation matrix.
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*/
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virtual void Transform( const MATRIX3x3D& aTransformation ) {};
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/**
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* @brief Rotate the context.
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*
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* @param aAngle is the rotation angle in radians.
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*/
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virtual void Rotate( double aAngle ) {};
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/**
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* @brief Translate the context.
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*
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* @param aTranslation is the translation vector.
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*/
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virtual void Translate( const VECTOR2D& aTranslation ) {};
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/**
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* @brief Scale the context.
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*
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* @param aScale is the scale factor for the x- and y-axis.
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*/
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virtual void Scale( const VECTOR2D& aScale ) {};
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/// @brief Save the context.
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virtual void Save() {};
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/// @brief Restore the context.
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virtual void Restore() {};
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// --------------------------------------------
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// Group methods
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// ---------------------------------------------
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/**
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* @brief Begin a group.
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*
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* A group is a collection of graphic items.
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* Hierarchical groups are possible, attributes and transformations can be used.
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*
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* @return the number of the group.
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*/
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virtual int BeginGroup() { return 0; };
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/// @brief End the group.
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virtual void EndGroup() {};
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/**
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* @brief Draw the stored group.
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*
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* @param aGroupNumber is the group number.
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*/
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virtual void DrawGroup( int aGroupNumber ) {};
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/**
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* @brief Changes the color used to draw the group.
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*
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* @param aGroupNumber is the group number.
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* @param aNewColor is the new color.
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*/
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virtual void ChangeGroupColor( int aGroupNumber, const COLOR4D& aNewColor ) {};
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/**
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* @brief Changes the depth (Z-axis position) of the group.
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*
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* @param aGroupNumber is the group number.
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* @param aDepth is the new depth.
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*/
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virtual void ChangeGroupDepth( int aGroupNumber, int aDepth ) {};
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/**
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* @brief Delete the group from the memory.
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*
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* @param aGroupNumber is the group number.
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*/
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virtual void DeleteGroup( int aGroupNumber ) {};
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/**
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* @brief Delete all data created during caching of graphic items.
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*/
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virtual void ClearCache() {};
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// --------------------------------------------------------
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// Handling the world <-> screen transformation
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// --------------------------------------------------------
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/// @brief Compute the world <-> screen transformation matrix
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virtual void ComputeWorldScreenMatrix();
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/**
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* @brief Get the world <-> screen transformation matrix.
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*
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* @return the transformation matrix.
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*/
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const MATRIX3x3D& GetWorldScreenMatrix() const
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{
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return worldScreenMatrix;
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}
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/**
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* @brief Get the screen <-> world transformation matrix.
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*
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* @return the transformation matrix.
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*/
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const MATRIX3x3D& GetScreenWorldMatrix() const
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{
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return screenWorldMatrix;
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}
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/**
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* @brief Set the world <-> screen transformation matrix.
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*
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* @param aMatrix is the 3x3 world <-> screen transformation matrix.
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*/
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inline void SetWorldScreenMatrix( const MATRIX3x3D& aMatrix )
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{
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worldScreenMatrix = aMatrix;
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}
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/**
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* @brief Set the unit length.
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*
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* This defines the length [inch] per one integer. For instance a value 0.001 means
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* that the coordinate [1000, 1000] corresponds with a point at (1 inch, 1 inch) or
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* 1 mil resolution per integer.
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*
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* @param aWorldUnitLength is the world Unit length.
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*/
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inline void SetWorldUnitLength( double aWorldUnitLength )
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{
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worldUnitLength = aWorldUnitLength;
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}
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/**
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* @brief Set the dots per inch of the screen.
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*
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* This value depends on the user screen, it should be configurable by the application.
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* For instance a typical notebook with HD+ resolution (1600x900) has 106 DPI.
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*
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* @param aScreenDPI are the screen DPI.
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*/
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inline void SetScreenDPI( double aScreenDPI )
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{
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screenDPI = aScreenDPI;
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}
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/**
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* @brief Set the Point in world space to look at.
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*
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* This point corresponds with the center of the actual drawing area.
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*
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* @param aPoint is the look at point (center of the actual drawing area).
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*/
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inline void SetLookAtPoint( const VECTOR2D& aPoint )
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{
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lookAtPoint = aPoint;
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}
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/**
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* @brief Get the look at point.
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*
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* @return the look at point.
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*/
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inline const VECTOR2D& GetLookAtPoint() const
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{
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return lookAtPoint;
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}
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/**
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* @brief Set the zoom factor of the scene.
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*
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* @param aZoomFactor is the zoom factor.
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*/
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inline void SetZoomFactor( double aZoomFactor )
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{
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zoomFactor = aZoomFactor;
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}
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/**
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* @brief Get the zoom factor
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*
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* @return the zoom factor.
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*/
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inline double GetZoomFactor() const
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{
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return zoomFactor;
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}
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/**
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* @brief Set the range of the layer depth.
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*
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* Usually required for the OpenGL implementation, any object outside this range is not drawn.
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*
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* @param aDepthRange is the depth range where component x is the near clipping plane and y
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* is the far clipping plane.
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*/
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inline void SetDepthRange( const VECTOR2D& aDepthRange )
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{
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depthRange = aDepthRange;
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}
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/**
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* @brief Returns the minimum depth in the currently used range (the top).
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*/
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inline double GetMinDepth() const
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{
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return depthRange.x;
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}
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/**
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* @brief Returns the maximum depth in the currently used range (the bottom).
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*/
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inline double GetMaxDepth() const
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{
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return depthRange.y;
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}
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/**
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* @brief Get the world scale.
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*
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* @return the actual world scale factor.
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*/
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inline double GetWorldScale() const
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{
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return worldScale;
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}
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/**
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* @brief Sets flipping of the screen.
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*
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* @param xAxis is the flip flag for the X axis.
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* @param yAxis is the flip flag for the Y axis.
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*/
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inline void SetFlip( bool xAxis, bool yAxis )
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{
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globalFlipX = xAxis;
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globalFlipY = yAxis;
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}
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// ---------------------------
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// Buffer manipulation methods
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// ---------------------------
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/**
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* @brief Save the screen contents.
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*/
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virtual void SaveScreen() {};
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/**
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* @brief Restore the screen contents.
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*/
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virtual void RestoreScreen() {};
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/**
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* @brief Sets the target for rendering.
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*
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* @param aTarget is the new target for rendering.
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*/
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virtual void SetTarget( RENDER_TARGET aTarget ) {};
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/**
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* @brief Gets the currently used target for rendering.
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*
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* @return The current rendering target.
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*/
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virtual RENDER_TARGET GetTarget() const { return TARGET_CACHED; };
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/**
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* @brief Clears the target for rendering.
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*
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* @param aTarget is the target to be cleared.
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*/
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virtual void ClearTarget( RENDER_TARGET aTarget ) {};
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// -------------
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// Grid methods
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// -------------
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/**
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* @brief Sets the visibility setting of the grid.
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*
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* @param aVisibility is the new visibility setting of the grid.
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*/
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inline void SetGridVisibility( bool aVisibility )
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{
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gridVisibility = aVisibility;
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}
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/**
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* @brief Set the origin point for the grid.
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*
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* @param aGridOrigin is a vector containing the grid origin point, in world coordinates.
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*/
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inline void SetGridOrigin( const VECTOR2D& aGridOrigin )
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{
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gridOrigin = aGridOrigin;
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if( gridSize.x == 0.0 || gridSize.y == 0.0 )
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gridOffset = VECTOR2D(0.0, 0.0);
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else
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gridOffset = VECTOR2D( (long) gridOrigin.x % (long) gridSize.x,
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(long) gridOrigin.y % (long) gridSize.y );
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}
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/**
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* @brief Set the grid size.
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*
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* @param aGridSize is a vector containing the grid size in x and y direction.
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*/
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inline void SetGridSize( const VECTOR2D& aGridSize )
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{
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gridSize = aGridSize;
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gridOffset = VECTOR2D( (long) gridOrigin.x % (long) gridSize.x,
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(long) gridOrigin.y % (long) gridSize.y );
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}
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/**
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* @brief Returns the grid size.
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*
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* @return A vector containing the grid size in x and y direction.
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*/
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inline const VECTOR2D& GetGridSize() const
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{
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return gridSize;
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}
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/**
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* @brief Set the grid color.
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*
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* @param aGridColor is the grid color, it should have a low alpha value for the best effect.
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*/
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inline void SetGridColor( const COLOR4D& aGridColor )
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{
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gridColor = aGridColor;
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}
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/**
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* @brief Set the axes color.
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*
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* @param aAxesColor is the color to draw the axes if enabled.
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*/
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inline void SetAxesColor( const COLOR4D& aAxesColor )
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{
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axesColor = aAxesColor;
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}
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/**
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* @brief Enables drawing the axes.
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*/
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inline void SetAxesEnabled( bool aAxesEnabled )
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{
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axesEnabled = aAxesEnabled;
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}
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/**
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* @brief Draw every tick line wider.
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*
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* @param aInterval increase the width of every aInterval line, if 0 do not use this feature.
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*/
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inline void SetCoarseGrid( int aInterval )
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{
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gridTick = aInterval;
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}
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/**
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* @brief Get the grid line width.
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*
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* @return the grid line width
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*/
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inline double GetGridLineWidth() const
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{
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return gridLineWidth;
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}
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///> @brief Draw the grid
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virtual void DrawGrid();
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/**
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* Function GetGridPoint()
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* For a given point it returns the nearest point belonging to the grid in world coordinates.
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*
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* @param aPoint is the point for which the grid point is searched.
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* @return The nearest grid point in world coordinates.
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*/
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VECTOR2D GetGridPoint( const VECTOR2D& aPoint ) const;
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/**
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* @brief Compute the point position in world coordinates from given screen coordinates.
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*
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* @param aPoint the pointposition in screen coordinates.
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* @return the point position in world coordinates.
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*/
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inline VECTOR2D ToWorld( const VECTOR2D& aPoint ) const
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{
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return VECTOR2D( screenWorldMatrix * aPoint );
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}
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/**
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* @brief Compute the point position in screen coordinates from given world coordinates.
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*
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* @param aPoint the pointposition in world coordinates.
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* @return the point position in screen coordinates.
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*/
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inline VECTOR2D ToScreen( const VECTOR2D& aPoint ) const
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{
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return VECTOR2D( worldScreenMatrix * aPoint );
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}
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/**
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* @brief Enable/disable cursor.
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*
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* @param aCursorEnabled is true if the cursor should be drawn, else false.
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*/
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inline void SetCursorEnabled( bool aCursorEnabled )
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{
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isCursorEnabled = aCursorEnabled;
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}
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/**
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* @brief Returns information about cursor visibility.
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* @return True if cursor is visible.
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*/
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bool IsCursorEnabled() const
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{
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return isCursorEnabled || forceDisplayCursor;
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}
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/**
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* @brief Set the cursor color.
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*
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* @param aCursorColor is the color of the cursor.
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*/
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inline void SetCursorColor( const COLOR4D& aCursorColor )
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{
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cursorColor = aCursorColor;
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}
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/**
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* @brief Draw the cursor.
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*
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* @param aCursorPosition is the cursor position in screen coordinates.
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*/
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virtual void DrawCursor( const VECTOR2D& aCursorPosition ) {};
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/**
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* @brief Changes the current depth to deeper, so it is possible to draw objects right beneath
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* other.
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*/
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inline void AdvanceDepth()
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{
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layerDepth -= 0.05;
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}
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/**
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* @brief Stores current drawing depth on the depth stack.
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*/
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inline void PushDepth()
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{
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depthStack.push( layerDepth );
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}
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/**
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* @brief Restores previously stored drawing depth for the depth stack.
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*/
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inline void PopDepth()
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{
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layerDepth = depthStack.top();
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depthStack.pop();
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}
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static const double METRIC_UNIT_LENGTH;
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protected:
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GAL_DISPLAY_OPTIONS& options;
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UTIL::LINK observerLink;
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std::stack<double> depthStack; ///< Stored depth values
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VECTOR2I screenSize; ///< Screen size in screen coordinates
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double worldUnitLength; ///< The unit length of the world coordinates [inch]
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double screenDPI; ///< The dots per inch of the screen
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VECTOR2D lookAtPoint; ///< Point to be looked at in world space
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double zoomFactor; ///< The zoom factor
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MATRIX3x3D worldScreenMatrix; ///< World transformation
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MATRIX3x3D screenWorldMatrix; ///< Screen transformation
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double worldScale; ///< The scale factor world->screen
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bool globalFlipX; ///< Flag for X axis flipping
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bool globalFlipY; ///< Flag for Y axis flipping
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double lineWidth; ///< The line width
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bool isFillEnabled; ///< Is filling of graphic objects enabled ?
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bool isStrokeEnabled; ///< Are the outlines stroked ?
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COLOR4D fillColor; ///< The fill color
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COLOR4D strokeColor; ///< The color of the outlines
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double layerDepth; ///< The actual layer depth
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VECTOR2D depthRange; ///< Range of the depth
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// Grid settings
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bool gridVisibility; ///< Should the grid be shown
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GRID_STYLE gridStyle; ///< Grid display style
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VECTOR2D gridSize; ///< The grid size
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VECTOR2D gridOrigin; ///< The grid origin
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VECTOR2D gridOffset; ///< The grid offset to compensate cursor position
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COLOR4D gridColor; ///< Color of the grid
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COLOR4D axesColor; ///< Color of the axes
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bool axesEnabled; ///< Should the axes be drawn
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int gridTick; ///< Every tick line gets the double width
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double gridLineWidth; ///< Line width of the grid
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int gridMinSpacing; ///< Minimum screen size of the grid (pixels)
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///< below which the grid is not drawn
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|
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// Cursor settings
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bool isCursorEnabled; ///< Is the cursor enabled?
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bool forceDisplayCursor; ///< Always show cursor
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COLOR4D cursorColor; ///< Cursor color
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bool fullscreenCursor; ///< Shape of the cursor (fullscreen or small cross)
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VECTOR2D cursorPosition; ///< Current cursor position (world coordinates)
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|
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/// Instance of object that stores information about how to draw texts
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STROKE_FONT strokeFont;
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|
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/// Compute the scaling factor for the world->screen matrix
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inline void computeWorldScale()
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{
|
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worldScale = screenDPI * worldUnitLength * zoomFactor;
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}
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|
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/**
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* @brief compute minimum grid spacing from the grid settings
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*
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* @return the minimum spacing to use for drawing the grid
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*/
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double computeMinGridSpacing() const;
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|
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/**
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* @brief Draw a grid line (usually a simplified line function).
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*
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* @param aStartPoint is the start point of the line.
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* @param aEndPoint is the end point of the line.
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*/
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virtual void drawGridLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint ) {};
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|
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/// Possible depth range
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static const int MIN_DEPTH;
|
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static const int MAX_DEPTH;
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|
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/// Depth level on which the grid is drawn
|
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static const int GRID_DEPTH;
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|
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/**
|
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* Gets the actual cursor color to draw
|
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*/
|
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COLOR4D getCursorColor() const;
|
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|
|
// ---------------
|
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// Settings observer interface
|
|
// ---------------
|
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/**
|
|
* Handler for observer settings changes
|
|
*/
|
|
void OnGalDisplayOptionsChanged( const GAL_DISPLAY_OPTIONS& aOptions ) override;
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|
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/**
|
|
* Function updatedGalDisplayOptions
|
|
*
|
|
* @brief handler for updated display options. Derived classes
|
|
* should call up to this to set base-class methods.
|
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*
|
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* @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 );
|
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|
|
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;
|
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bool m_italic;
|
|
bool m_mirrored;
|
|
} textProperties;
|
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};
|
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} // namespace KIGFX
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|
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#endif /* GRAPHICSABSTRACTIONLAYER_H_ */
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