881 lines
27 KiB
C++
881 lines
27 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) 2013-2016 CERN
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* Copyright (C) 2020 KiCad Developers, see AUTHORS.txt for contributors.
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*
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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 __VIEW_H
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#define __VIEW_H
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#include <vector>
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#include <set>
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#include <unordered_map>
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#include <memory>
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#include <math/box2.h>
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#include <gal/definitions.h>
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#include <view/view_overlay.h>
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#include <view/view.h>
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class EDA_ITEM;
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namespace KIGFX
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{
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class PAINTER;
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class GAL;
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class VIEW_ITEM;
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class VIEW_GROUP;
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class VIEW_RTREE;
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/**
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* Hold a (potentially large) number of VIEW_ITEMs and renders them on a graphics device
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* provided by the GAL.
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*
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* VIEWs can exist in two flavors:
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* - dynamic - where items can be added, removed or changed anytime, intended for the main
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* editing panel. Each VIEW_ITEM can be added to a single dynamic view.
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* - static - where items are added once at the startup and are not linked with the VIEW.
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* Foreseen for preview windows and printing.
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*
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* Items in a view are grouped in layers (not to be confused with Kicad's PCB layers). Each
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* layer is identified by an integer number. Visibility and rendering order can be set
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* individually for each of the layers. Future versions of the VIEW will also allows one to
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* assign different layers to different rendering targets, which will be composited at the
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* final stage by the GAL. The VIEW class also provides fast methods for finding all visible
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* objects that are within a given rectangular area, useful for object selection/hit testing.
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*/
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class VIEW
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{
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public:
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friend class VIEW_ITEM;
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typedef std::pair<VIEW_ITEM*, int> LAYER_ITEM_PAIR;
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/**
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* @param aIsDynamic decides whether we are creating a static or a dynamic VIEW.
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*/
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VIEW( bool aIsDynamic = true );
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virtual ~VIEW();
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/**
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* Nasty hack, invoked by the destructor of VIEW_ITEM to auto-remove the item
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* from the owning VIEW if there is any.
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*
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* KiCad relies too much on this mechanism. This is the only linking dependency now
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* between #EDA_ITEM and VIEW class. In near future I'll replace it with observers.
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*/
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static void OnDestroy( VIEW_ITEM* aItem );
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/**
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* Add a #VIEW_ITEM to the view.
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*
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* Set \a aDrawPriority to -1 to assign sequential priorities.
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*
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* @param aItem: item to be added. No ownership is given
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* @param aDrawPriority: priority to draw this item on its layer, lowest first.
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*/
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virtual void Add( VIEW_ITEM* aItem, int aDrawPriority = -1 );
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/**
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* Remove a #VIEW_ITEM from the view.
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*
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* @param aItem: item to be removed. Caller must dispose the removed item if necessary
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*/
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virtual void Remove( VIEW_ITEM* aItem );
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/**
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* Find all visible items that touch or are within the rectangle \a aRect.
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*
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* @param aRect area to search for items
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* @param aResult result of the search, containing VIEW_ITEMs associated with their layers.
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* Sorted according to the rendering order (items that are on top of the
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* rendering stack as first).
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* @return Number of found items.
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*/
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virtual int Query( const BOX2I& aRect, std::vector<LAYER_ITEM_PAIR>& aResult ) const;
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/**
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* Set the item visibility.
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*
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* @param aItem: the item to modify.
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* @param aIsVisible: whether the item is visible (on all layers), or not.
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*/
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void SetVisible( VIEW_ITEM* aItem, bool aIsVisible = true );
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/**
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* Temporarily hide the item in the view (e.g. for overlaying).
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*
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* @param aItem: the item to modify.
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* @param aHide: whether the item is hidden (on all layers), or not.
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*/
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void Hide( VIEW_ITEM* aItem, bool aHide = true );
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/**
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* Return information if the item is visible (or not).
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*
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* @param aItem: the item to test.
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* @return when true, the item is visible (i.e. to be displayed, not visible in the
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* *current* viewport)
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*/
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bool IsVisible( const VIEW_ITEM* aItem ) const;
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/**
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* Indicates whether or not the given item has been added to the view.
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*/
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bool HasItem( const VIEW_ITEM* aItem ) const;
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/**
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* For dynamic VIEWs, inform the associated VIEW that the graphical representation of
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* this item has changed. For static views calling has no effect.
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*
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* @param aItem: the item to update.
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* @param aUpdateFlags: how much the object has changed.
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*/
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virtual void Update( const VIEW_ITEM* aItem, int aUpdateFlags ) const;
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virtual void Update( const VIEW_ITEM* aItem ) const;
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/**
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* Mark the \a aRequiredId layer as required for the aLayerId layer. In order to display the
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* layer, all of its required layers have to be enabled.
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*
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* @param aLayerId is the id of the layer for which we enable/disable the required layer.
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* @param aRequiredId is the id of the required layer.
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* @param aRequired tells if the required layer should be added or removed from the list.
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*/
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void SetRequired( int aLayerId, int aRequiredId, bool aRequired = true );
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/**
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* Copy layers and visibility settings from another view.
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*
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* @param aOtherView: view from which settings will be copied.
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*/
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void CopySettings( const VIEW* aOtherView );
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/*
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* Convenience wrappers for adding multiple items
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* template <class T> void AddItems( const T& aItems );
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* template <class T> void RemoveItems( const T& aItems );
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*/
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/**
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* Assign a rendering device for the VIEW.
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*
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* @param aGal: pointer to the GAL output device.
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*/
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void SetGAL( GAL* aGal );
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/**
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* Return the #GAL this view is using to draw graphical primitives.
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*
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* @return Pointer to the currently used GAL instance.
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*/
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inline GAL* GetGAL() const
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{
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return m_gal;
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}
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/**
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* Set the painter object used by the view for drawing #VIEW_ITEMS.
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*/
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inline void SetPainter( PAINTER* aPainter )
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{
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m_painter = aPainter;
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}
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/**
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* Return the painter object used by the view for drawing #VIEW_ITEMS.
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*
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* @return Pointer to the currently used Painter instance.
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*/
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inline PAINTER* GetPainter() const
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{
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return m_painter;
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}
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/**
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* Set the visible area of the VIEW.
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*
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* @param aViewport: desired visible area, in world space coordinates.
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*/
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void SetViewport( const BOX2D& aViewport );
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/**
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* Return the current viewport visible area rectangle.
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*
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* @return Current viewport rectangle.
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*/
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BOX2D GetViewport() const;
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/**
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* Control the mirroring of the VIEW.
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*
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* @param aMirrorX: when true, the X axis is mirrored.
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* @param aMirrorY: when true, the Y axis is mirrored.
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*/
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void SetMirror( bool aMirrorX, bool aMirrorY );
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/**
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* Return true if view is flipped across the X axis.
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*/
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bool IsMirroredX() const
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{
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return m_mirrorX;
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}
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/**
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* Return true if view is flipped across the Y axis.
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*/
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bool IsMirroredY() const
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{
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return m_mirrorY;
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}
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/**
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* Set the scaling factor, zooming around a given anchor point.
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*
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* (depending on correct GAL unit length & DPI settings).
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*
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* @param aAnchor is the zooming anchor point.
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* @param aScale is the scale factor.
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*/
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virtual void SetScale( double aScale, VECTOR2D aAnchor = { 0, 0 } );
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/**
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* @return Current scale factor of this VIEW.
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*/
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inline double GetScale() const
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{
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return m_scale;
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}
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/**
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* Set limits for view area.
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*
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* @param aBoundary is the box that limits view area.
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*/
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inline void SetBoundary( const BOX2D& aBoundary )
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{
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m_boundary = aBoundary;
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}
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/**
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* Set limits for view area.
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*
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* @param aBoundary is the box that limits view area.
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*/
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inline void SetBoundary( const BOX2I& aBoundary )
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{
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m_boundary.SetOrigin( aBoundary.GetOrigin() );
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m_boundary.SetEnd( aBoundary.GetEnd() );
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}
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/**
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* @return Current view area boundary.
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*/
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inline const BOX2D& GetBoundary() const
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{
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return m_boundary;
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}
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/**
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* Set minimum and maximum values for scale.
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*
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* @param aMaximum is the maximum value for scale.
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* @param aMinimum is the minimum value for scale.
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*/
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void SetScaleLimits( double aMaximum, double aMinimum )
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{
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wxASSERT_MSG( aMaximum > aMinimum, wxT( "I guess you passed parameters in wrong order" ) );
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m_minScale = aMinimum;
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m_maxScale = aMaximum;
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}
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/**
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* Set the center point of the VIEW (i.e. the point in world space that will be drawn in
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* the middle of the screen).
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*
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* @param aCenter: the new center point, in world space coordinates.
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*/
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void SetCenter( const VECTOR2D& aCenter );
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/**
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* Set the center point of the VIEW, attempting to avoid \a obscuringScreenRects (for
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* instance, the screen rect of a modeless dialog in front of the VIEW).
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*
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* @param aCenter: the new center point, in world space coordinates.
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* @param obscuringScreenRects: the obscuring rects, in screen space coordinates.
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*/
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void SetCenter( const VECTOR2D& aCenter, const std::vector<BOX2D>& obscuringScreenRects );
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/**
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* Return the center point of this VIEW (in world space coordinates).
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*
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* @return center point of the view
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*/
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const VECTOR2D& GetCenter() const
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{
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return m_center;
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}
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/**
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* Converts a screen space point/vector to a point/vector in world space coordinates.
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*
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* @param aCoord is the point/vector to be converted.
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* @param aAbsolute when true aCoord is treated as a point, otherwise as a direction (vector).
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*/
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VECTOR2D ToWorld( const VECTOR2D& aCoord, bool aAbsolute = true ) const;
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/**
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* Converts a screen space one dimensional size to a one dimensional size in world
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* space coordinates.
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*
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* @param aSize is the size to be converted.
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*/
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double ToWorld( double aSize ) const;
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/**
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* Convert a world space point/vector to a point/vector in screen space coordinates.
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*
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* @param aCoord is the point/vector to be converted.
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* @param aAbsolute when true aCoord is treated as a point, otherwise as a direction (vector).
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*/
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VECTOR2D ToScreen( const VECTOR2D& aCoord, bool aAbsolute = true ) const;
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/**
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* Convert a world space one dimensional size to a one dimensional size in screen space.
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*
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* @param aSize: the size to be transformed.
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*/
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double ToScreen( double aSize ) const;
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/**
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* Return the size of the our rendering area in pixels.
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*
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* @return viewport screen size.
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*/
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const VECTOR2I& GetScreenPixelSize() const;
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/**
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* Remove all items from the view.
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*/
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void Clear();
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/**
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* Control the visibility of a particular layer.
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*
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* @param aLayer is the layer to show/hide.
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* @param aVisible is the layer visibility state.
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*/
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inline void SetLayerVisible( int aLayer, bool aVisible = true )
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{
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wxCHECK( aLayer < (int) m_layers.size(), /*void*/ );
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if( m_layers[aLayer].visible != aVisible )
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{
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// Target has to be redrawn after changing its visibility
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MarkTargetDirty( m_layers[aLayer].target );
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m_layers[aLayer].visible = aVisible;
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}
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}
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/**
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* Return information about visibility of a particular layer.
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*
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* @param aLayer true if the layer is visible, false otherwise.
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*/
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inline bool IsLayerVisible( int aLayer ) const
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{
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wxCHECK( aLayer >= 0, false);
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wxCHECK( aLayer < (int) m_layers.size(), false );
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return m_layers.at( aLayer ).visible;
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}
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/**
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* Set the whether the layer should drawn differentially.
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*
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* @param aLayer is the layer to set to be draw differentially
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* @param aDiff is the layer diff'ing state.
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*/
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inline void SetLayerDiff( int aLayer, bool aDiff = true )
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{
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wxCHECK( aLayer < (int) m_layers.size(), /*void*/ );
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if( m_layers[aLayer].diffLayer != aDiff )
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{
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// Target has to be redrawn after changing its layers' diff status
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MarkTargetDirty( m_layers[aLayer].target );
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m_layers[aLayer].diffLayer = aDiff;
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}
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}
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/**
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* Set the status of negatives presense in a particular layer.
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*
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* @param aLayer is the layer to set as containing negatives (or not).
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* @param aNegatives is the layer negatives state.
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*/
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inline void SetLayerHasNegatives( int aLayer, bool aNegatives = true )
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{
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wxCHECK( aLayer < (int) m_layers.size(), /*void*/ );
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if( m_layers[aLayer].hasNegatives != aNegatives )
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{
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// Target has to be redrawn after changing a layers' negatives
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MarkTargetDirty( m_layers[aLayer].target );
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m_layers[aLayer].hasNegatives = aNegatives;
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}
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}
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/**
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* Set a layer display-only (ie: to be rendered but not returned by hit test queries).
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*/
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inline void SetLayerDisplayOnly( int aLayer, bool aDisplayOnly = true )
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{
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wxCHECK( aLayer < (int) m_layers.size(), /*void*/ );
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m_layers[aLayer].displayOnly = aDisplayOnly;
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}
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/**
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* Change the rendering target for a particular layer.
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*
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* @param aLayer is the layer.
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* @param aTarget is the rendering target.
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*/
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inline void SetLayerTarget( int aLayer, RENDER_TARGET aTarget )
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{
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wxCHECK( aLayer < (int) m_layers.size(), /*void*/ );
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m_layers[aLayer].target = aTarget;
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}
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/**
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* Set rendering order of a particular layer. Lower values are rendered first.
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*
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* @param aLayer is the layer.
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* @param aRenderingOrder is an arbitrary number denoting the rendering order.
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*/
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void SetLayerOrder( int aLayer, int aRenderingOrder );
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/**
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* Return rendering order of a particular layer. Lower values are rendered first.
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*
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* @param aLayer is the layer.
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* @return Rendering order of a particular layer.
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*/
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int GetLayerOrder( int aLayer ) const;
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/**
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* Change the order of given layer ids, so after sorting the order corresponds to layers
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* rendering order (descending, ie. order in which layers should be drawn - from the bottom to
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* the top).
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*
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* @param aLayers stores id of layers to be sorted.
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* @param aCount stores the number of layers.
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*/
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void SortLayers( int aLayers[], int& aCount ) const;
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/**
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* Remap the data between layer ids without invalidating that data.
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*
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* Used by GerbView for the "Sort by X2" functionality.
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*
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* @param aReorderMap is a mapping of old to new layer ids.
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*/
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void ReorderLayerData( std::unordered_map<int, int> aReorderMap );
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/**
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* Apply the new coloring scheme held by RENDER_SETTINGS in case that it has changed.
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*
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* @param aLayer is a number of the layer to be updated.
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* @see RENDER_SETTINGS
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*/
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void UpdateLayerColor( int aLayer );
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/**
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* Apply the new coloring scheme to all layers. The used scheme is held by #RENDER_SETTINGS.
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*
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* @see RENDER_SETTINGS
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*/
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void UpdateAllLayersColor();
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/**
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* Set given layer to be displayed on the top or sets back the default order of layers.
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*
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* @param aEnabled = true to display aLayer on the top.
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* @param aLayer is the layer or -1 in case when no particular layer should be displayed
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* on the top.
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*/
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virtual void SetTopLayer( int aLayer, bool aEnabled = true );
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/**
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* Enable or disable display of the top layer.
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*
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* When disabled, layers are rendered as usual with no influence from SetTopLayer
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* function. Otherwise on the top there is displayed the layer set previously with
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* SetTopLayer function.
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*
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* @param aEnable whether to enable or disable display of the top layer.
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*/
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virtual void EnableTopLayer( bool aEnable );
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virtual int GetTopLayer() const;
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/**
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* Remove all layers from the on-the-top set (they are no longer displayed over the rest of
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* layers).
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*/
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void ClearTopLayers();
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/**
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* Do everything that is needed to apply the rendering order of layers.
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*
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* It has to be called after modification of renderingOrder field of LAYER.
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*/
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void UpdateAllLayersOrder();
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/**
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* Clear targets that are marked as dirty.
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*/
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void ClearTargets();
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/**
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* Immediately redraws the whole view.
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*/
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virtual void Redraw();
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/**
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* Rebuild GAL display lists.
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*/
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void RecacheAllItems();
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/**
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* Tell if the VIEW is dynamic (ie. can be changed, for example displaying PCBs in a window)
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* or static (that cannot be modified, eg. displaying image/PDF).
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*/
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bool IsDynamic() const
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{
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return m_dynamic;
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}
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/**
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* Return true if any of the VIEW layers needs to be refreshened.
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*
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* @return True in case if any of layers is marked as dirty.
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*/
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bool IsDirty() const
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{
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for( int i = 0; i < TARGETS_NUMBER; ++i )
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{
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if( IsTargetDirty( i ) )
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return true;
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}
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return false;
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}
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/**
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* Return true if any of layers belonging to the target or the target itself should be
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* redrawn.
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*
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* @return True if the above condition is fulfilled.
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*/
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bool IsTargetDirty( int aTarget ) const
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{
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wxCHECK( aTarget < TARGETS_NUMBER, false );
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return m_dirtyTargets[aTarget];
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}
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/**
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* Set or clear target 'dirty' flag.
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*
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* @param aTarget is the target to set.
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*/
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inline void MarkTargetDirty( int aTarget )
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{
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wxCHECK( aTarget < TARGETS_NUMBER, /* void */ );
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m_dirtyTargets[aTarget] = true;
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}
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/// Return true if the layer is cached.
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inline bool IsCached( int aLayer ) const
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{
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wxCHECK( aLayer < (int) m_layers.size(), false );
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try
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{
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return m_layers.at( aLayer ).target == TARGET_CACHED;
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}
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catch( const std::out_of_range& )
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{
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return false;
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}
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}
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/**
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* Force redraw of view on the next rendering.
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*/
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void MarkDirty()
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{
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for( int i = 0; i < TARGETS_NUMBER; ++i )
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m_dirtyTargets[i] = true;
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}
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/**
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* Force redraw of view on the next rendering.
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*/
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void MarkClean()
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{
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for( int i = 0; i < TARGETS_NUMBER; ++i )
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m_dirtyTargets[i] = false;
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}
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/**
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* Iterate through the list of items that asked for updating and updates them.
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*/
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void UpdateItems();
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/**
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* Update all items in the view according to the given flags.
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*
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* @param aUpdateFlags is is according to KIGFX::VIEW_UPDATE_FLAGS
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*/
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void UpdateAllItems( int aUpdateFlags );
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|
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/**
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* Update items in the view according to the given flags and condition.
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*
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* @param aUpdateFlags is is according to KIGFX::VIEW_UPDATE_FLAGS.
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* @param aCondition is a function returning true if the item should be updated.
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*/
|
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void UpdateAllItemsConditionally( int aUpdateFlags,
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std::function<bool( VIEW_ITEM* )> aCondition );
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|
|
/**
|
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* @return true if draw priority is being respected while redrawing.
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*/
|
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bool IsUsingDrawPriority() const
|
|
{
|
|
return m_useDrawPriority;
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}
|
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|
|
/**
|
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* @param aFlag is true if draw priority should be respected while redrawing.
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|
*/
|
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void UseDrawPriority( bool aFlag )
|
|
{
|
|
m_useDrawPriority = aFlag;
|
|
}
|
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|
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/**
|
|
* Only takes effect if UseDrawPriority is true.
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|
*
|
|
* @param aFlag is true if draw order should be reversed
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|
*/
|
|
void ReverseDrawOrder( bool aFlag )
|
|
{
|
|
m_reverseDrawOrder = aFlag;
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|
}
|
|
|
|
std::shared_ptr<VIEW_OVERLAY> MakeOverlay();
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|
|
|
void InitPreview();
|
|
|
|
void ClearPreview();
|
|
void AddToPreview( EDA_ITEM* aItem, bool aTakeOwnership = true );
|
|
|
|
void ShowPreview( bool aShow = true );
|
|
|
|
/**
|
|
* Return a new VIEW object that shares the same set of VIEW_ITEMs and LAYERs.
|
|
*
|
|
* GAL, PAINTER and other properties are left uninitialized.
|
|
*/
|
|
std::unique_ptr<VIEW> DataReference() const;
|
|
|
|
///< Maximum number of layers that may be shown
|
|
static constexpr int VIEW_MAX_LAYERS = 512;
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|
|
|
///< Rendering order modifier for layers that are marked as top layers.
|
|
static constexpr int TOP_LAYER_MODIFIER = -VIEW_MAX_LAYERS;
|
|
|
|
protected:
|
|
struct VIEW_LAYER
|
|
{
|
|
bool visible; ///< Is the layer to be rendered?
|
|
bool displayOnly; ///< Is the layer display only?
|
|
bool diffLayer; ///< Layer should be drawn differentially over lower layers
|
|
bool hasNegatives; ///< Layer should be drawn separately to not delete lower layers
|
|
std::shared_ptr<VIEW_RTREE> items; ///< R-tree indexing all items on this layer.
|
|
int renderingOrder; ///< Rendering order of this layer.
|
|
int id; ///< Layer ID.
|
|
RENDER_TARGET target; ///< Where the layer should be rendered.
|
|
std::set<int> requiredLayers; ///< Layers that have to be enabled to show
|
|
///< the layer.
|
|
};
|
|
|
|
|
|
|
|
VIEW( const VIEW& ) = delete;
|
|
|
|
///* Redraws contents within rect aRect
|
|
void redrawRect( const BOX2I& aRect );
|
|
|
|
inline void markTargetClean( int aTarget )
|
|
{
|
|
wxCHECK( aTarget < TARGETS_NUMBER, /* void */ );
|
|
m_dirtyTargets[aTarget] = false;
|
|
}
|
|
|
|
/**
|
|
* Draw an item, but on a specified layers.
|
|
*
|
|
* It has to be marked that some of drawing settings are based on the layer on which
|
|
* an item is drawn.
|
|
*
|
|
* @param aItem is the item to be drawn.
|
|
* @param aLayer is the layer which should be drawn.
|
|
* @param aImmediate dictates the way of drawing - it allows one to force immediate
|
|
* drawing mode for cached items.
|
|
*/
|
|
void draw( VIEW_ITEM* aItem, int aLayer, bool aImmediate = false );
|
|
|
|
/**
|
|
* Draw an item on all layers that the item uses.
|
|
*
|
|
* @param aItem is the item to be drawn.
|
|
* @param aImmediate dictates the way of drawing - it allows one to force immediate
|
|
* drawing mode for cached items.
|
|
*/
|
|
void draw( VIEW_ITEM* aItem, bool aImmediate = false );
|
|
|
|
/**
|
|
* Draw a group of items on all layers that those items use.
|
|
*
|
|
* @param aGroup is the group to be drawn.
|
|
* @param aImmediate dictates the way of drawing - it allows one to force immediate
|
|
* drawing mode for cached items.
|
|
*/
|
|
void draw( VIEW_GROUP* aGroup, bool aImmediate = false );
|
|
|
|
///< Sort m_orderedLayers when layer rendering order has changed
|
|
void sortLayers();
|
|
|
|
///< Clear cached GAL group numbers (*ONLY* numbers stored in VIEW_ITEMs, not group objects
|
|
///< used by GAL)
|
|
void clearGroupCache();
|
|
|
|
/**
|
|
* Manage dirty flags & redraw queuing when updating an item.
|
|
*
|
|
* @param aItem is the item to be updated.
|
|
* @param aUpdateFlags determines the way an item is refreshed.
|
|
*/
|
|
void invalidateItem( VIEW_ITEM* aItem, int aUpdateFlags );
|
|
|
|
///< Update colors that are used for an item to be drawn
|
|
void updateItemColor( VIEW_ITEM* aItem, int aLayer );
|
|
|
|
///< Update all information needed to draw an item
|
|
void updateItemGeometry( VIEW_ITEM* aItem, int aLayer );
|
|
|
|
///< Update bounding box of an item
|
|
void updateBbox( VIEW_ITEM* aItem );
|
|
|
|
///< Update set of layers that an item occupies
|
|
void updateLayers( VIEW_ITEM* aItem );
|
|
|
|
///< Determine rendering order of layers. Used in display order sorting function.
|
|
static bool compareRenderingOrder( VIEW_LAYER* aI, VIEW_LAYER* aJ )
|
|
{
|
|
return aI->renderingOrder > aJ->renderingOrder;
|
|
}
|
|
|
|
///< Check if every layer required by the aLayerId layer is enabled.
|
|
bool areRequiredLayersEnabled( int aLayerId ) const;
|
|
|
|
// Function objects that need to access VIEW/VIEW_ITEM private/protected members
|
|
struct CLEAR_LAYER_CACHE_VISITOR;
|
|
struct RECACHE_ITEM_VISITOR;
|
|
struct DRAW_ITEM_VISITOR;
|
|
struct UPDATE_COLOR_VISITOR;
|
|
struct UPDATE_DEPTH_VISITOR;
|
|
|
|
std::unique_ptr<KIGFX::VIEW_GROUP> m_preview;
|
|
std::vector<EDA_ITEM *> m_ownedItems;
|
|
|
|
///< Whether to use rendering order modifier or not.
|
|
bool m_enableOrderModifier;
|
|
|
|
///< The set of possible displayed layers and its properties.
|
|
std::vector<VIEW_LAYER> m_layers;
|
|
|
|
///< Sorted list of pointers to members of m_layers.
|
|
std::vector<VIEW_LAYER*> m_orderedLayers;
|
|
|
|
///< Flat list of all items.
|
|
std::shared_ptr<std::vector<VIEW_ITEM*>> m_allItems;
|
|
|
|
///< The set of layers that are displayed on the top.
|
|
std::set<unsigned int> m_topLayers;
|
|
|
|
///< Center point of the VIEW (the point at which we are looking at).
|
|
VECTOR2D m_center;
|
|
|
|
double m_scale;
|
|
BOX2D m_boundary;
|
|
double m_minScale;
|
|
double m_maxScale;
|
|
|
|
bool m_mirrorX;
|
|
bool m_mirrorY;
|
|
|
|
///< PAINTER contains information how do draw items.
|
|
PAINTER* m_painter;
|
|
|
|
///< Interface to #PAINTER that is used to draw items.
|
|
GAL* m_gal;
|
|
|
|
///< Dynamic VIEW (eg. display PCB in window) allows changes once it is built,
|
|
///< static (eg. image/PDF) - does not.
|
|
bool m_dynamic;
|
|
|
|
///< Flag to mark targets as dirty so they have to be redrawn on the next refresh event.
|
|
bool m_dirtyTargets[TARGETS_NUMBER];
|
|
|
|
///< Flag to respect draw priority when drawing items.
|
|
bool m_useDrawPriority;
|
|
|
|
///< The next sequential drawing priority.
|
|
int m_nextDrawPriority;
|
|
|
|
///< Flag to reverse the draw order when using draw priority.
|
|
bool m_reverseDrawOrder;
|
|
};
|
|
} // namespace KIGFX
|
|
|
|
#endif
|