kicad/include/board_item_struct.h

149 lines
3.8 KiB
C++

/*********************************************************************/
/* board_item_struct.h : Basic classes for BOARD_ITEM descriptions */
/*********************************************************************/
#ifndef BOARD_ITEM_STRUCT_H
#define BOARD_ITEM_STRUCT_H
/**
* Class BOARD_ITEM
* is a base class for any item which can be embedded within the BOARD
* container class, and therefore instances of derived classes should only be
* found in PCBNEW or other programs that use class BOARD and its contents.
* The corresponding class in EESCHEMA is SCH_ITEM.
*/
class BOARD_ITEM : public EDA_BaseStruct
{
protected:
int m_Layer;
public:
BOARD_ITEM( BOARD_ITEM* StructFather, KICAD_T idtype ) :
EDA_BaseStruct( StructFather, idtype )
, m_Layer( 0 )
{
}
BOARD_ITEM( const BOARD_ITEM& src ) :
EDA_BaseStruct( src.m_Parent, src.Type() )
, m_Layer( src.m_Layer )
{
}
/**
* A value of wxPoint(0,0) which can be passed to the Draw() functions.
*/
static wxPoint ZeroOffset;
BOARD_ITEM* Next() const { return (BOARD_ITEM*) Pnext; }
BOARD_ITEM* Back() const { return (BOARD_ITEM*) Pback; }
BOARD_ITEM* GetParent() const { return (BOARD_ITEM*) m_Parent; }
/**
* Function GetPosition
* returns the position of this object.
* @return wxPoint& - The position of this object, non-const so it
* can be changed
*/
virtual wxPoint& GetPosition() = 0;
/**
* Function GetLayer
* returns the layer this item is on.
*/
int GetLayer() const { return m_Layer; }
/**
* Function SetLayer
* sets the layer this item is on.
* @param aLayer The layer number.
*/
void SetLayer( int aLayer ) { m_Layer = aLayer; }
/**
* Function Draw
* BOARD_ITEMs have their own color information.
*/
virtual void Draw( WinEDA_DrawPanel* panel, wxDC* DC,
int aDrawMode, const wxPoint& offset = ZeroOffset ) = 0;
/**
* Function IsOnLayer
* tests to see if this object is on the given layer. Is virtual so
* objects like D_PAD, which reside on multiple layers can do their own
* form of testing.
* @param aLayer The layer to test for.
* @return bool - true if on given layer, else false.
*/
virtual bool IsOnLayer( int aLayer ) const
{
return m_Layer == aLayer;
}
/**
* Function IsLocked
* @return bool - true if the object is locked, else false
*/
virtual bool IsLocked() const
{
return false; // only MODULEs can be locked at this time.
}
/**
* Function UnLink
* detaches this object from its owner.
*/
virtual void UnLink() = 0;
/**
* Function DeleteStructure
* deletes this object after UnLink()ing it from its owner.
*/
void DeleteStructure()
{
UnLink();
delete this;
}
/**
* Function MenuText
* returns the text to use in any menu type UI control which must uniquely
* identify this item.
* @param aBoard The PCB in which this item resides, needed for Net lookup.
* @return wxString
* @todo: maybe: make this virtual and split into each derived class
*/
wxString MenuText( const BOARD* aBoard ) const;
/**
* Function MenuIcon
* @return const char** - The XPM to use in any UI control which can help
* identify this item.
* @todo: make this virtual and split into each derived class
*/
const char** MenuIcon() const;
/**
* Function Save
* writes the data structures for this object out to a FILE in "*.brd" format.
* @param aFile The FILE to write to.
* @return bool - true if success writing else false.
*/
virtual bool Save( FILE* aFile ) const = 0;
};
#endif /* BOARD_ITEM_STRUCT_H */