kicad/include/view/view_item.h

357 lines
11 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2013 CERN
* @author Tomasz Wlostowski <tomasz.wlostowski@cern.ch>
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
/**
* @file view_item.h
* @brief VIEW_ITEM class definition.
*/
#ifndef __VIEW_ITEM_H
#define __VIEW_ITEM_H
#include <vector>
#include <bitset>
#include <math/box2.h>
#include <view/view.h>
#include <gal/definitions.h>
namespace KIGFX
{
// Forward declarations
class GAL;
class PAINTER;
/**
* Class VIEW_ITEM -
* is an abstract base class for deriving all objects that can be added to a VIEW.
* It's role is to:
* - communicte geometry, appearance and visibility updates to the associated dynamic VIEW,
* - provide a bounding box for redraw area calculation,
* - (optional) draw the object using the GAL API functions for PAINTER-less implementations.
* VIEW_ITEM objects are never owned by a VIEW. A single VIEW_ITEM can belong to any number of
* static VIEWs, but only one dynamic VIEW due to storage of only one VIEW reference.
*/
class VIEW_ITEM
{
public:
/**
* Enum VIEW_UPDATE_FLAGS.
* Defines the how severely the shape/appearance of the item has been changed:
* - NONE: TODO
* - APPEARANCE: shape or layer set of the item have not been affected,
* only colors or visibility.
* - COLOR:
* - GEOMETRY: shape or layer set of the item have changed, VIEW may need to reindex it.
* - LAYERS: TODO
* - ALL: all the flags above */
enum VIEW_UPDATE_FLAGS {
NONE = 0x00, /// No updates are required
APPEARANCE = 0x01, /// Visibility flag has changed
COLOR = 0x02, /// Color has changed
GEOMETRY = 0x04, /// Position or shape has changed
LAYERS = 0x08, /// Layers have changed
ALL = 0xff
};
/**
* Enum VIEW_VISIBILITY_FLAGS.
* Defines the visibility of the item (temporarily hidden, invisible, etc).
*/
enum VIEW_VISIBILITY_FLAGS {
VISIBLE = 0x01, /// Item is visible (in general)
HIDDEN = 0x02 /// Item is temporarily hidden (e.g. being used by a tool). Overrides VISIBLE flag.
};
VIEW_ITEM() : m_view( NULL ), m_flags( VISIBLE ), m_requiredUpdate( NONE ),
m_groups( NULL ), m_groupsSize( 0 ) {}
/**
* Destructor. For dynamic views, removes the item from the view.
*/
virtual ~VIEW_ITEM()
{
ViewRelease();
delete[] m_groups;
}
/**
* Function ViewBBox()
* returns the bounding box of the item covering all its layers.
* @return BOX2I - the current bounding box
*/
virtual const BOX2I ViewBBox() const = 0;
/**
* Function ViewDraw()
* Draws the parts of the object belonging to layer aLayer.
* viewDraw() is an alternative way for drawing objects if
* if there is no PAINTER assigned for the view or if the PAINTER
* doesn't know how to paint this particular implementation of
* VIEW_ITEM. The preferred way of drawing is to design an
* appropriate PAINTER object, the method below is intended only
* for quick hacks and debugging purposes.
*
* @param aLayer: current drawing layer
* @param aGal: pointer to the GAL device we are drawing on
*/
virtual void ViewDraw( int aLayer, GAL* aGal ) const
{}
/**
* Function ViewGetLayers()
* Returns the all the layers within the VIEW the object is painted on. For instance, a D_PAD
* spans zero or more copper layers and a few technical layers. ViewDraw() or PAINTER::Draw() is
* repeatedly called for each of the layers returned by ViewGetLayers(), depending on the
* rendering order.
* @param aLayers[]: output layer index array
* @param aCount: number of layer indices in aLayers[]
*/
virtual void ViewGetLayers( int aLayers[], int& aCount ) const = 0;
/**
* Function ViewSetVisible()
* Sets the item visibility.
*
* @param aIsVisible: whether the item is visible (on all layers), or not.
*/
void ViewSetVisible( bool aIsVisible = true )
{
bool cur_visible = m_flags & VISIBLE;
if( cur_visible != aIsVisible )
{
if( aIsVisible )
m_flags |= VISIBLE;
else
m_flags &= ~VISIBLE;
ViewUpdate( APPEARANCE | COLOR );
}
}
/**
* Function ViewHide()
* Temporarily hides the item in the view (e.g. for overlaying)
*
* @param aHide: whether the item is hidden (on all layers), or not.
*/
void ViewHide( bool aHide = true )
{
if( !( m_flags & VISIBLE ) )
return;
if( aHide )
m_flags |= HIDDEN;
else
m_flags &= ~HIDDEN;
ViewUpdate( APPEARANCE );
}
/**
* Function ViewIsVisible()
* Returns information if the item is visible (or not).
*
* @return when true, the item is visible (i.e. to be displayed, not visible in the
* *current* viewport)
*/
bool ViewIsVisible() const
{
return m_flags & VISIBLE;
}
/**
* Function ViewGetLOD()
* Returns the level of detail of the item. A level of detail is the minimal VIEW scale that
* is sufficient for an item to be shown on a given layer.
*/
virtual unsigned int ViewGetLOD( int aLayer ) const
{
// By default always show the item
return 0;
}
/**
* Function ViewUpdate()
* For dynamic VIEWs, informs the associated VIEW that the graphical representation of
* this item has changed. For static views calling has no effect.
*
* @param aUpdateFlags: how much the object has changed.
*/
virtual void ViewUpdate( int aUpdateFlags = ALL )
{
if( m_view )
{
assert( aUpdateFlags != NONE );
if( m_requiredUpdate == NONE )
m_view->MarkForUpdate( this );
m_requiredUpdate |= aUpdateFlags;
}
}
/**
* Function ViewRelease()
* Releases the item from an associated dynamic VIEW. For static views calling has no effect.
*/
virtual void ViewRelease();
protected:
friend class VIEW;
/**
* Function getLayers()
* Returns layer numbers used by the item.
*
* @param aLayers[]: output layer index array
* @param aCount: number of layer indices in aLayers[]
*/
virtual void getLayers( int* aLayers, int& aCount ) const;
/**
* Function viewAssign()
* Assigns the item to a given dynamic VIEW. Called internally by the VIEW.
*
* @param aView[]: dynamic VIEW instance the item is being added to.
*/
virtual void viewAssign( VIEW* aView )
{
// release the item from a previously assigned dynamic view (if there is any)
ViewRelease();
m_view = aView;
deleteGroups();
}
VIEW* m_view; ///< Current dynamic view the item is assigned to.
int m_flags; ///< Visibility flags
int m_requiredUpdate; ///< Flag required for updating
///* Helper for storing cached items group ids
typedef std::pair<int, int> GroupPair;
///* Indexes of cached GAL display lists corresponding to the item (for every layer it occupies).
///* (in the std::pair "first" stores layer number, "second" stores group id).
GroupPair* m_groups;
int m_groupsSize;
/**
* Function getGroup()
* Returns number of the group id for the given layer, or -1 in case it was not cached before.
*
* @param aLayer is the layer number for which group id is queried.
* @return group id or -1 in case there is no group id (ie. item is not cached).
*/
virtual int getGroup( int aLayer ) const;
/**
* Function getAllGroups()
* Returns all group ids for the item (collected from all layers the item occupies).
*
* @return vector of group ids.
*/
virtual std::vector<int> getAllGroups() const;
/**
* Function setGroup()
* Sets a group id for the item and the layer combination.
*
* @param aLayer is the layer numbe.
* @param aGroup is the group id.
*/
virtual void setGroup( int aLayer, int aGroup );
/**
* Function deleteGroups()
* Removes all of the stored group ids. Forces recaching of the item.
*/
virtual void deleteGroups();
/**
* Function storesGroups()
* Returns information if the item uses at least one group id (ie. if it is cached at all).
*
* @returns true in case it is cached at least for one layer.
*/
inline virtual bool storesGroups() const
{
return m_groupsSize > 0;
}
/// Stores layer numbers used by the item.
std::bitset<VIEW::VIEW_MAX_LAYERS> m_layers;
/**
* Function saveLayers()
* Saves layers used by the item.
*
* @param aLayers is an array containing layer numbers to be saved.
* @param aCount is the size of the array.
*/
virtual void saveLayers( int* aLayers, int aCount )
{
m_layers.reset();
for( int i = 0; i < aCount; ++i )
{
// this fires on some eagle board after EAGLE_PLUGIN::Load()
wxASSERT( unsigned( aLayers[i] ) <= unsigned( VIEW::VIEW_MAX_LAYERS ) );
m_layers.set( aLayers[i] );
}
}
/**
* Function viewRequiredUpdate()
* Returns current update flag for an item.
*/
virtual int viewRequiredUpdate() const
{
return m_requiredUpdate;
}
/**
* Function clearUpdateFlags()
* Marks an item as already updated, so it is not going to be redrawn.
*/
void clearUpdateFlags()
{
m_requiredUpdate = NONE;
}
/**
* Function isRenderable()
* Returns if the item should be drawn or not.
*/
bool isRenderable() const
{
return m_flags == VISIBLE;
}
};
} // namespace KIGFX
#endif