kicad/common/view/view.cpp

729 lines
16 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2013 CERN
* @author Tomasz Wlostowski <tomasz.wlostowski@cern.ch>
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include <boost/foreach.hpp>
#include <base_struct.h>
#include <layers_id_colors_and_visibility.h>
#include <view/view.h>
#include <view/view_rtree.h>
#include <gal/definitions.h>
#include <gal/graphics_abstraction_layer.h>
#include <painter.h>
#ifdef __WXDEBUG__
#include <profile.h>
#endif /* __WXDEBUG__ */
using namespace KiGfx;
void VIEW::AddLayer( int aLayer, bool aDisplayOnly )
{
if( m_layers.find( aLayer ) == m_layers.end() )
{
m_layers[aLayer] = VIEW_LAYER();
m_layers[aLayer].id = aLayer;
m_layers[aLayer].items = new VIEW_RTREE();
m_layers[aLayer].renderingOrder = aLayer;
m_layers[aLayer].enabled = true;
m_layers[aLayer].isDirty = false;
m_layers[aLayer].displayOnly = aDisplayOnly;
m_layers[aLayer].target = TARGET_CACHED;
}
sortLayers();
}
void VIEW::Add( VIEW_ITEM* aItem )
{
int layers[VIEW_MAX_LAYERS], layers_count;
aItem->ViewGetLayers( layers, layers_count );
for( int i = 0; i < layers_count; i++ )
{
VIEW_LAYER* l = &m_layers[layers[i]];
l->items->Insert( aItem );
l->dirtyExtents.Merge( aItem->ViewBBox() );
}
if( m_dynamic )
aItem->viewAssign( this );
}
void VIEW::Remove( VIEW_ITEM* aItem )
{
if( m_dynamic )
aItem->m_view = NULL;
// fixme: this is so sloooow!
for( LayerMapIter i = m_layers.begin(); i != m_layers.end(); ++i )
{
VIEW_LAYER* l = & ( ( *i ).second );
l->items->Remove( aItem );
}
}
// stupid C++... python lamda would do this in one line
template <class Container>
struct queryVisitor
{
typedef typename Container::value_type item_type;
queryVisitor( Container& aCont, int aLayer ) :
m_cont( aCont ), m_layer( aLayer )
{
}
void operator()( VIEW_ITEM* aItem )
{
if( aItem->ViewIsVisible() )
m_cont.push_back( VIEW::LayerItemPair( aItem, m_layer ) );
}
Container& m_cont;
int m_layer;
};
int VIEW::Query( const BOX2I& aRect, std::vector<LayerItemPair>& aResult )
{
if( m_orderedLayers.empty() )
return 0;
std::vector<VIEW_LAYER*>::reverse_iterator i;
// execute queries in reverse direction, so that items that are on the top of
// the rendering stack are returned first.
for( i = m_orderedLayers.rbegin(); i != m_orderedLayers.rend(); ++i )
{
// ignore layers that do not contain actual items (i.e. the selection box, menus, floats)
if( ( *i )->displayOnly )
continue;
queryVisitor<std::vector<LayerItemPair> > visitor( aResult, ( *i )->id );
( *i )->items->Query( aRect, visitor );
}
return aResult.size();
}
VIEW::VIEW( bool aIsDynamic ) :
m_enableOrderModifier( false ),
m_scale( 1.0 ),
m_painter( NULL ),
m_gal( NULL ),
m_dynamic( aIsDynamic )
{
}
VIEW::~VIEW()
{
BOOST_FOREACH( LayerMap::value_type& l, m_layers )
{
delete l.second.items;
}
}
VECTOR2D VIEW::ToWorld( const VECTOR2D& aCoord, bool aAbsolute ) const
{
MATRIX3x3D matrix = m_gal->GetWorldScreenMatrix().Inverse();
if( aAbsolute )
{
return VECTOR2D( matrix * aCoord );
}
else
{
return VECTOR2D( matrix.GetScale().x * aCoord.x, matrix.GetScale().y * aCoord.y );
}
}
VECTOR2D VIEW::ToScreen( const VECTOR2D& aCoord, bool aAbsolute ) const
{
MATRIX3x3D matrix = m_gal->GetWorldScreenMatrix();
if( aAbsolute )
{
return VECTOR2D( matrix * aCoord );
}
else
{
return VECTOR2D( matrix.GetScale().x * aCoord.x, matrix.GetScale().y * aCoord.y );
}
}
double VIEW::ToScreen( double aCoord, bool aAbsolute ) const
{
VECTOR2D t( aCoord, 0 );
return ToScreen( t, aAbsolute ).x;
}
void VIEW::CopySettings( const VIEW* aOtherView )
{
wxASSERT_MSG( false, wxT( "This is not implemented" ) );
}
void VIEW::SetGAL( GAL* aGal )
{
m_gal = aGal;
// clear group numbers, so everything is going to be recached
clearGroupCache();
// force the new GAL to display the current viewport.
SetCenter( m_center );
SetScale( m_scale );
}
void VIEW::SetPainter( PAINTER* aPainter )
{
m_painter = aPainter;
}
BOX2D VIEW::GetViewport() const
{
BOX2D rect;
VECTOR2D screenSize = m_gal->GetScreenPixelSize();
rect.SetOrigin( ToWorld( VECTOR2D( 0, 0 ) ) );
rect.SetEnd( ToWorld( screenSize ) );
return rect.Normalize();
}
void VIEW::SetViewport( const BOX2D& aViewport, bool aKeepAspect )
{
VECTOR2D ssize = ToWorld( m_gal->GetScreenPixelSize(), false );
VECTOR2D centre = aViewport.Centre();
VECTOR2D vsize = aViewport.GetSize();
double zoom = 1.0 / std::min( fabs( vsize.x / ssize.x ), fabs( vsize.y / ssize.y ) );
SetCenter( centre );
SetScale( GetScale() * zoom );
}
void VIEW::SetMirror( bool aMirrorX, bool aMirrorY )
{
wxASSERT_MSG( false, wxT( "This is not implemented" ) );
}
void VIEW::SetScale( double aScale )
{
SetScale( aScale, m_center );
}
void VIEW::SetScale( double aScale, const VECTOR2D& aAnchor )
{
VECTOR2D a = ToScreen( aAnchor );
m_gal->SetZoomFactor( aScale );
m_gal->ComputeWorldScreenMatrix();
VECTOR2D delta = ToWorld( a ) - aAnchor;
SetCenter( m_center - delta );
m_scale = aScale;
}
void VIEW::SetCenter( const VECTOR2D& aCenter )
{
m_center = aCenter;
m_gal->SetLookAtPoint( m_center );
m_gal->ComputeWorldScreenMatrix();
}
void VIEW::sortLayers()
{
int n = 0;
m_orderedLayers.resize( m_layers.size() );
for( LayerMapIter i = m_layers.begin(); i != m_layers.end(); ++i )
m_orderedLayers[n++] = &i->second;
sort( m_orderedLayers.begin(), m_orderedLayers.end(), compareRenderingOrder );
}
void VIEW::SetLayerOrder( int aLayer, int aRenderingOrder )
{
m_layers[aLayer].renderingOrder = aRenderingOrder;
sortLayers();
}
struct VIEW::updateItemsColor
{
updateItemsColor( int aLayer, PAINTER* aPainter, GAL* aGal ) :
layer( aLayer ), painter( aPainter), gal( aGal )
{
}
void operator()( VIEW_ITEM* aItem )
{
// Obtain the color that should be used for coloring the item
const COLOR4D color = painter->GetColor( aItem, layer );
int group = aItem->getGroup( layer );
if( group > 0)
gal->ChangeGroupColor( group, color );
}
int layer;
PAINTER* painter;
GAL* gal;
};
void VIEW::UpdateLayerColor( int aLayer )
{
// There is no point in updating non-cached layers
if( m_layers[aLayer].target != TARGET_CACHED )
return;
BOX2I r;
r.SetMaximum();
updateItemsColor visitor( aLayer, m_painter, m_gal );
m_layers[aLayer].items->Query( r, visitor );
}
void VIEW::UpdateAllLayersColor()
{
BOX2I r;
r.SetMaximum();
for( LayerMapIter i = m_layers.begin(); i != m_layers.end(); ++i )
{
VIEW_LAYER* l = &( ( *i ).second );
// There is no point in updating non-cached layers
if( l->target != TARGET_CACHED )
continue;
updateItemsColor visitor( l->id, m_painter, m_gal );
l->items->Query( r, visitor );
}
}
struct VIEW::changeItemsDepth
{
changeItemsDepth( int aLayer, int aDepth, GAL* aGal ) :
layer( aLayer ), depth( aDepth ), gal( aGal )
{
}
void operator()( VIEW_ITEM* aItem )
{
int group = aItem->getGroup( layer );
if( group >= 0 )
gal->ChangeGroupDepth( group, depth );
}
int layer, depth;
GAL* gal;
};
void VIEW::ChangeLayerDepth( int aLayer, int aDepth )
{
// There is no point in updating non-cached layers
if( m_layers[aLayer].target != TARGET_CACHED )
return;
BOX2I r;
r.SetMaximum();
changeItemsDepth visitor( aLayer, aDepth, m_gal );
m_layers[aLayer].items->Query( r, visitor );
}
void VIEW::SetTopLayer( int aLayer, bool aEnabled )
{
if( aEnabled )
{
if( m_topLayers.count( aLayer ) == 1 )
return;
m_topLayers.insert( aLayer );
// Move the layer closer to front
if( m_enableOrderModifier )
m_layers[aLayer].renderingOrder += TOP_LAYER_MODIFIER;
}
else
{
if( m_topLayers.count( aLayer ) == 0 )
return;
m_topLayers.erase( aLayer );
// Restore the previous rendering order
if( m_enableOrderModifier )
m_layers[aLayer].renderingOrder -= TOP_LAYER_MODIFIER;
}
}
void VIEW::EnableTopLayer( bool aEnable )
{
if( aEnable == m_enableOrderModifier ) return;
m_enableOrderModifier = aEnable;
std::set<unsigned int>::iterator it;
if( aEnable )
{
for( it = m_topLayers.begin(); it != m_topLayers.end(); ++it )
m_layers[*it].renderingOrder += TOP_LAYER_MODIFIER;
}
else
{
for( it = m_topLayers.begin(); it != m_topLayers.end(); ++it )
m_layers[*it].renderingOrder -= TOP_LAYER_MODIFIER;
}
UpdateAllLayersOrder();
UpdateAllLayersColor();
}
void VIEW::ClearTopLayers()
{
std::set<unsigned int>::iterator it;
if( m_enableOrderModifier )
{
// Restore the previous rendering order for layers that were marked as top
for( it = m_topLayers.begin(); it != m_topLayers.end(); ++it )
m_layers[*it].renderingOrder -= TOP_LAYER_MODIFIER;
}
m_topLayers.clear();
}
void VIEW::UpdateAllLayersOrder()
{
sortLayers();
BOOST_FOREACH( LayerMap::value_type& l, m_layers )
{
ChangeLayerDepth( l.first, l.second.renderingOrder );
}
}
struct VIEW::drawItem
{
drawItem( VIEW* aView, const VIEW_LAYER* aCurrentLayer ) :
currentLayer( aCurrentLayer ), view( aView )
{
}
void operator()( VIEW_ITEM* aItem )
{
GAL* gal = view->GetGAL();
aItem->ViewGetRequiredLayers( layers, layersCount );
// Conditions that have te be fulfilled for an item to be drawn
bool drawCondition = aItem->ViewIsVisible() &&
aItem->ViewGetLOD( currentLayer->id ) < view->m_scale &&
view->isEveryLayerEnabled( layers, layersCount );
if( !drawCondition )
return;
if( currentLayer->target == TARGET_CACHED )
{
// Draw using cached information or create one
int group = aItem->getGroup( currentLayer->id );
if( group >= 0 )
{
gal->DrawGroup( group );
}
else
{
group = gal->BeginGroup();
aItem->setGroup( currentLayer->id, group );
view->m_painter->Draw( aItem, currentLayer->id );
gal->EndGroup();
}
}
else
{
// Immediate mode
view->m_painter->Draw( aItem, currentLayer->id );
}
}
const VIEW_LAYER* currentLayer;
VIEW* view;
int layersCount, layers[VIEW_MAX_LAYERS];
};
void VIEW::redrawRect( const BOX2I& aRect )
{
BOOST_FOREACH( VIEW_LAYER* l, m_orderedLayers )
{
if( l->enabled )
{
drawItem drawFunc( this, l );
m_gal->SetTarget( l->target );
m_gal->SetLayerDepth( l->renderingOrder );
l->items->Query( aRect, drawFunc );
l->isDirty = false;
}
}
}
struct VIEW::unlinkItem
{
void operator()( VIEW_ITEM* aItem )
{
aItem->m_view = NULL;
}
};
struct VIEW::recacheLayer
{
recacheLayer( VIEW* aView, GAL* aGal, int aLayer, bool aImmediately ) :
view( aView ), gal( aGal ), layer( aLayer ), immediately( aImmediately )
{
}
void operator()( VIEW_ITEM* aItem )
{
// Remove previously cached group
int prevGroup = aItem->getGroup( layer );
if( prevGroup >= 0 )
{
gal->DeleteGroup( prevGroup );
}
if( immediately )
{
int group = gal->BeginGroup();
aItem->setGroup( layer, group );
view->m_painter->Draw( static_cast<EDA_ITEM*>( aItem ), layer );
gal->EndGroup();
}
else
{
aItem->setGroup( layer, -1 );
}
}
VIEW* view;
GAL* gal;
int layer;
bool immediately;
};
void VIEW::Clear()
{
BOX2I r;
r.SetMaximum();
for( LayerMapIter i = m_layers.begin(); i != m_layers.end(); ++i )
{
VIEW_LAYER* l = &( ( *i ).second );
unlinkItem v;
if( m_dynamic )
l->items->Query( r, v );
l->items->RemoveAll();
}
m_gal->ClearCache();
}
void VIEW::Redraw()
{
VECTOR2D screenSize = m_gal->GetScreenPixelSize();
BOX2I rect( ToWorld( VECTOR2D( 0, 0 ) ),
ToWorld( screenSize ) - ToWorld( VECTOR2D( 0, 0 ) ) );
rect.Normalize();
redrawRect( rect );
}
VECTOR2D VIEW::GetScreenPixelSize() const
{
return m_gal->GetScreenPixelSize();
}
void VIEW::invalidateItem( VIEW_ITEM* aItem, int aUpdateFlags )
{
int layer_indices[VIEW_MAX_LAYERS], layer_count;
aItem->ViewGetLayers( layer_indices, layer_count );
for( int i = 0; i < layer_count; i++ )
{
VIEW_LAYER* l = &m_layers[layer_indices[i]];
l->dirtyExtents =
l->isDirty ? aItem->ViewBBox() : l->dirtyExtents.Merge( aItem->ViewBBox() );
if( aUpdateFlags & VIEW_ITEM::GEOMETRY )
{
l->items->Remove( aItem );
l->items->Insert( aItem ); /* reinsert */
aItem->deleteGroups();
}
}
if( aItem->storesGroups() )
{
std::vector<int> groups = aItem->getAllGroups();
for(std::vector<int>::iterator i = groups.begin(); i != groups.end(); i++ )
{
m_gal->DeleteGroup( *i );
}
aItem->deleteGroups();
}
}
struct VIEW::clearLayerCache
{
clearLayerCache( VIEW* aView ) :
view( aView )
{
}
void operator()( VIEW_ITEM* aItem )
{
if( aItem->storesGroups() )
{
aItem->deleteGroups();
}
}
VIEW* view;
};
void VIEW::clearGroupCache()
{
BOX2I r;
r.SetMaximum();
clearLayerCache visitor( this );
for( LayerMapIter i = m_layers.begin(); i != m_layers.end(); ++i )
{
VIEW_LAYER* l = & ( ( *i ).second );
l->items->Query( r, visitor );
}
}
bool VIEW::isEveryLayerEnabled( const int aLayers[], int aCount ) const
{
for( int i = 0; i < aCount; ++i )
{
if( !m_layers.at( aLayers[i] ).enabled )
return false;
}
return true;
}
void VIEW::RecacheAllItems( bool aImmediately )
{
BOX2I r;
r.SetMaximum();
#ifdef __WXDEBUG__
wxLogDebug( wxT( "RecacheAllItems::immediately: %u" ), aImmediately );
prof_counter totalRealTime;
prof_start( &totalRealTime, false );
#endif /* __WXDEBUG__ */
for( LayerMapIter i = m_layers.begin(); i != m_layers.end(); ++i )
{
VIEW_LAYER* l = & ( ( *i ).second );
// Obviously, there is only one cached target that has to be recomputed
if( l->target == TARGET_CACHED )
{
m_gal->SetTarget( l->target );
m_gal->SetLayerDepth( l->renderingOrder );
recacheLayer visitor( this, m_gal, l->id, aImmediately );
l->items->Query( r, visitor );
}
}
#ifdef __WXDEBUG__
prof_end( &totalRealTime );
wxLogDebug( wxT( "RecacheAllItems::%.1f ms" ), (double) totalRealTime.value / 1000.0 );
#endif /* __WXDEBUG__ */
}