156 lines
5.0 KiB
C++
156 lines
5.0 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) 2021 KiCad Developers, see AUTHORS.txt for contributors.
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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 <tool/tool_manager.h>
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#include <vector>
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#include <math/vector2d.h>
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#include <origin_viewitem.h>
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class TOOL_MANAGER;
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class EDA_ITEM;
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class GRID_HELPER
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{
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public:
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GRID_HELPER( TOOL_MANAGER* aToolMgr );
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virtual ~GRID_HELPER();
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VECTOR2I GetGrid() const;
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VECTOR2D GetVisibleGrid() const;
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VECTOR2I GetOrigin() const;
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void SetAuxAxes( bool aEnable, const VECTOR2I& aOrigin = VECTOR2I( 0, 0 ) );
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virtual VECTOR2I Align( const VECTOR2I& aPoint ) const;
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virtual VECTOR2I Align( const VECTOR2I& aPoint, const VECTOR2D& aGrid,
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const VECTOR2D& aOffset ) const;
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VECTOR2I AlignGrid( const VECTOR2I& aPoint ) const;
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VECTOR2I AlignGrid( const VECTOR2I& aPoint, const VECTOR2D& aGrid,
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const VECTOR2D& aOffset ) const;
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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 ) { m_enableSnap = aSnap; }
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bool GetSnap() const { return m_enableSnap; }
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void SetUseGrid( bool aSnapToGrid ) { m_enableGrid = aSnapToGrid; }
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bool GetUseGrid() const { return m_enableGrid; }
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void SetSnapLine( bool aSnap ) { m_enableSnapLine = aSnap; }
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void SetMask( int aMask ) { m_maskTypes = aMask; }
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void SetMaskFlag( int aFlag ) { m_maskTypes |= aFlag; }
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void ClearMaskFlag( int aFlag ) { m_maskTypes = m_maskTypes & ~aFlag; }
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enum ANCHOR_FLAGS {
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CORNER = 1,
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OUTLINE = 2,
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SNAPPABLE = 4,
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ORIGIN = 8,
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VERTICAL = 16,
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HORIZONTAL = 32,
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ALL = CORNER | OUTLINE | SNAPPABLE | ORIGIN | VERTICAL | HORIZONTAL
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};
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protected:
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struct ANCHOR
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{
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ANCHOR( const VECTOR2I& aPos, int aFlags = CORNER | SNAPPABLE, EDA_ITEM* aItem = nullptr ) :
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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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EDA_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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void addAnchor( const VECTOR2I& aPos, int aFlags, EDA_ITEM* aItem )
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{
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if( ( aFlags & m_maskTypes ) == aFlags )
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m_anchors.emplace_back( ANCHOR( aPos, aFlags, aItem ) );
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}
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void clearAnchors()
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{
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m_anchors.clear();
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m_snapItem = nullptr;
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}
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/**
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* Check whether it is possible to use the grid -- this depends both on local grid helper
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* settings and global (tool manager) KiCad settings.
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*/
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bool canUseGrid() const
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{
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return m_enableGrid && m_toolMgr->GetView()->GetGAL()->GetGridSnapping();
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}
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VECTOR2I computeNearest( const VECTOR2I& aPoint, const VECTOR2I& aGrid,
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const VECTOR2I& aOffset ) const;
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protected:
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std::vector<ANCHOR> m_anchors;
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TOOL_MANAGER* m_toolMgr;
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std::optional<VECTOR2I> m_auxAxis;
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int m_maskTypes; // Mask of allowed snap types
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bool m_enableSnap; // 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; // Allow drawing lines from snap points
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ANCHOR* m_snapItem; // Pointer to the currently snapped item in m_anchors
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// (NULL if not snapped)
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VECTOR2I m_skipPoint; // When drawing a line, we avoid snapping to the source
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// 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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