164 lines
5.2 KiB
C++
164 lines
5.2 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) 2014 CERN
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* Copyright (C) 2020 KiCad Developers, see AUTHORS.txt for contributors.
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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 __GRID_HELPER_H
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#define __GRID_HELPER_H
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#include <vector>
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#include <math/vector2d.h>
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#include <core/optional.h>
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#include <origin_viewitem.h>
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#include <layers_id_colors_and_visibility.h>
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#include <geometry/seg.h>
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class PCB_BASE_FRAME;
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class GRID_HELPER {
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public:
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GRID_HELPER( PCB_BASE_FRAME* aFrame );
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~GRID_HELPER();
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VECTOR2I GetGrid() const;
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VECTOR2I GetOrigin() const;
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/**
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* Function GetSnapped
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* If the GRID_HELPER has highlighted a snap point (target shown), this function
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* will return a pointer to the item to which it snapped.
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*
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* @return NULL if not snapped. Pointer to snapped item otherwise
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*/
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BOARD_ITEM* GetSnapped() const;
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void SetAuxAxes( bool aEnable, const VECTOR2I& aOrigin = VECTOR2I( 0, 0 ) );
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VECTOR2I Align( const VECTOR2I& aPoint ) const;
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VECTOR2I AlignToSegment ( const VECTOR2I& aPoint, const SEG& aSeg );
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VECTOR2I BestDragOrigin( const VECTOR2I& aMousePos, std::vector<BOARD_ITEM*>& aItem );
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VECTOR2I BestSnapAnchor( const VECTOR2I& aOrigin, BOARD_ITEM* aDraggedItem );
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VECTOR2I BestSnapAnchor( const VECTOR2I& aOrigin, const LSET& aLayers,
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const std::vector<BOARD_ITEM*>& aSkip = {} );
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void SetSkipPoint( const VECTOR2I& aPoint )
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{
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m_skipPoint = aPoint;
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}
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/**
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* We clear the skip point by setting it to an unreachable position, thereby preventing matching
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*/
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void ClearSkipPoint()
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{
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m_skipPoint = VECTOR2I( std::numeric_limits<int>::min(), std::numeric_limits<int>::min() );
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}
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void SetSnap( bool aSnap )
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{
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m_enableSnap = aSnap;
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}
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void SetSnapLine( bool aSnap )
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{
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m_enableSnapLine = aSnap;
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}
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void SetUseGrid( bool aGrid = true )
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{
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m_enableGrid = aGrid;
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}
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private:
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enum ANCHOR_FLAGS {
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CORNER = 0x1,
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OUTLINE = 0x2,
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SNAPPABLE = 0x4,
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ORIGIN = 0x8
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};
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struct ANCHOR
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{
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ANCHOR( VECTOR2I aPos, int aFlags = CORNER | SNAPPABLE, BOARD_ITEM* aItem = NULL ) :
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pos( aPos ),
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flags( aFlags ),
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item( aItem )
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{ };
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VECTOR2I pos;
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int flags;
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BOARD_ITEM* item;
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double Distance( const VECTOR2I& aP ) const
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{
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return ( aP - pos ).EuclideanNorm();
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}
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};
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std::vector<ANCHOR> m_anchors;
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std::set<BOARD_ITEM*> queryVisible( const BOX2I& aArea,
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const std::vector<BOARD_ITEM*>& aSkip ) const;
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void addAnchor( const VECTOR2I& aPos, int aFlags, BOARD_ITEM* aItem )
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{
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m_anchors.emplace_back( ANCHOR( aPos, aFlags, aItem ) );
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}
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ANCHOR* nearestAnchor( const VECTOR2I& aPos, int aFlags, LSET aMatchLayers );
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/**
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* computeAnchors inserts the local anchor points in to the grid helper for the specified
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* board item, given the reference point and the direction of use for the point.
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*
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* @param aItem The board item for which to compute the anchors
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* @param aRefPos The point for which to compute the anchors (if used by the component)
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* @param aFrom Is this for an anchor that is designating a source point (aFrom=true) or not
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*/
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void computeAnchors( BOARD_ITEM* aItem, const VECTOR2I& aRefPos, bool aFrom = false );
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void clearAnchors()
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{
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m_anchors.clear();
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}
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PCB_BASE_FRAME* m_frame;
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OPT<VECTOR2I> m_auxAxis;
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bool m_enableSnap; ///< If true, allow snapping to other items on the layers
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bool m_enableGrid; ///< If true, allow snapping to grid
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bool m_enableSnapLine; ///< If true, allow drawing lines from snap points
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int m_snapSize; ///< Sets the radius in screen units for snapping to items
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ANCHOR* m_snapItem; ///< Pointer to the currently snapped item in m_anchors (NULL if not snapped)
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VECTOR2I m_skipPoint; ///< When drawing a line, we avoid snapping to the source point
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KIGFX::ORIGIN_VIEWITEM m_viewSnapPoint;
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KIGFX::ORIGIN_VIEWITEM m_viewSnapLine;
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KIGFX::ORIGIN_VIEWITEM m_viewAxis;
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};
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#endif
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