kicad/eeschema/sch_symbol.h

804 lines
30 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015 Jean-Pierre Charras, jp.charras at wanadoo.fr
* Copyright (C) 2014 Dick Hollenbeck, dick@softplc.com
* Copyright (C) 2015 Wayne Stambaugh <stambaughw@gmail.com>
* Copyright (C) 2022 CERN
* Copyright (C) 1992-2023 KiCad Developers, see AUTHORS.txt for contributors.
*
* 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 __SYMBOL_H__
#define __SYMBOL_H__
#include <eda_item.h>
#include <core/typeinfo.h>
#include <layer_ids.h>
#include <lib_id.h>
#include <widgets/msgpanel.h>
#include <memory>
#include <string>
#include <unordered_map>
#include <vector>
#include <wx/arrstr.h>
#include <wx/chartype.h>
#include <wx/fdrepdlg.h>
#include <wx/gdicmn.h>
#include <wx/string.h>
#include <sch_field.h>
#include <sch_item.h>
#include <sch_pin.h>
#include <sch_sheet_path.h> // SCH_SYMBOL_INSTANCE
#include <symbol_lib_table.h>
#include <transform.h>
struct PICKED_SYMBOL;
class KIID_PATH;
class SCH_SCREEN;
class LIB_ITEM;
class LIB_PIN;
class LIB_SYMBOL;
class NETLIST_OBJECT_LIST;
class SYMBOL_LIB;
class SYMBOL_LIBS;
class EE_COLLECTOR;
class SCH_SCREEN;
class SYMBOL_LIB_TABLE;
/// A container for several SCH_FIELD items
typedef std::vector<SCH_FIELD> SCH_FIELDS;
typedef std::weak_ptr<LIB_SYMBOL> PART_REF;
extern std::string toUTFTildaText( const wxString& txt );
/**
* Schematic symbol object.
*/
class SCH_SYMBOL : public SCH_ITEM
{
public:
SCH_SYMBOL();
/**
* Create schematic symbol from library symbol object.
*
* @param aSymbol is the library symbol to create schematic symbol from.
* @param aLibId is the #LIB_ID of alias to create.
* @param aSheet is the schematic sheet the symbol is place into.
* @param aUnit is unit for symbols that have multiple parts per package.
* @param aConvert is the alternate body style for the schematic symbols.
* @param aPosition is the position of the symbol.
*/
SCH_SYMBOL( const LIB_SYMBOL& aSymbol, const LIB_ID& aLibId, const SCH_SHEET_PATH* aSheet,
int aUnit, int aConvert = 0, const VECTOR2I& aPosition = VECTOR2I( 0, 0 ),
EDA_ITEM* aParent = nullptr );
SCH_SYMBOL( const LIB_SYMBOL& aSymbol, const SCH_SHEET_PATH* aSheet, const PICKED_SYMBOL& aSel,
const VECTOR2I& aPosition = VECTOR2I( 0, 0 ), EDA_ITEM* aParent = nullptr );
/**
* Clone \a aSymbol into a new schematic symbol object.
*
* All fields are copied as is except for the linked list management pointers
* which are set to NULL, and the SCH_FIELD's m_Parent pointers which are set
* to the new object.
*
* @param aSymbol is the schematic symbol to clone.
*/
SCH_SYMBOL( const SCH_SYMBOL& aSymbol );
~SCH_SYMBOL() { }
static inline bool ClassOf( const EDA_ITEM* aItem )
{
return aItem && SCH_SYMBOL_T == aItem->Type();
}
wxString GetClass() const override
{
return wxT( "SCH_SYMBOL" );
}
/**
* Check to see if the library symbol is set to the dummy library symbol.
*
* When the library symbol is missing (which technically should not happen now that the
* library symbols are cached in the schematic file), a dummy library symbol is substituted
* for the missing symbol as an indicator that something is amiss. The dummy symbol cannot
* be edited so a check for this symbol must be performed before attempting to edit the
* library symbol with the library editor or it will crash KiCad.
*
* @see dummy()
*
* @return true if the library symbol is missing or false if it is valid.
*/
bool IsMissingLibSymbol() const;
const std::vector<SCH_SYMBOL_INSTANCE>& GetInstanceReferences()
{
return m_instanceReferences;
}
bool GetInstance( SCH_SYMBOL_INSTANCE& aInstance,
const KIID_PATH& aSheetPath, bool aTestFromEnd = false ) const;
void RemoveInstance( const SCH_SHEET_PATH& aInstancePath );
void RemoveAllInstances() { m_instanceReferences.clear(); }
void SortInstances( bool ( *aSortFunction )( const SCH_SYMBOL_INSTANCE& aLhs,
const SCH_SYMBOL_INSTANCE& aRhs ) );
void ViewGetLayers( int aLayers[], int& aCount ) const override;
/**
* Return true for items which are moved with the anchor point at mouse cursor
* and false for items moved with no reference to anchor.
*
* Usually return true for small items (labels, junctions) and false for items which can
* be large (hierarchical sheets, symbols).
*
* @note We used to try and be smart about this and return false for symbols in case
* they are big. However, this annoyed some users and we now have a preference which
* controls warping on move in general, so this was switched to true for symbols.
*
* @note We now use this to keep poorly-formed symbols from getting dragged off-grid. If
* the symbol contains off-grid pins we will not allow it to be moved from its anchor.
*/
bool IsMovableFromAnchorPoint() const override;
void SetLibId( const LIB_ID& aName );
const LIB_ID& GetLibId() const { return m_lib_id; }
/**
* The name of the symbol in the schematic library symbol list.
*
* @note See #SCH_SCREEN::m_libSymbols
*
* The name of the schematic symbol list entry can vary from the item name in the #LIB_ID
* object because the library symbol may have changed so a new name has to be generated
* but the original symbol library link has to be preserved in order to update it from
* the library at some point in the future. If this name is empty, then the library item
* name from #LIB_ID is used.
*/
void SetSchSymbolLibraryName( const wxString& aName ) { m_schLibSymbolName = aName; }
wxString GetSchSymbolLibraryName() const;
bool UseLibIdLookup() const { return m_schLibSymbolName.IsEmpty(); }
std::unique_ptr< LIB_SYMBOL >& GetLibSymbolRef() { return m_part; }
const std::unique_ptr< LIB_SYMBOL >& GetLibSymbolRef() const { return m_part; }
/**
* Set this schematic symbol library symbol reference to \a aLibSymbol
*
* The schematic symbol object owns \a aLibSymbol and the pin list will be updated
* accordingly. The #LIB_SYMBOL object can be null to clear the library symbol link
* as well as the pin map. If the #LIB_SYMBOL object is not null, it must be a root
* symbol. Otherwise an assertion will be raised in debug builds and the library
* symbol will be cleared. The new file format will no longer require a cache
* library so all library symbols must be valid.
*
* @note This is the only way to publicly set the library symbol for a schematic
* symbol except for the ctors that take a LIB_SYMBOL reference. All previous
* public resolvers have been deprecated.
*
* @param aLibSymbol is the library symbol to associate with this schematic symbol.
*/
void SetLibSymbol( LIB_SYMBOL* aLibSymbol );
/**
* @return the associated LIB_SYMBOL's description field (or wxEmptyString).
*/
wxString GetDescription() const;
/**
* @return the associated LIB_SYMBOL's keywords field (or wxEmptyString).
*/
wxString GetKeyWords() const;
/**
* Return the documentation text for the given part alias
*/
wxString GetDatasheet() const;
int GetUnit() const { return m_unit; }
/**
* Updates the cache of SCH_PIN objects for each pin
*/
void UpdatePins();
/**
* Change the unit number to \a aUnit
*
* This has meaning only for symbols made up of multiple units per package.
*
* @note This also set the modified flag bit
*
* @param aUnit is the new unit to select.
*/
void SetUnit( int aUnit );
/**
* Return true if the given unit \a aUnit has a display name set.
*
* @return true if the display name of a unit is set, otherwise false.
*/
bool HasUnitDisplayName( int aUnit );
/**
* Return the display name for a given unit \a aUnit.
*
* @return the display name of a unit if set, or the ordinal name of the unit otherwise.
*/
wxString GetUnitDisplayName( int aUnit );
/**
* Change the unit number to \a aUnit without setting any internal flags.
* This has meaning only for symbols made up of multiple units per package.
*
* @note This also set the modified flag bit
*
* @param aUnit is the new unit to select.
*/
void UpdateUnit( int aUnit );
int GetConvert() const { return m_convert; }
void SetConvert( int aConvert );
wxString GetPrefix() const { return m_prefix; }
void SetPrefix( const wxString& aPrefix ) { m_prefix = aPrefix; }
/**
* Set the prefix based on the current reference designator.
*/
void UpdatePrefix();
TRANSFORM& GetTransform() { return m_transform; }
const TRANSFORM& GetTransform() const { return m_transform; }
void SetTransform( const TRANSFORM& aTransform );
/**
* Return the number of units per package of the symbol.
*
* @return the number of units per package or zero if the library entry cannot be found.
*/
int GetUnitCount() const;
/**
* Compute the new transform matrix based on \a aOrientation for the symbol which is
* applied to the current transform.
*
* @param aOrientation is the orientation to apply to the transform.
*/
void SetOrientation( int aOrientation );
/**
* Get the display symbol orientation.
*
* Because there are different ways to have a given orientation/mirror,
* the orientation/mirror is not necessary what the user does. For example:
* a mirrorV then a mirrorH returns no mirror but a rotate. This function finds
* a rotation and a mirror value #SYM_MIRROR_X because this is the first mirror
* option tested. This can differs from the orientation made by an user. A
* #SYM_MIRROR_Y is returned as a #SYM_MIRROR_X with an orientation 180 because
* they are equivalent.
*
* @sa SYMBOL_ORIENTATION_T
*
* @return the orientation and mirror of the symbol.
*/
int GetOrientation() const;
/**
* Return the list of system text vars & fields for this symbol.
*/
void GetContextualTextVars( wxArrayString* aVars ) const;
/**
* Resolve any references to system tokens supported by the symbol.
*
* @param aDepth a counter to limit recursion and circular references.
*/
bool ResolveTextVar( wxString* token, int aDepth = 0 ) const;
void GetMsgPanelInfo( EDA_DRAW_FRAME* aFrame, std::vector<MSG_PANEL_ITEM>& aList ) override;
/**
* Clear exiting symbol annotation.
*
* For example, IC23 would be changed to IC? and unit number would be reset.
*
* @param aSheetPath is the hierarchical path of the symbol to clear or remove all
* annotations for this symbol if NULL.
* @param[in] aResetPrefix The annotation prefix ('R', 'U', etc.) should be reset to the
* symbol library prefix.
*/
void ClearAnnotation( const SCH_SHEET_PATH* aSheetPath, bool aResetPrefix );
/**
* Add an instance to the alternate references list (m_instanceReferences), if this entry
* does not already exist.
*
* Do nothing if already exists. In symbol lists shared by more than one sheet path, an
* entry for each sheet path must exist to manage references.
*
* @param aSheetPath is the candidate sheet path of the sheet containing the symbol not the
* full symbol sheet path.
* @return false if the alternate reference was existing, true if added.
*/
bool AddSheetPathReferenceEntryIfMissing( const KIID_PATH& aSheetPath );
/**
* Replace \a aOldSheetPath with \a aNewSheetPath in the instance list.
*
* @param aOldSheetPath is a #KIID_PATH object of an existing path in the instance list.
* @param aNewSheetPath is a #KIID_PATH object of the path to replace the existing path.
*
* @return true if \a aOldSheetPath was found and replaced or false if \a aOldSheetPath was
* not found in the instance list.
*/
bool ReplaceInstanceSheetPath( const KIID_PATH& aOldSheetPath, const KIID_PATH& aNewSheetPath );
const BOX2I GetBoundingBox() const override;
/**
* Return a bounding box for the symbol body but not the pins or fields.
*/
BOX2I GetBodyBoundingBox() const;
/**
* Return a bounding box for the symbol body and pins but not the fields.
*/
BOX2I GetBodyAndPinsBoundingBox() const;
//-----<Fields>-----------------------------------------------------------
/**
* Return a mandatory field in this symbol.
*
* @note If you need to fetch a user field, use GetFieldById.
*
* @param aFieldType is one of the mandatory field types (REFERENCE_FIELD, VALUE_FIELD, etc.).
* @return is the field at \a aFieldType or NULL if the field does not exist.
*/
SCH_FIELD* GetField( MANDATORY_FIELD_T aFieldType );
const SCH_FIELD* GetField( MANDATORY_FIELD_T aFieldNdx ) const;
/**
* Return a field in this symbol.
*
* @param aFieldId is the id of the field requested. Note that this id ONLY SOMETIMES equates
* to the field's position in the vector.
* @return is the field at \a aFieldType or NULL if the field does not exist.
*/
SCH_FIELD* GetFieldById( int aFieldId );
/**
* Search for a field named \a aFieldName and returns text associated with this field.
*
* @param aFieldName is the name of the field
*/
wxString GetFieldText( const wxString& aFieldName ) const;
/**
* Populate a std::vector with SCH_FIELDs.
*
* @param aVector is the vector to populate.
* @param aVisibleOnly is used to add only the fields that are visible and contain text.
*/
void GetFields( std::vector<SCH_FIELD*>& aVector, bool aVisibleOnly );
/**
* Return a vector of fields from the symbol
*/
std::vector<SCH_FIELD>& GetFields() { return m_fields; }
const std::vector<SCH_FIELD>& GetFields() const { return m_fields; }
/**
* Add a field to the symbol.
*
* @param aField is the field to add to this symbol.
*
* @return the newly inserted field.
*/
SCH_FIELD* AddField( const SCH_FIELD& aField );
/**
* Remove a user field from the symbol.
* @param aFieldName is the user fieldName to remove. Attempts to remove a mandatory
* field or a non-existant field are silently ignored.
*/
void RemoveField( const wxString& aFieldName );
void RemoveField( SCH_FIELD* aField ) { RemoveField( aField->GetName() ); }
/**
* Search for a #SCH_FIELD with \a aFieldName
*
* @param aFieldName is the name of the field to find.
* @param aIncludeDefaultFields searches the library symbol default fields if true.
*
* @return the field if found or NULL if the field was not found.
*/
SCH_FIELD* FindField( const wxString& aFieldName, bool aIncludeDefaultFields = true );
/**
* Set multiple schematic fields.
*
* @param aFields are the fields to set in this symbol.
*/
void SetFields( std::vector<SCH_FIELD>& aFields )
{
m_fields = aFields; // vector copying, length is changed possibly
}
const wxString GetValueFieldText( bool aResolve ) const;
void SetValueFieldText( const wxString& aValue );
const wxString GetFootprintFieldText( bool aResolve ) const;
void SetFootprintFieldText( const wxString& aFootprint );
/**
* Restore fields to the original library values.
*
* @param aUpdateStyle selects whether fields should update the position and text attributes.
* @param aUpdateRef selects whether the reference field should be updated.
* @param aUpdateOtherFields selects whether non-reference fields should be updated.
* @param aResetRef selects whether the reference should be reset to the library value.
* @param aResetOtherFields selects whether non-reference fields should be reset to library
* values.
*/
void UpdateFields( const SCH_SHEET_PATH* aPath, bool aUpdateStyle, bool aUpdateRef,
bool aUpdateOtherFields, bool aResetRef, bool aResetOtherFields );
/**
* Return the number of fields in this symbol.
*/
int GetFieldCount() const { return (int)m_fields.size(); }
/**
* Automatically orient all the fields in the symbol.
*
* @param aScreen is the SCH_SCREEN associated with the current instance of the
* symbol. This can be NULL when aManual is false.
* @param aManual should be true if the autoplace was manually initiated (e.g. by a hotkey
* or a menu item). Some more 'intelligent' routines will be used that would be
* annoying if done automatically during moves.
*/
void AutoplaceFields( SCH_SCREEN* aScreen, bool aManual ) override;
void RunOnChildren( const std::function<void( SCH_ITEM* )>& aFunction ) override;
//-----</Fields>----------------------------------------------------------
/**
* Find a symbol pin by number.
*
* @param number is the number of the pin to find.
* @return Pin object if found, otherwise NULL.
*/
SCH_PIN* GetPin( const wxString& number ) const;
/**
* Populate a vector with all the pins from the library object.
*
* @param aPinsList is the list to populate with all of the pins.
*/
void GetLibPins( std::vector<LIB_PIN*>& aPinsList ) const;
/**
* @return a list of pin pointers for all units / converts. Used primarily for SPICE where
* we want to treat all units together as a single SPICE element.
*/
std::vector<LIB_PIN*> GetAllLibPins() const;
/**
* @return a count of pins for all units / converts.
*/
size_t GetFullPinCount() { return GetAllLibPins().size(); }
/**
* @return the SCH_PIN associated with a particular LIB_PIN.
*/
SCH_PIN* GetPin( LIB_PIN* aLibPin ) const;
/**
* Retrieve a list of the SCH_PINs for the given sheet path.
*
* Since a symbol can have a different unit on a different instance of a sheet,
* this list returns the subset of pins that exist on a given sheet.
*
* @return a vector of pointers (non-owning) to SCH_PINs
*/
std::vector<SCH_PIN*> GetPins( const SCH_SHEET_PATH* aSheet = nullptr ) const;
std::vector<std::unique_ptr<SCH_PIN>>& GetRawPins() { return m_pins; }
/**
* Print a symbol.
*
* @param aSettings Render settings controlling output
* @param aOffset is the drawing offset (usually VECTOR2I(0,0), but can be different when
* moving an object)
*/
void Print( const RENDER_SETTINGS* aSettings, const VECTOR2I& aOffset ) override;
/**
* Print only the background parts of a symbol (if any)
*
* @param aSettings Render settings controlling output
* @param aOffset is the drawing offset (usually VECTOR2I(0,0), but can be different when
* moving an object)
*/
void PrintBackground( const RENDER_SETTINGS* aSettings, const VECTOR2I& aOffset ) override;
void SwapData( SCH_ITEM* aItem ) override;
/**
* Test for an acceptable reference string.
*
* An acceptable reference string must support unannotation i.e starts by letter
*
* @param aReferenceString is the reference string to validate
* @return true if reference string is valid.
*/
static bool IsReferenceStringValid( const wxString& aReferenceString );
/**
* Return the reference for the given sheet path.
*
* @return the reference for the sheet.
*/
const wxString GetRef( const SCH_SHEET_PATH* aSheet, bool aIncludeUnit = false ) const;
/**
* Set the reference for the given sheet path for this symbol.
*
* @param aSheet is the hierarchical path of the reference.
* @param aReference is the new reference for the symbol.
*/
void SetRef( const SCH_SHEET_PATH* aSheet, const wxString& aReference );
/**
* Check if the symbol has a valid annotation (reference) for the given sheet path.
*
* @param aSheet is the sheet path to test.
* @return true if the symbol exists on that sheet and has a valid reference.
*/
bool IsAnnotated( const SCH_SHEET_PATH* aSheet );
/**
* Add a full hierarchical reference to this symbol.
*
* @param aPath is the hierarchical path (/&ltsheet timestamp&gt/&ltsymbol
* timestamp&gt like /05678E50/A23EF560).
* @param aRef is the local reference like C45, R56.
* @param aUnit is the unit selection used for symbols with multiple units per package.
* @param aValue is the value used for this instance.
* @param aFootprint is the footprint used for this instance (which might have different
* hole spacing or other board-specific changes from other instances).
*/
void AddHierarchicalReference( const KIID_PATH& aPath,
const wxString& aRef,
int aUnit );
void AddHierarchicalReference( const SCH_SYMBOL_INSTANCE& aInstance );
/// Return the instance-specific unit selection for the given sheet path.
int GetUnitSelection( const SCH_SHEET_PATH* aSheet ) const;
/// Set the selected unit of this symbol on one sheet.
void SetUnitSelection( const SCH_SHEET_PATH* aSheet, int aUnitSelection );
/// Set the selected unit of this symbol for all sheets.
void SetUnitSelection( int aUnitSelection );
// Geometric transforms (used in block operations):
void Move( const VECTOR2I& aMoveVector ) override
{
if( aMoveVector == VECTOR2I( 0, 0 ) )
return;
m_pos += aMoveVector;
for( SCH_FIELD& field : m_fields )
field.Move( aMoveVector );
SetModified();
}
void MirrorHorizontally( int aCenter ) override;
void MirrorVertically( int aCenter ) override;
void Rotate( const VECTOR2I& aCenter ) override;
bool Matches( const EDA_SEARCH_DATA& aSearchData, void* aAuxData ) const override;
void GetEndPoints( std::vector<DANGLING_END_ITEM>& aItemList ) override;
/**
* Test if the symbol's dangling state has changed for all pins.
*
* As a side effect, actually update the dangling status for all pins.
*
* @note This does not test for short circuits.
*
* @param aItemList is list of all #DANGLING_END_ITEM items to be tested.
* @return true if any pin's state has changed.
*/
bool UpdateDanglingState( std::vector<DANGLING_END_ITEM>& aItemList,
const SCH_SHEET_PATH* aPath = nullptr ) override;
VECTOR2I GetPinPhysicalPosition( const LIB_PIN* Pin ) const;
bool IsConnectable() const override { return true; }
bool CanConnect( const SCH_ITEM* aItem ) const override
{
return ( aItem->Type() == SCH_LINE_T && aItem->GetLayer() == LAYER_WIRE ) ||
( aItem->Type() == SCH_NO_CONNECT_T ) ||
( aItem->Type() == SCH_JUNCTION_T ) ||
( aItem->Type() == SCH_SYMBOL_T ) ||
( aItem->Type() == SCH_DIRECTIVE_LABEL_T ) ||
( aItem->Type() == SCH_LABEL_T ) ||
( aItem->Type() == SCH_HIER_LABEL_T ) ||
( aItem->Type() == SCH_GLOBAL_LABEL_T );
}
/**
* @return true if the symbol is in netlist.
*/
bool IsInNetlist() const;
std::vector<VECTOR2I> GetConnectionPoints() const override;
INSPECT_RESULT Visit( INSPECTOR inspector, void* testData,
const std::vector<KICAD_T>& aScanTypes ) override;
/**
* Return the symbol library item at \a aPosition that is part of this symbol.
*
* @param aPosition is the schematic position of the symbol library object.
* @param aType is the type of symbol library object to find or any if set to TYPE_NOT_INIT.
* @return is the symbol library object if found otherwise NULL.
*/
LIB_ITEM* GetDrawItem( const VECTOR2I& aPosition, KICAD_T aType = TYPE_NOT_INIT );
wxString GetItemDescription( UNITS_PROVIDER* aUnitsProvider ) const override;
BITMAPS GetMenuImage() const override;
bool operator <( const SCH_ITEM& aItem ) const override;
bool operator==( const SCH_SYMBOL& aSymbol) const;
bool operator!=( const SCH_SYMBOL& aSymbol) const;
SCH_SYMBOL& operator=( const SCH_ITEM& aItem );
bool IsReplaceable() const override { return true; }
VECTOR2I GetPosition() const override { return m_pos; }
void SetPosition( const VECTOR2I& aPosition ) override { Move( aPosition - m_pos ); }
bool HitTest( const VECTOR2I& aPosition, int aAccuracy = 0 ) const override;
bool HitTest( const BOX2I& aRect, bool aContained, int aAccuracy = 0 ) const override;
void Plot( PLOTTER* aPlotter, bool aBackground ) const override;
/**
* Plot just the symbol pins. This is separated to match the GAL display order. The pins
* are ALSO plotted with the symbol group. This replotting allows us to ensure that they
* are shown above other elements in the schematic.
*
* @param aPlotter is the #PLOTTER object used to plot pins.
*/
void PlotPins( PLOTTER* aPlotter ) const;
/**
* Plot the red 'X' over the symbol. This is separated to allow it being used from the
* screen plot function, overlapping the pins
*
* @param aPlotter the #PLOTTER object used to draw the X
*/
void PlotDNP( PLOTTER* aPlotter ) const;
EDA_ITEM* Clone() const override;
#if defined(DEBUG)
void Show( int nestLevel, std::ostream& os ) const override;
#endif
void ClearBrightenedPins();
bool HasBrightenedPins();
bool GetIncludeInBom() const { return m_inBom; }
void SetIncludeInBom( bool aIncludeInBom ) { m_inBom = aIncludeInBom; }
bool GetIncludeOnBoard() const { return m_onBoard; }
void SetIncludeOnBoard( bool aIncludeOnBoard ) { m_onBoard = aIncludeOnBoard; }
bool GetDNP() const { return m_DNP; }
void SetDNP( bool aDNP ) { m_DNP = aDNP; }
bool IsPointClickableAnchor( const VECTOR2I& aPos ) const override;
private:
BOX2I doGetBoundingBox( bool aIncludePins, bool aIncludeFields ) const;
bool doIsConnected( const VECTOR2I& aPosition ) const override;
void Init( const VECTOR2I& pos = VECTOR2I( 0, 0 ) );
VECTOR2I m_pos;
LIB_ID m_lib_id; ///< Name and library the symbol was loaded from, i.e. 74xx:74LS00.
int m_unit; ///< The unit for multiple part per package symbols.
int m_convert; ///< The alternate body style for symbols that have more than
///< one body style defined. Primarily used for symbols that
///< have a De Morgan conversion.
wxString m_prefix; ///< C, R, U, Q etc - the first character(s) which typically
///< indicate what the symbol is. Determined, upon placement,
///< from the library symbol. Created upon file load, by the
///< first non-digits in the reference fields.
/**
* The name used to look up a symbol in the symbol library embedded in a schematic.
*
* By default this is the same as #LIB_ID::GetLibItemName(). However, schematics allow for
* multiple variants of the same library symbol. Set this member in order to preserve the
* link to the original symbol library. If empty, #LIB_ID::GetLibItemName() should be used.
*/
wxString m_schLibSymbolName;
TRANSFORM m_transform; ///< The rotation/mirror transformation.
std::vector<SCH_FIELD> m_fields; ///< Variable length list of fields.
std::unique_ptr< LIB_SYMBOL > m_part; ///< a flattened copy of the LIB_SYMBOL
///< from the PROJECT's libraries.
std::vector<std::unique_ptr<SCH_PIN>> m_pins; ///< a SCH_PIN for every LIB_PIN (all units)
std::unordered_map<LIB_PIN*, unsigned> m_pinMap; ///< library pin pointer : SCH_PIN's index
bool m_isInNetlist; ///< True if the symbol should appear in the netlist
bool m_inBom; ///< True to include in bill of materials export.
bool m_onBoard; ///< True to include in netlist when updating board.
bool m_DNP; ///< True if symbol is set to 'Do Not Populate'.
// Defines the hierarchical path and reference of the symbol. This allows support
// for multiple references to a single sub-sheet.
std::vector<SCH_SYMBOL_INSTANCE> m_instanceReferences;
};
#endif /* __SYMBOL_H__ */