674 lines
21 KiB
C++
674 lines
21 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) 2013 CERN
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* @author Tomasz Wlostowski <tomasz.wlostowski@cern.ch>
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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 __VIEW_H
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#define __VIEW_H
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#include <vector>
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#include <set>
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#include <boost/unordered/unordered_map.hpp>
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#include <math/box2.h>
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#include <gal/definitions.h>
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namespace KIGFX
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{
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class PAINTER;
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class GAL;
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class VIEW_ITEM;
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class VIEW_GROUP;
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class VIEW_RTREE;
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/**
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* Class VIEW.
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* Holds a (potentially large) number of VIEW_ITEMs and renders them on a graphics device
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* provided by the GAL. VIEWs can exist in two flavors:
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* - dynamic - where items can be added, removed or changed anytime, intended for the main
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* editing panel. Each VIEW_ITEM can be added to a single dynamic view.
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* - static - where items are added once at the startup and are not linked with the VIEW.
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* Foreseen for preview windows and printing.
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* Items in a view are grouped in layers (not to be confused with Kicad's PCB layers). Each layer is
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* identified by an integer number. Visibility and rendering order can be set individually for each
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* of the layers. Future versions of the VIEW will also allow to assign different layers to different
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* rendering targets, which will be composited at the final stage by the GAL.
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* The VIEW class also provides fast methods for finding all visible objects that are within a given
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* rectangular area, useful for object selection/hit testing.
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*/
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class VIEW
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{
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public:
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friend class VIEW_ITEM;
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typedef std::pair<VIEW_ITEM*, int> LAYER_ITEM_PAIR;
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/**
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* Constructor.
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* @param aIsDynamic decides whether we are creating a static or a dynamic VIEW.
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*/
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VIEW( bool aIsDynamic = true );
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~VIEW();
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/**
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* Function Add()
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* Adds a VIEW_ITEM to the view.
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* @param aItem: item to be added. No ownership is given
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*/
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void Add( VIEW_ITEM* aItem );
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/**
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* Function Remove()
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* Removes a VIEW_ITEM from the view.
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* @param aItem: item to be removed. Caller must dispose the removed item if necessary
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*/
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void Remove( VIEW_ITEM* aItem );
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/**
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* Function Query()
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* Finds all visible items that touch or are within the rectangle aRect.
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* @param aRect area to search for items
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* @param aResult result of the search, containing VIEW_ITEMs associated with their layers.
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* Sorted according to the rendering order (items that are on top of the rendering stack as
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* first).
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* @return Number of found items.
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*/
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int Query( const BOX2I& aRect, std::vector<LAYER_ITEM_PAIR>& aResult ) const;
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/**
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* Function SetRequired()
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* Marks the aRequiredId layer as required for the aLayerId layer. In order to display the
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* layer, all of its required layers have to be enabled.
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* @param aLayerId is the id of the layer for which we enable/disable the required layer.
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* @param aRequiredId is the id of the required layer.
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* @param aRequired tells if the required layer should be added or removed from the list.
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*/
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void SetRequired( int aLayerId, int aRequiredId, bool aRequired = true );
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/**
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* Function CopySettings()
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* Copies layers and visibility settings from another view.
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* @param aOtherView: view from which settings will be copied.
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*/
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void CopySettings( const VIEW* aOtherView );
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/*
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* Convenience wrappers for adding multiple items
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* template <class T> void AddItems( const T& aItems );
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* template <class T> void RemoveItems( const T& aItems );
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*/
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/**
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* Function SetGAL()
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* Assigns a rendering device for the VIEW.
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* @param aGal: pointer to the GAL output device
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*/
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void SetGAL( GAL* aGal );
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/**
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* Function GetGAL()
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* Returns the GAL this view is using to draw graphical primitives.
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* @return Pointer to the currently used GAL instance.
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*/
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GAL* GetGAL() const
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{
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return m_gal;
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}
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/**
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* Function SetPainter()
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* Sets the painter object used by the view for drawing VIEW_ITEMS.
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*/
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void SetPainter( PAINTER* aPainter )
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{
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m_painter = aPainter;
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}
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/**
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* Function GetPainter()
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* Returns the painter object used by the view for drawing VIEW_ITEMS.
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* @return Pointer to the currently used Painter instance.
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*/
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PAINTER* GetPainter() const
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{
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return m_painter;
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}
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/**
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* Function SetViewport()
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* Sets the visible area of the VIEW.
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* @param aViewport: desired visible area, in world space coordinates.
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*/
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void SetViewport( const BOX2D& aViewport );
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/**
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* Function GetViewport()
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* Returns the current viewport visible area rectangle.
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* @return Current viewport rectangle
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*/
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BOX2D GetViewport() const;
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/**
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* Function SetMirror()
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* Controls the mirroring of the VIEW.
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* @param aMirrorX: when true, the X axis is mirrored
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* @param aMirrorY: when true, the Y axis is mirrored.
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*/
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void SetMirror( bool aMirrorX, bool aMirrorY );
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/**
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* Function SetScale()
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* Sets the scaling factor. Scale = 1 corresponds to the real world size of the objects
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* (depending on correct GAL unit length & DPI settings).
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* @param aScale: the scalefactor
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*/
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void SetScale( double aScale )
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{
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SetScale( aScale, m_center );
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}
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/**
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* Function SetScale()
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* Sets the scaling factor, zooming around a given anchor point.
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* (depending on correct GAL unit length & DPI settings).
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* @param aAnchor: the zooming anchor point
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* @param aScale: the scale factor
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*/
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void SetScale( double aScale, const VECTOR2D& aAnchor );
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/**
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* Function GetScale()
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* @return Current scalefactor of this VIEW
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*/
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double GetScale() const
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{
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return m_scale;
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}
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/**
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* Function SetCenter()
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* Sets the center point of the VIEW (i.e. the point in world space that will be drawn in the middle
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* of the screen).
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* @param aCenter: the new center point, in world space coordinates.
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*/
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void SetCenter( const VECTOR2D& aCenter );
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/**
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* Function GetCenter()
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* Returns the center point of this VIEW (in world space coordinates)
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* @return center point of the view
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*/
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const VECTOR2D& GetCenter() const
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{
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return m_center;
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}
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/**
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* Function ToWorld()
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* Converts a screen space point/vector to a point/vector in world space coordinates.
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* @param aCoord: the point/vector to be converted
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* @param aAbsolute: when true, aCoord is treated as a point, otherwise - as a direction (vector)
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*/
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VECTOR2D ToWorld( const VECTOR2D& aCoord, bool aAbsolute = true ) const;
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/**
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* Function ToWorld()
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* Converts a screen space one dimensional size to a one dimensional size in world
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* space coordinates.
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* @param aSize : the size to be converted
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*/
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double ToWorld( double aSize ) const;
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/**
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* Function ToScreen()
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* Converts a world space point/vector to a point/vector in screen space coordinates.
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* @param aCoord: the point/vector to be converted
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* @param aAbsolute: when true, aCoord is treated as a point, otherwise - as a direction (vector)
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*/
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VECTOR2D ToScreen( const VECTOR2D& aCoord, bool aAbsolute = true ) const;
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/**
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* Function ToScreen()
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* Converts a world space coordinate to a coordinate in screen space coordinates.
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* @param aCoord: the coordinate to be transformed.
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* @param aAbsolute: when true, aCoord is treated as a point, otherwise - as a direction (vector)
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*/
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double ToScreen( double aCoord, bool aAbsolute = true ) const;
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/**
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* Function GetScreenPixelSize()
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* Returns the size of the our rendering area, in pixels.
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* @return viewport screen size
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*/
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const VECTOR2I& GetScreenPixelSize() const;
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/**
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* Function AddLayer()
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* Adds a new layer to the view.
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* @param aLayer: unique ID of the layer to be added.
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* @param aDisplayOnly: layer is display-only (example: selection boxes, floating hints/menus).
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* Objects belonging to this layer are not taken into account by Query() method.
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*/
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void AddLayer( int aLayer, bool aDisplayOnly = false );
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/**
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* Function ClearLayer()
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* Removes all items from a given layer.
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* @param aLayer: ID of the layer to be cleared
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*/
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void ClearLayer( int aLayer );
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/**
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* Function Clear()
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* Removes all items from the view.
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*/
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void Clear();
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/**
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* Function SetLayerVisible()
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* Controls the visibility of a particular layer.
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* @param aLayer: the layer to show/hide.
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* @param aVisible: the obvious.
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*/
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inline void SetLayerVisible( int aLayer, bool aVisible = true )
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{
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wxASSERT( aLayer < (int) m_layers.size() );
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if( m_layers[aLayer].visible != aVisible )
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{
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// Target has to be redrawn after changing its visibility
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MarkTargetDirty( m_layers[aLayer].target );
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m_layers[aLayer].visible = aVisible;
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}
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}
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/**
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* Function IsLayerVisible()
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* Returns information about visibility of a particular layer.
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* @param aLayer: true if the layer is visible, false otherwise
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*/
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inline bool IsLayerVisible( int aLayer ) const
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{
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wxASSERT( aLayer < (int) m_layers.size() );
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return m_layers.at( aLayer ).visible;
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}
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inline void SetLayerDisplayOnly( int aLayer, bool aDisplayOnly = true )
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{
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wxASSERT( aLayer < (int) m_layers.size() );
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m_layers[aLayer].displayOnly = aDisplayOnly;
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}
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/**
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* Function SetLayerTarget()
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* Changes the rendering target for a particular layer.
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* @param aLayer is the layer.
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* @param aTarget is the rendering target.
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*/
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inline void SetLayerTarget( int aLayer, RENDER_TARGET aTarget )
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{
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wxASSERT( aLayer < (int) m_layers.size() );
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m_layers[aLayer].target = aTarget;
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}
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/**
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* Function SetLayerOrder()
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* Sets rendering order of a particular layer. Lower values are rendered first.
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* @param aLayer: the layer
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* @param aRenderingOrder: arbitrary number denoting the rendering order.
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*/
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void SetLayerOrder( int aLayer, int aRenderingOrder );
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/**
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* Function GetLayerOrder()
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* Returns rendering order of a particular layer. Lower values are rendered first.
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* @param aLayer: the layer
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* @return Rendering order of a particular layer.
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*/
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int GetLayerOrder( int aLayer ) const;
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/**
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* Function SortLayers()
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* Changes the order of given layer ids, so after sorting the order corresponds to layers
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* rendering order (descending, ie. order in which layers should be drawn - from the bottom to
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* the top).
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* @param aLayers stores id of layers to be sorted.
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* @param aCount stores the number of layers.
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*/
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void SortLayers( int aLayers[], int& aCount ) const;
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/**
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* Function UpdateLayerColor()
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* Applies the new coloring scheme held by RENDER_SETTINGS in case that it has changed.
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* @param aLayer is a number of the layer to be updated.
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* @see RENDER_SETTINGS
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*/
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void UpdateLayerColor( int aLayer );
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/**
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* Function UpdateAllLayersColor()
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* Applies the new coloring scheme to all layers. The used scheme is held by RENDER_SETTINGS.
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* @see RENDER_SETTINGS
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*/
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void UpdateAllLayersColor();
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/**
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* Function ChangeLayerDepth()
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* Changes the depth of items on the given layer.
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* @param aLayer is a number of the layer to be updated.
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* @param aDepth is the new depth.
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*/
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void ChangeLayerDepth( int aLayer, int aDepth );
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/**
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* Function SetTopLayer()
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* Sets given layer to be displayed on the top or sets back the default order of layers.
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* @param aLayer: the layer or -1 in case when no particular layer should
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* be displayed on the top.
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*/
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void SetTopLayer( int aLayer, bool aEnabled = true );
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/**
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* Function EnableTopLayer()
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* Enables or disables display of the top layer. When disabled - layers are rendered as usual
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* with no influence from SetTopLayer function. Otherwise on the top there is displayed the
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* layer set previously with SetTopLayer function.
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* @param aEnable whether to enable or disable display of the top layer.
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*/
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void EnableTopLayer( bool aEnable );
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int GetTopLayer() const;
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/**
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* Function ClearTopLayers()
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* Removes all layers from the on-the-top set (they are no longer displayed over the rest of
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* layers).
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*/
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void ClearTopLayers();
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/**
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* Function UpdateLayerOrder()
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* Does everything that is needed to apply the rendering order of layers. It has to be called
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* after modification of renderingOrder field of LAYER.
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*/
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void UpdateAllLayersOrder();
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/**
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* Function ClearTargets()
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* Clears targets that are marked as dirty.
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*/
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void ClearTargets();
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/**
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* Function Redraw()
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* Immediately redraws the whole view.
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*/
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void Redraw();
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/**
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* Function RecacheAllItems()
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* Rebuilds GAL display lists.
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* @param aForceNow decides if every item should be instantly recached. Otherwise items are
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* going to be recached when they become visible.
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*/
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void RecacheAllItems( bool aForceNow = false );
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/**
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* Function IsDynamic()
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* Tells if the VIEW is dynamic (ie. can be changed, for example displaying PCBs in a window)
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* or static (that cannot be modified, eg. displaying image/PDF).
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*/
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bool IsDynamic() const
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{
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return m_dynamic;
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}
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/**
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* Function IsDirty()
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* Returns true if any of the VIEW layers needs to be refreshened.
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* @return True in case if any of layers is marked as dirty.
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*/
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bool IsDirty() const
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{
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for( int i = 0; i < TARGETS_NUMBER; ++i )
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{
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if( IsTargetDirty( i ) )
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return true;
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}
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return false;
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}
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/**
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* Function IsTargetDirty()
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* Returns true if any of layers belonging to the target or the target itself should be
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* redrawn.
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* @return True if the above condition is fulfilled.
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*/
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bool IsTargetDirty( int aTarget ) const
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{
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wxASSERT( aTarget < TARGETS_NUMBER );
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return m_dirtyTargets[aTarget];
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}
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/**
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* Function MarkTargetDirty()
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* Sets or clears target 'dirty' flag.
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* @param aTarget is the target to set.
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*/
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inline void MarkTargetDirty( int aTarget )
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{
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wxASSERT( aTarget < TARGETS_NUMBER );
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m_dirtyTargets[aTarget] = true;
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}
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/// Returns true if the layer is cached
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inline bool IsCached( int aLayer ) const
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{
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wxASSERT( aLayer < (int) m_layers.size() );
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return m_layers.at( aLayer ).target == TARGET_CACHED;
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}
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/**
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* Function MarkDirty()
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* Forces redraw of view on the next rendering.
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*/
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void MarkDirty()
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{
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for( int i = 0; i < TARGETS_NUMBER; ++i )
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m_dirtyTargets[i] = true;
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}
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/**
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* Function MarkForUpdate()
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* Adds an item to a list of items that are going to be refreshed upon the next frame rendering.
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* @param aItem is the item to be refreshed.
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*/
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void MarkForUpdate( VIEW_ITEM* aItem )
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{
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m_needsUpdate.push_back( aItem );
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}
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/**
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* Function UpdateItems()
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* Iterates through the list of items that asked for updating and updates them.
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*/
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void UpdateItems();
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const BOX2I CalculateExtents() ;
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static const int VIEW_MAX_LAYERS = 256; ///< maximum number of layers that may be shown
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private:
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struct VIEW_LAYER
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{
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bool visible; ///< is the layer to be rendered?
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bool displayOnly; ///< is the layer display only?
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VIEW_RTREE* items; ///< R-tree indexing all items on this layer.
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int renderingOrder; ///< rendering order of this layer
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int id; ///< layer ID
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RENDER_TARGET target; ///< where the layer should be rendered
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std::set<int> requiredLayers; ///< layers that have to be enabled to show the layer
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};
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// Convenience typedefs
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typedef boost::unordered_map<int, VIEW_LAYER> LAYER_MAP;
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typedef LAYER_MAP::iterator LAYER_MAP_ITER;
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typedef std::vector<VIEW_LAYER*> LAYER_ORDER;
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typedef std::vector<VIEW_LAYER*>::iterator LAYER_ORDER_ITER;
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// Function objects that need to access VIEW/VIEW_ITEM private/protected members
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struct clearLayerCache;
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struct recacheItem;
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struct drawItem;
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struct unlinkItem;
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struct updateItemsColor;
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struct changeItemsDepth;
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struct extentsVisitor;
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///* Redraws contents within rect aRect
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void redrawRect( const BOX2I& aRect );
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inline void markTargetClean( int aTarget )
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{
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wxASSERT( aTarget < TARGETS_NUMBER );
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m_dirtyTargets[aTarget] = false;
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}
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/**
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* Function draw()
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* Draws an item, but on a specified layers. It has to be marked that some of drawing settings
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* are based on the layer on which an item is drawn.
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*
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* @param aItem is the item to be drawn.
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* @param aLayer is the layer which should be drawn.
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* @param aImmediate dictates the way of drawing - it allows to force immediate drawing mode
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* for cached items.
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*/
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void draw( VIEW_ITEM* aItem, int aLayer, bool aImmediate = false );
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/**
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* Function draw()
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* Draws an item on all layers that the item uses.
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*
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* @param aItem is the item to be drawn.
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* @param aImmediate dictates the way of drawing - it allows to force immediate drawing mode
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* for cached items.
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*/
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void draw( VIEW_ITEM* aItem, bool aImmediate = false );
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/**
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* Function draw()
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* Draws a group of items on all layers that those items use.
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*
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* @param aGroup is the group to be drawn.
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* @param aImmediate dictates the way of drawing - it allows to force immediate drawing mode
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* for cached items.
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*/
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void draw( VIEW_GROUP* aGroup, bool aImmediate = false );
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///* Sorts m_orderedLayers when layer rendering order has changed
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void sortLayers();
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///* Clears cached GAL group numbers (*ONLY* numbers stored in VIEW_ITEMs, not group objects
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///* used by GAL)
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void clearGroupCache();
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/**
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* Function invalidateItem()
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* Manages dirty flags & redraw queueing when updating an item.
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* @param aItem is the item to be updated.
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* @param aUpdateFlags determines the way an item is refreshed.
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*/
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void invalidateItem( VIEW_ITEM* aItem, int aUpdateFlags );
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/// Updates colors that are used for an item to be drawn
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void updateItemColor( VIEW_ITEM* aItem, int aLayer );
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/// Updates all informations needed to draw an item
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|
void updateItemGeometry( VIEW_ITEM* aItem, int aLayer );
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/// Updates bounding box of an item
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|
void updateBbox( VIEW_ITEM* aItem );
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|
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/// Updates set of layers that an item occupies
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|
void updateLayers( VIEW_ITEM* aItem );
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|
|
/// Determines rendering order of layers. Used in display order sorting function.
|
|
static bool compareRenderingOrder( VIEW_LAYER* aI, VIEW_LAYER* aJ )
|
|
{
|
|
return aI->renderingOrder > aJ->renderingOrder;
|
|
}
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|
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/// Checks if every layer required by the aLayerId layer is enabled.
|
|
bool areRequiredLayersEnabled( int aLayerId ) const;
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|
|
///* Whether to use rendering order modifier or not
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|
bool m_enableOrderModifier;
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|
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/// Contains set of possible displayed layers and its properties
|
|
LAYER_MAP m_layers;
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|
|
|
/// Sorted list of pointers to members of m_layers
|
|
LAYER_ORDER m_orderedLayers;
|
|
|
|
/// Stores set of layers that are displayed on the top
|
|
std::set<unsigned int> m_topLayers;
|
|
|
|
/// Center point of the VIEW (the point at which we are looking at)
|
|
VECTOR2D m_center;
|
|
|
|
/// Scale of displayed VIEW_ITEMs
|
|
double m_scale;
|
|
|
|
/// PAINTER contains information how do draw items
|
|
PAINTER* m_painter;
|
|
|
|
/// Gives interface to PAINTER, that is used to draw items
|
|
GAL* m_gal;
|
|
|
|
/// Dynamic VIEW (eg. display PCB in window) allows changes once it is built,
|
|
/// static (eg. image/PDF) - does not.
|
|
bool m_dynamic;
|
|
|
|
/// Flags to mark targets as dirty, so they have to be redrawn on the next refresh event
|
|
bool m_dirtyTargets[TARGETS_NUMBER];
|
|
|
|
/// Rendering order modifier for layers that are marked as top layers
|
|
static const int TOP_LAYER_MODIFIER = -VIEW_MAX_LAYERS;
|
|
|
|
/// Items to be updated
|
|
std::vector<VIEW_ITEM*> m_needsUpdate;
|
|
};
|
|
} // namespace KIGFX
|
|
|
|
#endif
|