kicad/pcbnew/tools/grid_helper.h

164 lines
5.2 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2014 CERN
* Copyright (C) 2020 KiCad Developers, see AUTHORS.txt for contributors.
* @author Tomasz Wlostowski <tomasz.wlostowski@cern.ch>
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifndef __GRID_HELPER_H
#define __GRID_HELPER_H
#include <vector>
#include <math/vector2d.h>
#include <core/optional.h>
#include <origin_viewitem.h>
#include <layers_id_colors_and_visibility.h>
#include <geometry/seg.h>
class PCB_BASE_FRAME;
class GRID_HELPER {
public:
GRID_HELPER( PCB_BASE_FRAME* aFrame );
~GRID_HELPER();
VECTOR2I GetGrid() const;
VECTOR2I GetOrigin() const;
/**
* Function GetSnapped
* If the GRID_HELPER has highlighted a snap point (target shown), this function
* will return a pointer to the item to which it snapped.
*
* @return NULL if not snapped. Pointer to snapped item otherwise
*/
BOARD_ITEM* GetSnapped() const;
void SetAuxAxes( bool aEnable, const VECTOR2I& aOrigin = VECTOR2I( 0, 0 ) );
VECTOR2I Align( const VECTOR2I& aPoint ) const;
VECTOR2I AlignToSegment ( const VECTOR2I& aPoint, const SEG& aSeg );
VECTOR2I BestDragOrigin( const VECTOR2I& aMousePos, std::vector<BOARD_ITEM*>& aItem );
VECTOR2I BestSnapAnchor( const VECTOR2I& aOrigin, BOARD_ITEM* aDraggedItem );
VECTOR2I BestSnapAnchor( const VECTOR2I& aOrigin, const LSET& aLayers,
const std::vector<BOARD_ITEM*>& aSkip = {} );
void SetSkipPoint( const VECTOR2I& aPoint )
{
m_skipPoint = aPoint;
}
/**
* We clear the skip point by setting it to an unreachable position, thereby preventing matching
*/
void ClearSkipPoint()
{
m_skipPoint = VECTOR2I( std::numeric_limits<int>::min(), std::numeric_limits<int>::min() );
}
void SetSnap( bool aSnap )
{
m_enableSnap = aSnap;
}
void SetSnapLine( bool aSnap )
{
m_enableSnapLine = aSnap;
}
void SetUseGrid( bool aGrid = true )
{
m_enableGrid = aGrid;
}
private:
enum ANCHOR_FLAGS {
CORNER = 0x1,
OUTLINE = 0x2,
SNAPPABLE = 0x4,
ORIGIN = 0x8
};
struct ANCHOR
{
ANCHOR( VECTOR2I aPos, int aFlags = CORNER | SNAPPABLE, BOARD_ITEM* aItem = NULL ) :
pos( aPos ),
flags( aFlags ),
item( aItem )
{ };
VECTOR2I pos;
int flags;
BOARD_ITEM* item;
double Distance( const VECTOR2I& aP ) const
{
return ( aP - pos ).EuclideanNorm();
}
};
std::vector<ANCHOR> m_anchors;
std::set<BOARD_ITEM*> queryVisible( const BOX2I& aArea,
const std::vector<BOARD_ITEM*>& aSkip ) const;
void addAnchor( const VECTOR2I& aPos, int aFlags, BOARD_ITEM* aItem )
{
m_anchors.emplace_back( ANCHOR( aPos, aFlags, aItem ) );
}
ANCHOR* nearestAnchor( const VECTOR2I& aPos, int aFlags, LSET aMatchLayers );
/**
* computeAnchors inserts the local anchor points in to the grid helper for the specified
* board item, given the reference point and the direction of use for the point.
*
* @param aItem The board item for which to compute the anchors
* @param aRefPos The point for which to compute the anchors (if used by the component)
* @param aFrom Is this for an anchor that is designating a source point (aFrom=true) or not
*/
void computeAnchors( BOARD_ITEM* aItem, const VECTOR2I& aRefPos, bool aFrom = false );
void clearAnchors()
{
m_anchors.clear();
}
PCB_BASE_FRAME* m_frame;
OPT<VECTOR2I> m_auxAxis;
bool m_enableSnap; ///< If true, allow snapping to other items on the layers
bool m_enableGrid; ///< If true, allow snapping to grid
bool m_enableSnapLine; ///< If true, allow drawing lines from snap points
int m_snapSize; ///< Sets the radius in screen units for snapping to items
ANCHOR* m_snapItem; ///< Pointer to the currently snapped item in m_anchors (NULL if not snapped)
VECTOR2I m_skipPoint; ///< When drawing a line, we avoid snapping to the source point
KIGFX::ORIGIN_VIEWITEM m_viewSnapPoint;
KIGFX::ORIGIN_VIEWITEM m_viewSnapLine;
KIGFX::ORIGIN_VIEWITEM m_viewAxis;
};
#endif