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/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2014 CERN
* @author Tomasz Wlostowski <tomasz.wlostowski@cern.ch>
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifndef __GRID_HELPER_H
#define __GRID_HELPER_H
#include <vector>
#include <math/vector2d.h>
#include <boost/optional.hpp>
#include <layers_id_colors_and_visibility.h>
#include <geometry/seg.h>
class PCB_BASE_FRAME;
class GRID_HELPER {
public:
GRID_HELPER( PCB_BASE_FRAME* aFrame );
~GRID_HELPER();
void SetGrid( int aSize );
void SetOrigin( const VECTOR2I& aOrigin );
VECTOR2I GetGrid() const;
VECTOR2I GetOrigin() const;
void SetAuxAxes( bool aEnable, const VECTOR2I& aOrigin = VECTOR2I( 0, 0 ), bool aEnableDiagonal = false );
VECTOR2I Align( const VECTOR2I& aPoint ) const;
VECTOR2I AlignToSegment ( const VECTOR2I& aPoint, const SEG& aSeg );
VECTOR2I BestDragOrigin( const VECTOR2I& aMousePos, BOARD_ITEM* aItem );
VECTOR2I BestSnapAnchor( const VECTOR2I& aOrigin, BOARD_ITEM* aDraggedItem );
private:
enum ANCHOR_FLAGS {
CORNER = 0x1,
OUTLINE = 0x2,
SNAPPABLE = 0x4,
ORIGIN = 0x8
};
struct ANCHOR
{
ANCHOR( VECTOR2I aPos, int aFlags = CORNER | SNAPPABLE, BOARD_ITEM* aItem = NULL ):
pos( aPos ), flags( aFlags ), item( aItem ) {} ;
VECTOR2I pos;
int flags;
BOARD_ITEM* item;
double Distance( const VECTOR2I& aP ) const
{
return ( aP - pos ).EuclideanNorm();
}
//bool CanSnapItem( const BOARD_ITEM* aItem ) const;
};
std::vector<ANCHOR> m_anchors;
std::set<BOARD_ITEM*> queryVisible( const BOX2I& aArea ) const;
void addAnchor( const VECTOR2I& aPos, int aFlags = CORNER | SNAPPABLE, BOARD_ITEM* aItem = NULL )
{
m_anchors.push_back( ANCHOR( aPos, aFlags, aItem ) );
}
ANCHOR* nearestAnchor( const VECTOR2I& aPos, int aFlags, LSET aMatchLayers );
void computeAnchors( BOARD_ITEM* aItem, const VECTOR2I& aRefPos );
void clearAnchors()
{
m_anchors.clear();
}
PCB_BASE_FRAME* m_frame;
boost::optional<VECTOR2I> m_auxAxis;
bool m_diagonalAuxAxesEnable;
};
#endif
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