1048 lines
29 KiB
C++
1048 lines
29 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 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 <newstroke_font.h>
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namespace KIGFX
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{
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/**
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* GridStyle: Type definition of the grid style
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*/
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enum GRID_STYLE
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{
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GRID_STYLE_LINES, ///< Use lines for the grid
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GRID_STYLE_DOTS ///< Use dots for the grid
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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
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{
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public:
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// Constructor / Destructor
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GAL();
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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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// ---------------
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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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/**
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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 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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/**
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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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StrokeText( aText, aPosition, aRotationAngle );
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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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* @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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{
|
|
worldUnitLength = aWorldUnitLength;
|
|
}
|
|
|
|
/**
|
|
* @brief 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.
|
|
*
|
|
* @param aScreenDPI are the screen DPI.
|
|
*/
|
|
inline void SetScreenDPI( double aScreenDPI )
|
|
{
|
|
screenDPI = aScreenDPI;
|
|
}
|
|
|
|
/**
|
|
* @brief Set the Point in world space to look at.
|
|
*
|
|
* This point corresponds with the center of the actual drawing area.
|
|
*
|
|
* @param aPoint is the look at point (center of the actual drawing area).
|
|
*/
|
|
inline void SetLookAtPoint( const VECTOR2D& aPoint )
|
|
{
|
|
lookAtPoint = aPoint;
|
|
}
|
|
|
|
/**
|
|
* @brief Get the look at point.
|
|
*
|
|
* @return the look at point.
|
|
*/
|
|
inline const VECTOR2D& GetLookAtPoint() const
|
|
{
|
|
return lookAtPoint;
|
|
}
|
|
|
|
/**
|
|
* @brief Set the zoom factor of the scene.
|
|
*
|
|
* @param aZoomFactor is the zoom factor.
|
|
*/
|
|
inline void SetZoomFactor( double aZoomFactor )
|
|
{
|
|
zoomFactor = aZoomFactor;
|
|
}
|
|
|
|
/**
|
|
* @brief Get the zoom factor
|
|
*
|
|
* @return the zoom factor.
|
|
*/
|
|
inline double GetZoomFactor() const
|
|
{
|
|
return zoomFactor;
|
|
}
|
|
|
|
/**
|
|
* @brief Set the range of the layer depth.
|
|
*
|
|
* Usually required for the OpenGL implementation, any object outside this range is not drawn.
|
|
*
|
|
* @param aDepthRange is the depth range where component x is the near clipping plane and y
|
|
* is the far clipping plane.
|
|
*/
|
|
inline void SetDepthRange( const VECTOR2D& aDepthRange )
|
|
{
|
|
depthRange = aDepthRange;
|
|
}
|
|
|
|
/**
|
|
* @brief Returns the minimum depth in the currently used range (the top).
|
|
*/
|
|
inline double GetMinDepth() const
|
|
{
|
|
return depthRange.x;
|
|
}
|
|
|
|
/**
|
|
* @brief Returns the maximum depth in the currently used range (the bottom).
|
|
*/
|
|
inline double GetMaxDepth() const
|
|
{
|
|
return depthRange.y;
|
|
}
|
|
|
|
/**
|
|
* @brief Get the world scale.
|
|
*
|
|
* @return the actual world scale factor.
|
|
*/
|
|
inline double GetWorldScale() const
|
|
{
|
|
return worldScale;
|
|
}
|
|
|
|
/**
|
|
* @brief 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 )
|
|
{
|
|
if( xAxis )
|
|
flipX = -1.0; // flipped
|
|
else
|
|
flipX = 1.0; // regular
|
|
|
|
if( yAxis )
|
|
flipY = -1.0; // flipped
|
|
else
|
|
flipY = 1.0; // regular
|
|
}
|
|
|
|
// ---------------------------
|
|
// Buffer manipulation methods
|
|
// ---------------------------
|
|
|
|
/**
|
|
* @brief Save the screen contents.
|
|
*/
|
|
virtual void SaveScreen() {};
|
|
|
|
/**
|
|
* @brief Restore the screen contents.
|
|
*/
|
|
virtual void RestoreScreen() {};
|
|
|
|
/**
|
|
* @brief Sets the target for rendering.
|
|
*
|
|
* @param aTarget is the new target for rendering.
|
|
*/
|
|
virtual void SetTarget( RENDER_TARGET aTarget ) {};
|
|
|
|
/**
|
|
* @brief Gets the currently used target for rendering.
|
|
*
|
|
* @return The current rendering target.
|
|
*/
|
|
virtual RENDER_TARGET GetTarget() const { return TARGET_CACHED; };
|
|
|
|
/**
|
|
* @brief Clears the target for rendering.
|
|
*
|
|
* @param aTarget is the target to be cleared.
|
|
*/
|
|
virtual void ClearTarget( RENDER_TARGET aTarget ) {};
|
|
|
|
// -------------
|
|
// Grid methods
|
|
// -------------
|
|
|
|
/**
|
|
* @brief Sets the visibility setting of the grid.
|
|
*
|
|
* @param aVisibility is the new visibility setting of the grid.
|
|
*/
|
|
inline void SetGridVisibility( bool aVisibility )
|
|
{
|
|
gridVisibility = aVisibility;
|
|
}
|
|
|
|
/**
|
|
* @brief 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 )
|
|
{
|
|
gridOrigin = aGridOrigin;
|
|
|
|
if( gridSize.x == 0.0 || gridSize.y == 0.0 )
|
|
gridOffset = VECTOR2D(0.0, 0.0);
|
|
else
|
|
gridOffset = VECTOR2D( (long) gridOrigin.x % (long) gridSize.x,
|
|
(long) gridOrigin.y % (long) gridSize.y );
|
|
}
|
|
|
|
/**
|
|
* @brief Set the threshold for grid drawing.
|
|
*
|
|
* @param aThreshold is the minimum grid cell size (in pixels) for which the grid is drawn.
|
|
*/
|
|
inline void SetGridDrawThreshold( int aThreshold )
|
|
{
|
|
gridDrawThreshold = aThreshold;
|
|
}
|
|
|
|
/**
|
|
* @brief Set the grid size.
|
|
*
|
|
* @param aGridSize is a vector containing the grid size in x and y direction.
|
|
*/
|
|
inline void SetGridSize( const VECTOR2D& aGridSize )
|
|
{
|
|
gridSize = aGridSize;
|
|
|
|
gridOffset = VECTOR2D( (long) gridOrigin.x % (long) gridSize.x,
|
|
(long) gridOrigin.y % (long) gridSize.y );
|
|
}
|
|
|
|
/**
|
|
* @brief Returns the grid size.
|
|
*
|
|
* @return A vector containing the grid size in x and y direction.
|
|
*/
|
|
inline const VECTOR2D& GetGridSize() const
|
|
{
|
|
return gridSize;
|
|
}
|
|
|
|
/**
|
|
* @brief 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 )
|
|
{
|
|
gridColor = aGridColor;
|
|
}
|
|
|
|
/**
|
|
* @brief 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 )
|
|
{
|
|
gridTick = aInterval;
|
|
}
|
|
|
|
/**
|
|
* @brief Get the grid line width.
|
|
*
|
|
* @return the grid line width
|
|
*/
|
|
inline double GetGridLineWidth() const
|
|
{
|
|
return gridLineWidth;
|
|
}
|
|
|
|
/**
|
|
* @brief Set the grid line width.
|
|
*
|
|
* @param aGridLineWidth is the rid line width.
|
|
*/
|
|
inline void SetGridLineWidth( double aGridLineWidth )
|
|
{
|
|
gridLineWidth = aGridLineWidth;
|
|
}
|
|
|
|
///> @brief Draw the grid
|
|
virtual void DrawGrid();
|
|
|
|
/**
|
|
* Function GetGridPoint()
|
|
* 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;
|
|
|
|
/**
|
|
* @brief Change the grid display style.
|
|
*
|
|
* @param aGridStyle is the new style for grid.
|
|
*/
|
|
virtual void SetGridStyle( GRID_STYLE aGridStyle )
|
|
{
|
|
gridStyle = aGridStyle;
|
|
}
|
|
|
|
/**
|
|
* @brief Returns the current grid drawing style.
|
|
*/
|
|
virtual GRID_STYLE GetGridStyle() const
|
|
{
|
|
return gridStyle;
|
|
}
|
|
|
|
/**
|
|
* @brief Compute the point position in world coordinates from given screen coordinates.
|
|
*
|
|
* @param aPoint the pointposition in screen coordinates.
|
|
* @return the point position in world coordinates.
|
|
*/
|
|
inline VECTOR2D ToWorld( const VECTOR2D& aPoint ) const
|
|
{
|
|
return VECTOR2D( screenWorldMatrix * aPoint );
|
|
}
|
|
|
|
/**
|
|
* @brief Compute the point position in screen coordinates from given world coordinates.
|
|
*
|
|
* @param aPoint the pointposition in world coordinates.
|
|
* @return the point position in screen coordinates.
|
|
*/
|
|
inline VECTOR2D ToScreen( const VECTOR2D& aPoint ) const
|
|
{
|
|
return VECTOR2D( worldScreenMatrix * aPoint );
|
|
}
|
|
|
|
/**
|
|
* @brief Enable/disable cursor.
|
|
*
|
|
* @param aCursorEnabled is true if the cursor should be drawn, else false.
|
|
*/
|
|
inline void SetCursorEnabled( bool aCursorEnabled )
|
|
{
|
|
isCursorEnabled = aCursorEnabled;
|
|
}
|
|
|
|
/**
|
|
* @brief Set the cursor color.
|
|
*
|
|
* @param aCursorColor is the color of the cursor.
|
|
*/
|
|
inline void SetCursorColor( const COLOR4D& aCursorColor )
|
|
{
|
|
cursorColor = aCursorColor;
|
|
}
|
|
|
|
/**
|
|
* @brief Returns the cursor size.
|
|
*
|
|
* @return The current cursor size (in pixels).
|
|
*/
|
|
inline unsigned int GetCursorSize() const
|
|
{
|
|
return cursorSize;
|
|
}
|
|
|
|
/**
|
|
* @brief Set the cursor size.
|
|
*
|
|
* @param aCursorSize is the size of the cursor expressed in pixels.
|
|
*/
|
|
virtual inline void SetCursorSize( unsigned int aCursorSize )
|
|
{
|
|
cursorSize = aCursorSize;
|
|
}
|
|
|
|
/**
|
|
* @brief Draw the cursor.
|
|
*
|
|
* @param aCursorPosition is the cursor position in screen coordinates.
|
|
*/
|
|
virtual void DrawCursor( const VECTOR2D& aCursorPosition ) {};
|
|
|
|
/**
|
|
* @brief Changes the current depth to deeper, so it is possible to draw objects right beneath
|
|
* other.
|
|
*/
|
|
inline void AdvanceDepth()
|
|
{
|
|
layerDepth -= 0.05;
|
|
}
|
|
|
|
/**
|
|
* @brief Stores current drawing depth on the depth stack.
|
|
*/
|
|
inline void PushDepth()
|
|
{
|
|
depthStack.push( layerDepth );
|
|
}
|
|
|
|
/**
|
|
* @brief Restores previously stored drawing depth for the depth stack.
|
|
*/
|
|
inline void PopDepth()
|
|
{
|
|
layerDepth = depthStack.top();
|
|
depthStack.pop();
|
|
}
|
|
|
|
static const double METRIC_UNIT_LENGTH;
|
|
|
|
protected:
|
|
std::stack<double> depthStack; ///< Stored depth values
|
|
VECTOR2I screenSize; ///< Screen size in screen coordinates
|
|
|
|
double worldUnitLength; ///< The unit length of the world coordinates [inch]
|
|
double screenDPI; ///< The dots per inch of the screen
|
|
VECTOR2D lookAtPoint; ///< Point to be looked at in world space
|
|
|
|
double zoomFactor; ///< The zoom factor
|
|
MATRIX3x3D worldScreenMatrix; ///< World transformation
|
|
MATRIX3x3D screenWorldMatrix; ///< Screen transformation
|
|
double worldScale; ///< The scale factor world->screen
|
|
double flipX; ///< Flag for X axis flipping
|
|
double flipY; ///< Flag for Y axis flipping
|
|
|
|
double lineWidth; ///< The line width
|
|
|
|
bool isFillEnabled; ///< Is filling of graphic objects enabled ?
|
|
bool isStrokeEnabled; ///< Are the outlines stroked ?
|
|
|
|
COLOR4D fillColor; ///< The fill color
|
|
COLOR4D strokeColor; ///< The color of the outlines
|
|
|
|
double layerDepth; ///< The actual layer depth
|
|
VECTOR2D depthRange; ///< Range of the depth
|
|
|
|
// Grid settings
|
|
bool gridVisibility; ///< Should the grid be shown
|
|
GRID_STYLE gridStyle; ///< Grid display style
|
|
VECTOR2D gridSize; ///< The grid size
|
|
VECTOR2D gridOrigin; ///< The grid origin
|
|
VECTOR2D gridOffset; ///< The grid offset to compensate cursor position
|
|
COLOR4D gridColor; ///< Color of the grid
|
|
int gridTick; ///< Every tick line gets the double width
|
|
double gridLineWidth; ///< Line width of the grid
|
|
int gridDrawThreshold; ///< Minimum screen size of the grid (pixels)
|
|
///< below which the grid is not drawn
|
|
|
|
// Cursor settings
|
|
bool isCursorEnabled; ///< Is the cursor enabled?
|
|
COLOR4D cursorColor; ///< Cursor color
|
|
unsigned int cursorSize; ///< Size of the cursor in pixels
|
|
VECTOR2D cursorPosition; ///< Current cursor position (world coordinates)
|
|
|
|
/// Instance of object that stores information about how to draw texts
|
|
STROKE_FONT strokeFont;
|
|
|
|
/// Compute the scaling factor for the world->screen matrix
|
|
inline void computeWorldScale()
|
|
{
|
|
worldScale = screenDPI * worldUnitLength * zoomFactor;
|
|
}
|
|
|
|
/**
|
|
* @brief Draw a grid line (usually a simplified line function).
|
|
*
|
|
* @param aStartPoint is the start point of the line.
|
|
* @param aEndPoint is the end point of the line.
|
|
*/
|
|
virtual void drawGridLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint ) {};
|
|
|
|
/// 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;
|
|
|
|
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;
|
|
bool m_italic;
|
|
bool m_mirrored;
|
|
} textProperties;
|
|
};
|
|
} // namespace KIGFX
|
|
|
|
#endif /* GRAPHICSABSTRACTIONLAYER_H_ */
|