1128 lines
34 KiB
C++
1128 lines
34 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) 2016-2021 KiCad Developers, see AUTHORS.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/cursors.h>
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#include <gal/definitions.h>
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#include <gal/gal_display_options.h>
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#include <newstroke_font.h>
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#include <font/stroke_font.h>
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#include <geometry/eda_angle.h>
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class SHAPE_LINE_CHAIN;
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class SHAPE_POLY_SET;
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class BITMAP_BASE;
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namespace KIGFX
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{
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/**
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* 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
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* implementation. Almost all methods use world coordinates as arguments. The board design is
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* defined in world space units for drawing purposes these are transformed to screen units with
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* 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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// These friend declarations allow us to hide routines that should not be called. The
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// corresponding RAII objects must be used instead.
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friend class GAL_CONTEXT_LOCKER;
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friend class GAL_UPDATE_CONTEXT;
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friend class GAL_DRAWING_CONTEXT;
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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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/// Return the initialization status for the canvas.
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virtual bool IsInitialized() const { return true; }
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/// Return true if the GAL canvas is visible on the screen.
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virtual bool IsVisible() const { return true; }
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/// Return true if the GAL engine is a Cairo based type.
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virtual bool IsCairoEngine() { return false; }
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/// Return true if the GAL engine is a OpenGL based type.
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virtual bool IsOpenGlEngine() { return false; }
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// ---------------
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// Drawing methods
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// ---------------
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/**
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* 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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* 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,
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double aWidth ){};
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/**
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* Draw a chain of rounded segments.
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*
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* @param aPointList is a list of 2D-Vectors containing the chain points.
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* @param aWidth is a width of the segments
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*/
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virtual void DrawSegmentChain( const std::vector<VECTOR2D>& aPointList, double aWidth ){};
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virtual void DrawSegmentChain( const SHAPE_LINE_CHAIN& aLineChain, double aWidth ){};
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/**
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* 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 std::vector<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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* Draw multiple polylines
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*
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* @param aPointLists are lists of 2D-Vectors containing the polyline points.
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*/
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virtual void DrawPolylines( const std::vector<std::vector<VECTOR2D>>& aPointLists ){};
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/**
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* 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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* 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 DrawArc( const VECTOR2D& aCenterPoint, double aRadius,
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const EDA_ANGLE& aStartAngle, const EDA_ANGLE& aEndAngle ) {};
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/**
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* 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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* TODO: Unify Arc routines
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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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* @param aMaxError is the max allowed error to create segments to approximate a circle.
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* It has meaning only for back ends that can't draw a true arc, and use segments to approximate.
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*/
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virtual void DrawArcSegment( const VECTOR2D& aCenterPoint, double aRadius,
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const EDA_ANGLE& aStartAngle, const EDA_ANGLE& aEndAngle,
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double aWidth, double aMaxError ) {};
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/**
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* 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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void DrawRectangle( const BOX2I& aRect )
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{
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DrawRectangle( aRect.GetOrigin(), aRect.GetEnd() );
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}
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/**
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* Draw a polygon representing a font glyph.
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*/
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virtual void DrawGlyph( const KIFONT::GLYPH& aGlyph, int aNth = 0, int aTotal = 1 ) {};
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/**
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* Draw polygons representing font glyphs.
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*/
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virtual void DrawGlyphs( const std::vector<std::unique_ptr<KIFONT::GLYPH>>& aGlyphs )
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{
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for( size_t i = 0; i < aGlyphs.size(); i++ )
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DrawGlyph( *aGlyphs[i], i, aGlyphs.size() );
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}
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/**
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* 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, bool aStrokeTriangulation = false ) {};
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virtual void DrawPolygon( const SHAPE_LINE_CHAIN& aPolySet ) {};
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/**
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* 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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* @param aFilterValue is used by Bezier to segments approximation, if
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* the Bezier curve is not supported and needs a curve to polyline conversion.
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* aFilterValue = 0 means no filtering.
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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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double aFilterValue = 0.0 ) {};
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/**
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* Draw a bitmap image.
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*/
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virtual void DrawBitmap( const BITMAP_BASE& aBitmap, double alphaBlend = 1.0 ) {};
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// --------------
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// Screen methods
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// --------------
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/// Resize the canvas.
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virtual void ResizeScreen( int aWidth, int aHeight ) {};
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/// Show/hide the GAL canvas
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virtual bool Show( bool aShow ) { return true; };
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/// Return GAL canvas size in pixels
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const VECTOR2I& GetScreenPixelSize() const
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{
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return m_screenSize;
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}
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/// Return the swap interval. -1 for adaptive, 0 for disabled/unknown
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virtual int GetSwapInterval() const { return 0; };
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/// Force all remaining objects to be drawn.
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virtual void Flush() {};
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void SetClearColor( const COLOR4D& aColor )
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{
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m_clearColor = aColor;
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}
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const COLOR4D& GetClearColor( ) const
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{
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return m_clearColor;
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}
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/**
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* Clear the screen.
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*
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* @param aColor is the color used for clearing.
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*/
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virtual void ClearScreen() {};
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// -----------------
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// Attribute setting
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// -----------------
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/**
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* 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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m_isFillEnabled = aIsFillEnabled;
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}
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/**
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* 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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m_isStrokeEnabled = aIsStrokeEnabled;
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}
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/**
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* 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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m_fillColor = aColor;
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}
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/**
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* Get the fill color.
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*
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* @return the color for filling a outline.
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*/
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inline const COLOR4D& GetFillColor() const
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{
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return m_fillColor;
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}
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/**
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* 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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m_strokeColor = aColor;
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}
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/**
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* 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 m_strokeColor;
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}
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/**
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* 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( float aLineWidth )
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{
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m_lineWidth = aLineWidth;
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}
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/**
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* 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 float GetLineWidth() const
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{
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return m_lineWidth;
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}
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/**
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* 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 <= m_depthRange.y );
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assert( aLayerDepth >= m_depthRange.x );
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m_layerDepth = aLayerDepth;
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}
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// ----
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// Text
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// ----
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/**
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* Draw a text using a bitmap font. It should be faster than StrokeText(), but can be used
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* 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 aAngle is the text rotation angle.
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*/
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virtual void BitmapText( const wxString& aText, const VECTOR2I& aPosition,
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const EDA_ANGLE& aAngle );
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/**
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* Reset text attributes to default styling. FONT TODO: do we need any of this in GAL anymore?
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*
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* Normally, custom attributes will be set individually after this, otherwise you can use
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* SetTextAttributes()
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*/
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void ResetTextAttributes();
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void SetGlyphSize( const VECTOR2I aSize ) { m_attributes.m_Size = aSize; }
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const VECTOR2I& GetGlyphSize() const { return m_attributes.m_Size; }
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inline void SetFontBold( const bool aBold ) { m_attributes.m_Bold = aBold; }
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inline bool IsFontBold() const { return m_attributes.m_Bold; }
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inline void SetFontItalic( bool aItalic ) { m_attributes.m_Italic = aItalic; }
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inline bool IsFontItalic() const { return m_attributes.m_Italic; }
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inline void SetFontUnderlined( bool aUnderlined ) { m_attributes.m_Underlined = aUnderlined; }
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inline bool IsFontUnderlined() const { return m_attributes.m_Underlined; }
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void SetTextMirrored( const bool aMirrored ) { m_attributes.m_Mirrored = aMirrored; }
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bool IsTextMirrored() const { return m_attributes.m_Mirrored; }
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void SetHorizontalJustify( const GR_TEXT_H_ALIGN_T aHorizontalJustify )
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{
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m_attributes.m_Halign = aHorizontalJustify;
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}
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GR_TEXT_H_ALIGN_T GetHorizontalJustify() const { return m_attributes.m_Halign; }
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void SetVerticalJustify( const GR_TEXT_V_ALIGN_T aVerticalJustify )
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{
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m_attributes.m_Valign = aVerticalJustify;
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}
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GR_TEXT_V_ALIGN_T GetVerticalJustify() const { return m_attributes.m_Valign; }
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// --------------
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// Transformation
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// --------------
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/**
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* Transform the context.
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*
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* @param aTransformation is the transformation matrix.
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*/
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virtual void Transform( const MATRIX3x3D& aTransformation ) {};
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/**
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* 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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* 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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* 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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/// Save the context.
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virtual void Save() {};
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/// 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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* 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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/// End the group.
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virtual void EndGroup() {};
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/**
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* 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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* Change 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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* Change 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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* 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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* 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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/// Compute the world <-> screen transformation matrix
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virtual void ComputeWorldScreenMatrix();
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/**
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* 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 m_worldScreenMatrix;
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}
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/**
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* 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 m_screenWorldMatrix;
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}
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/**
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* 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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*/
|
|
inline void SetWorldScreenMatrix( const MATRIX3x3D& aMatrix )
|
|
{
|
|
m_worldScreenMatrix = aMatrix;
|
|
}
|
|
|
|
/**
|
|
* @return the bounding box of the world that is displayed on screen at the moment
|
|
*/
|
|
BOX2D GetVisibleWorldExtents() const;
|
|
|
|
/**
|
|
* Set the unit length.
|
|
*
|
|
* This defines the length [inch] per one integer. For instance a value 0.001 means
|
|
* that the coordinate [1000, 1000] corresponds with a point at (1 inch, 1 inch) or
|
|
* 1 mil resolution per integer.
|
|
*/
|
|
void SetWorldUnitLength( double aWorldUnitLength ) { m_worldUnitLength = aWorldUnitLength; }
|
|
|
|
void SetScreenSize( const VECTOR2I& aSize ) { m_screenSize = aSize; }
|
|
|
|
/**
|
|
* Set the dots per inch of the screen.
|
|
*
|
|
* This value depends on the user screen, it should be configurable by the application.
|
|
* For instance a typical notebook with HD+ resolution (1600x900) has 106 DPI.
|
|
*/
|
|
void SetScreenDPI( double aScreenDPI ) { m_screenDPI = aScreenDPI; }
|
|
|
|
/**
|
|
* Get/set the Point in world space to look at.
|
|
*
|
|
* This point corresponds with the center of the actual drawing area.
|
|
*/
|
|
void SetLookAtPoint( const VECTOR2D& aPoint ) { m_lookAtPoint = aPoint; }
|
|
const VECTOR2D& GetLookAtPoint() const { return m_lookAtPoint; }
|
|
|
|
void SetZoomFactor( double aZoomFactor ) { m_zoomFactor = aZoomFactor; }
|
|
double GetZoomFactor() const { return m_zoomFactor; }
|
|
|
|
/**
|
|
* Get/set the rotation angle (in radians).
|
|
*/
|
|
void SetRotation( double aRotation ) { m_rotation = aRotation; }
|
|
double GetRotation() const { return m_rotation; }
|
|
|
|
/**
|
|
* Set the range of the layer depth.
|
|
*
|
|
* Usually required for the OpenGL implementation, any object outside this range is not drawn.
|
|
*
|
|
* The MinDepth (x) is closest to the clipping plane (top) while the MaxDepth (y) is farthest
|
|
* from the clipping plane (bottom).
|
|
*/
|
|
void SetDepthRange( const VECTOR2D& aDepthRange ) { m_depthRange = aDepthRange; }
|
|
double GetMinDepth() const { return m_depthRange.x; }
|
|
double GetMaxDepth() const { return m_depthRange.y; }
|
|
|
|
/**
|
|
* Get the world scale.
|
|
*
|
|
* @return the actual world scale factor.
|
|
*/
|
|
double GetWorldScale() const { return m_worldScale; }
|
|
|
|
/**
|
|
* Sets flipping of the screen.
|
|
*
|
|
* @param xAxis is the flip flag for the X axis.
|
|
* @param yAxis is the flip flag for the Y axis.
|
|
*/
|
|
inline void SetFlip( bool xAxis, bool yAxis )
|
|
{
|
|
m_globalFlipX = xAxis;
|
|
m_globalFlipY = yAxis;
|
|
}
|
|
|
|
bool IsFlippedX() const { return m_globalFlipX; }
|
|
bool IsFlippedY() const { return m_globalFlipY; }
|
|
|
|
// ---------------------------
|
|
// Buffer manipulation methods
|
|
// ---------------------------
|
|
|
|
/**
|
|
* Set the target for rendering.
|
|
*
|
|
* @param aTarget is the new target for rendering.
|
|
*/
|
|
virtual void SetTarget( RENDER_TARGET aTarget ) {};
|
|
|
|
/**
|
|
* Get the currently used target for rendering.
|
|
*
|
|
* @return The current rendering target.
|
|
*/
|
|
virtual RENDER_TARGET GetTarget() const { return TARGET_CACHED; };
|
|
|
|
/**
|
|
* Clear the target for rendering.
|
|
*
|
|
* @param aTarget is the target to be cleared.
|
|
*/
|
|
virtual void ClearTarget( RENDER_TARGET aTarget ) {};
|
|
|
|
/**
|
|
* Return true if the target exists.
|
|
*
|
|
* @param aTarget is the target to be checked.
|
|
*/
|
|
virtual bool HasTarget( RENDER_TARGET aTarget )
|
|
{
|
|
return true;
|
|
};
|
|
|
|
/**
|
|
* Set negative draw mode in the renderer.
|
|
*
|
|
* When negative mode is enabled, drawn items will subtract from
|
|
* previously drawn items. This is mainly needed for Gerber
|
|
* negative item support in Cairo, since unlike in OpenGL, objects
|
|
* drawn with zero opacity on top of other objects would not normally
|
|
* mask objects in Cairo. This method is a no-op in OpenGL.
|
|
*
|
|
* @param aSetting is true if negative mode should be enabled
|
|
*/
|
|
virtual void SetNegativeDrawMode( bool aSetting ) {};
|
|
|
|
/**
|
|
* Begins rendering of a differential layer. Used by gerbview's differential mode.
|
|
*
|
|
* Differential layers have their drawn objects blended onto the lower layers
|
|
* differently so we need to end drawing of current objects and start a new
|
|
* set to be completed with a different blend mode.
|
|
*/
|
|
virtual void StartDiffLayer() {};
|
|
|
|
/**
|
|
* Ends rendering of a differential layer. Objects drawn after the StartDiffLayer()
|
|
* will be drawn and composited with a differential blend mode, then drawing is
|
|
* returned to normal.
|
|
*/
|
|
virtual void EndDiffLayer() {};
|
|
|
|
/**
|
|
* Begins rendering in a new layer that will be copied to the main
|
|
* layer in EndNegativesLayer().
|
|
*
|
|
* For Cairo, layers with negative items need a new layer so when
|
|
* negative layers _CLEAR sections it doesn't delete drawings on layers
|
|
* below them. No-op in OpenGL
|
|
*/
|
|
virtual void StartNegativesLayer(){};
|
|
|
|
/**
|
|
* Ends rendering of a negatives layer and draws it to the main layer.
|
|
* No-op in OpenGL.
|
|
*/
|
|
virtual void EndNegativesLayer(){};
|
|
|
|
// -------------
|
|
// Grid methods
|
|
// -------------
|
|
|
|
/**
|
|
* Set the visibility setting of the grid.
|
|
*
|
|
* @param aVisibility is the new visibility setting of the grid.
|
|
*/
|
|
void SetGridVisibility( bool aVisibility ) { m_gridVisibility = aVisibility; }
|
|
|
|
bool GetGridVisibility() const { return m_gridVisibility; }
|
|
|
|
bool GetGridSnapping() const
|
|
{
|
|
return m_options.m_gridSnapping == KIGFX::GRID_SNAPPING::ALWAYS ||
|
|
( m_gridVisibility && m_options.m_gridSnapping == KIGFX::GRID_SNAPPING::WITH_GRID );
|
|
}
|
|
|
|
/**
|
|
* Set the origin point for the grid.
|
|
*
|
|
* @param aGridOrigin is a vector containing the grid origin point, in world coordinates.
|
|
*/
|
|
inline void SetGridOrigin( const VECTOR2D& aGridOrigin )
|
|
{
|
|
m_gridOrigin = aGridOrigin;
|
|
|
|
if( m_gridSize.x == 0.0 || m_gridSize.y == 0.0 )
|
|
{
|
|
m_gridOffset = VECTOR2D( 0.0, 0.0);
|
|
}
|
|
else
|
|
{
|
|
m_gridOffset = VECTOR2D( (long) m_gridOrigin.x % (long) m_gridSize.x,
|
|
(long) m_gridOrigin.y % (long) m_gridSize.y );
|
|
}
|
|
}
|
|
|
|
inline const VECTOR2D& GetGridOrigin() const
|
|
{
|
|
return m_gridOrigin;
|
|
}
|
|
|
|
/**
|
|
* Set the grid size.
|
|
*
|
|
* @param aGridSize is a vector containing the grid size in x and y direction.
|
|
*/
|
|
inline void SetGridSize( const VECTOR2D& aGridSize )
|
|
{
|
|
m_gridSize = aGridSize;
|
|
|
|
// Avoid stupid grid size values: a grid size should be >= 1 in internal units
|
|
m_gridSize.x = std::max( 1.0, m_gridSize.x );
|
|
m_gridSize.y = std::max( 1.0, m_gridSize.y );
|
|
|
|
m_gridOffset = VECTOR2D( (long) m_gridOrigin.x % (long) m_gridSize.x,
|
|
(long) m_gridOrigin.y % (long) m_gridSize.y );
|
|
}
|
|
|
|
/**
|
|
* Return the grid size.
|
|
*
|
|
* @return A vector containing the grid size in x and y direction.
|
|
*/
|
|
inline const VECTOR2D& GetGridSize() const
|
|
{
|
|
return m_gridSize;
|
|
}
|
|
|
|
/**
|
|
* Set the grid color.
|
|
*
|
|
* @param aGridColor is the grid color, it should have a low alpha value for the best effect.
|
|
*/
|
|
inline void SetGridColor( const COLOR4D& aGridColor )
|
|
{
|
|
m_gridColor = aGridColor;
|
|
}
|
|
|
|
/**
|
|
* Set the axes color.
|
|
*
|
|
* @param aAxesColor is the color to draw the axes if enabled.
|
|
*/
|
|
inline void SetAxesColor( const COLOR4D& aAxesColor )
|
|
{
|
|
m_axesColor = aAxesColor;
|
|
}
|
|
|
|
/**
|
|
* Enable drawing the axes.
|
|
*/
|
|
inline void SetAxesEnabled( bool aAxesEnabled )
|
|
{
|
|
m_axesEnabled = aAxesEnabled;
|
|
}
|
|
|
|
/**
|
|
* Draw every tick line wider.
|
|
*
|
|
* @param aInterval increase the width of every aInterval line, if 0 do not use this feature.
|
|
*/
|
|
inline void SetCoarseGrid( int aInterval )
|
|
{
|
|
m_gridTick = aInterval;
|
|
}
|
|
|
|
/**
|
|
* Get the grid line width.
|
|
*
|
|
* @return the grid line width
|
|
*/
|
|
inline float GetGridLineWidth() const
|
|
{
|
|
return m_gridLineWidth;
|
|
}
|
|
|
|
///< Draw the grid
|
|
virtual void DrawGrid() {};
|
|
|
|
/**
|
|
* For a given point it returns the nearest point belonging to the grid in world coordinates.
|
|
*
|
|
* @param aPoint is the point for which the grid point is searched.
|
|
* @return The nearest grid point in world coordinates.
|
|
*/
|
|
VECTOR2D GetGridPoint( const VECTOR2D& aPoint ) const;
|
|
|
|
/**
|
|
* Compute the point position in world coordinates from given screen coordinates.
|
|
*
|
|
* @param aPoint the point position in screen coordinates.
|
|
* @return the point position in world coordinates.
|
|
*/
|
|
inline VECTOR2D ToWorld( const VECTOR2D& aPoint ) const
|
|
{
|
|
return VECTOR2D( m_screenWorldMatrix * aPoint );
|
|
}
|
|
|
|
/**
|
|
* Compute the point position in screen coordinates from given world coordinates.
|
|
*
|
|
* @param aPoint the point position in world coordinates.
|
|
* @return the point position in screen coordinates.
|
|
*/
|
|
inline VECTOR2D ToScreen( const VECTOR2D& aPoint ) const
|
|
{
|
|
return VECTOR2D( m_worldScreenMatrix * aPoint );
|
|
}
|
|
|
|
/**
|
|
* Set the cursor in the native panel.
|
|
*
|
|
* @param aCursor is the cursor to use in the native panel
|
|
* @return true if the cursor was updated, false if the cursor given was already set
|
|
*/
|
|
virtual bool SetNativeCursorStyle( KICURSOR aCursor );
|
|
|
|
/**
|
|
* Enable/disable cursor.
|
|
*
|
|
* @param aCursorEnabled is true if the cursor should be drawn, else false.
|
|
*/
|
|
inline void SetCursorEnabled( bool aCursorEnabled )
|
|
{
|
|
m_isCursorEnabled = aCursorEnabled;
|
|
}
|
|
|
|
/**
|
|
* Return information about cursor visibility.
|
|
*
|
|
* @return True if cursor is visible.
|
|
*/
|
|
bool IsCursorEnabled() const
|
|
{
|
|
return m_isCursorEnabled || m_forceDisplayCursor;
|
|
}
|
|
|
|
/**
|
|
* Set the cursor color.
|
|
*
|
|
* @param aCursorColor is the color of the cursor.
|
|
*/
|
|
inline void SetCursorColor( const COLOR4D& aCursorColor )
|
|
{
|
|
m_cursorColor = aCursorColor;
|
|
}
|
|
|
|
/**
|
|
* Draw the cursor.
|
|
*
|
|
* @param aCursorPosition is the cursor position in screen coordinates.
|
|
*/
|
|
virtual void DrawCursor( const VECTOR2D& aCursorPosition ) {};
|
|
|
|
/**
|
|
* Change the current depth to deeper, so it is possible to draw objects right beneath
|
|
* other.
|
|
*/
|
|
inline void AdvanceDepth()
|
|
{
|
|
m_layerDepth -= 0.05;
|
|
}
|
|
|
|
/**
|
|
* Store current drawing depth on the depth stack.
|
|
*/
|
|
inline void PushDepth()
|
|
{
|
|
m_depthStack.push( m_layerDepth );
|
|
}
|
|
|
|
/**
|
|
* Restore previously stored drawing depth for the depth stack.
|
|
*/
|
|
inline void PopDepth()
|
|
{
|
|
m_layerDepth = m_depthStack.top();
|
|
m_depthStack.pop();
|
|
}
|
|
|
|
virtual void EnableDepthTest( bool aEnabled = false ) {};
|
|
|
|
/**
|
|
* Checks the state of the context lock
|
|
* @return True if the context is currently locked
|
|
*/
|
|
virtual bool IsContextLocked()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
|
|
/// Use GAL_CONTEXT_LOCKER RAII object unless you know what you're doing.
|
|
virtual void LockContext( int aClientCookie ) {}
|
|
|
|
virtual void UnlockContext( int aClientCookie ) {}
|
|
|
|
/// Start/end drawing functions, draw calls can be only made in between the calls
|
|
/// to BeginDrawing()/EndDrawing(). Normally you should create a GAL_DRAWING_CONTEXT RAII
|
|
/// object, but I'm leaving these functions public for more precise (i.e. timing/profiling)
|
|
/// control of the drawing process - Tom
|
|
|
|
/// Begin the drawing, needs to be called for every new frame.
|
|
/// Use GAL_DRAWING_CONTEXT RAII object unless you know what you're doing.
|
|
virtual void BeginDrawing() {};
|
|
|
|
/// End the drawing, needs to be called for every new frame.
|
|
/// Use GAL_DRAWING_CONTEXT RAII object unless you know what you're doing.
|
|
virtual void EndDrawing() {};
|
|
protected:
|
|
|
|
/// Enable item update mode.
|
|
/// Private: use GAL_UPDATE_CONTEXT RAII object
|
|
virtual void beginUpdate() {}
|
|
|
|
/// Disable item update mode.
|
|
virtual void endUpdate() {}
|
|
|
|
|
|
|
|
/// Compute the scaling factor for the world->screen matrix
|
|
inline void computeWorldScale()
|
|
{
|
|
m_worldScale = m_screenDPI * m_worldUnitLength * m_zoomFactor;
|
|
}
|
|
|
|
/**
|
|
* compute minimum grid spacing from the grid settings
|
|
*
|
|
* @return the minimum spacing to use for drawing the grid
|
|
*/
|
|
double computeMinGridSpacing() const;
|
|
|
|
/// Possible depth range
|
|
static const int MIN_DEPTH;
|
|
static const int MAX_DEPTH;
|
|
|
|
/// Depth level on which the grid is drawn
|
|
static const int GRID_DEPTH;
|
|
|
|
/**
|
|
* Get the actual cursor color to draw
|
|
*/
|
|
COLOR4D getCursorColor() const;
|
|
|
|
// ---------------
|
|
// Settings observer interface
|
|
// ---------------
|
|
/**
|
|
* Handler for observer settings changes.
|
|
*/
|
|
void OnGalDisplayOptionsChanged( const GAL_DISPLAY_OPTIONS& aOptions ) override;
|
|
|
|
/**
|
|
* Handle updating display options.
|
|
*
|
|
* Derived classes should call up to this to set base-class methods.
|
|
*
|
|
* @return true if the new settings changed something. Derived classes can use this
|
|
* information to refresh themselves
|
|
*/
|
|
virtual bool updatedGalDisplayOptions( const GAL_DISPLAY_OPTIONS& aOptions );
|
|
|
|
GAL_DISPLAY_OPTIONS& m_options;
|
|
UTIL::LINK m_observerLink;
|
|
|
|
std::stack<double> m_depthStack; ///< Stored depth values
|
|
VECTOR2I m_screenSize; ///< Screen size in screen coordinates
|
|
|
|
double m_worldUnitLength; ///< The unit length of the world coordinates [inch]
|
|
double m_screenDPI; ///< The dots per inch of the screen
|
|
VECTOR2D m_lookAtPoint; ///< Point to be looked at in world space
|
|
|
|
double m_zoomFactor; ///< The zoom factor
|
|
double m_rotation; ///< Rotation transformation (radians)
|
|
MATRIX3x3D m_worldScreenMatrix; ///< World transformation
|
|
MATRIX3x3D m_screenWorldMatrix; ///< Screen transformation
|
|
double m_worldScale; ///< The scale factor world->screen
|
|
|
|
bool m_globalFlipX; ///< Flag for X axis flipping
|
|
bool m_globalFlipY; ///< Flag for Y axis flipping
|
|
|
|
float m_lineWidth; ///< The line width
|
|
|
|
bool m_isFillEnabled; ///< Is filling of graphic objects enabled ?
|
|
bool m_isStrokeEnabled; ///< Are the outlines stroked ?
|
|
|
|
COLOR4D m_fillColor; ///< The fill color
|
|
COLOR4D m_strokeColor; ///< The color of the outlines
|
|
COLOR4D m_clearColor;
|
|
|
|
double m_layerDepth; ///< The actual layer depth
|
|
VECTOR2D m_depthRange; ///< Range of the depth
|
|
|
|
// Grid settings
|
|
bool m_gridVisibility; ///< Should the grid be shown
|
|
GRID_STYLE m_gridStyle; ///< Grid display style
|
|
VECTOR2D m_gridSize; ///< The grid size
|
|
VECTOR2D m_gridOrigin; ///< The grid origin
|
|
VECTOR2D m_gridOffset; ///< The grid offset to compensate cursor position
|
|
COLOR4D m_gridColor; ///< Color of the grid
|
|
COLOR4D m_axesColor; ///< Color of the axes
|
|
bool m_axesEnabled; ///< Should the axes be drawn
|
|
int m_gridTick; ///< Every tick line gets the double width
|
|
float m_gridLineWidth; ///< Line width of the grid
|
|
int m_gridMinSpacing; ///< Minimum screen size of the grid (pixels)
|
|
///< below which the grid is not drawn
|
|
|
|
// Cursor settings
|
|
bool m_isCursorEnabled; ///< Is the cursor enabled?
|
|
bool m_forceDisplayCursor; ///< Always show cursor
|
|
COLOR4D m_cursorColor; ///< Cursor color
|
|
bool m_fullscreenCursor; ///< Shape of the cursor (fullscreen or small cross)
|
|
VECTOR2D m_cursorPosition; ///< Current cursor position (world coordinates)
|
|
|
|
KICURSOR m_currentNativeCursor; ///< Current cursor
|
|
|
|
private:
|
|
TEXT_ATTRIBUTES m_attributes;
|
|
};
|
|
|
|
|
|
class GAL_CONTEXT_LOCKER
|
|
{
|
|
public:
|
|
GAL_CONTEXT_LOCKER( GAL* aGal ) :
|
|
m_gal( aGal )
|
|
{
|
|
m_cookie = rand();
|
|
m_gal->LockContext( m_cookie );
|
|
}
|
|
|
|
~GAL_CONTEXT_LOCKER()
|
|
{
|
|
m_gal->UnlockContext( m_cookie );
|
|
}
|
|
|
|
protected:
|
|
GAL* m_gal;
|
|
int m_cookie;
|
|
};
|
|
|
|
|
|
class GAL_UPDATE_CONTEXT : public GAL_CONTEXT_LOCKER
|
|
{
|
|
public:
|
|
GAL_UPDATE_CONTEXT( GAL* aGal ) :
|
|
GAL_CONTEXT_LOCKER( aGal )
|
|
{
|
|
m_gal->beginUpdate();
|
|
}
|
|
|
|
~GAL_UPDATE_CONTEXT()
|
|
{
|
|
m_gal->endUpdate();
|
|
}
|
|
};
|
|
|
|
|
|
class GAL_DRAWING_CONTEXT : public GAL_CONTEXT_LOCKER
|
|
{
|
|
public:
|
|
GAL_DRAWING_CONTEXT( GAL* aGal ) :
|
|
GAL_CONTEXT_LOCKER( aGal )
|
|
{
|
|
m_gal->BeginDrawing();
|
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}
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~GAL_DRAWING_CONTEXT() noexcept( false )
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{
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m_gal->EndDrawing();
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}
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};
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}; // namespace KIGFX
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#endif /* GRAPHICSABSTRACTIONLAYER_H_ */
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