Commit 6e0c7a93 authored by Maciej Suminski's avatar Maciej Suminski

Added missing header

parent 5e3030ee
/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2013 CERN
* @author Maciej Suminski <maciej.suminski@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
*/
/**
* Class ITEM_STATE
*
* Provides means for modifying properties of groups of items and gives possibility of rolling back
* the introduced changes. Does not take ownership of modified items, neither takes care of
* refreshing.
*/
#ifndef ITEM_STATE_H_
#define ITEM_STATE_H_
#include <deque>
#include <class_board_item.h>
class ITEM_STATE
{
public:
ITEM_STATE() :
m_movement( 0.0, 0.0 ), m_flips( 0 ), m_rotation( 0.0 )
{
#ifdef __WXDEBUG__
m_canSave = true;
#endif
}
/**
* Function Save()
*
* Adds an item and saves it's state.
* @param aItem is the item to be added.
*/
void Save( BOARD_ITEM* aItem )
{
#ifdef __WXDEBUG__
wxASSERT_MSG( m_canSave, "You cannot save items after issuing commands. "
"You have either RestoreAll() or Apply() before adding items!" );
#endif
m_items.push_back( aItem );
}
/**
* Function RestoreAll()
*
* Rollbacks all the changes to the initial state.
*/
void RestoreAll()
{
// Check if there is a not saved movement command
saveMovement();
std::deque<BOARD_ITEM*>::iterator it, it_end;
std::deque<COMMAND>::iterator cmd, cmd_end;
for( it = m_items.begin(), it_end = m_items.end(); it != it_end; ++it )
{
for( cmd = m_commands.begin(), cmd_end = m_commands.end(); cmd != cmd_end; ++cmd )
cmd->Revert( *it );
}
reset();
}
/**
* Function Apply()
*
* Resets the state, clears the list of items & changes, so the object can be reused for
* other items.
*/
void Apply()
{
reset();
}
/**
* Function Move()
*
* Moves stored items by a given vector.
* @param aMovement is the movement vector.
*/
void Move( const VECTOR2D& aMovement )
{
#ifdef __WXDEBUG__
m_canSave = false;
#endif
std::deque<BOARD_ITEM*>::iterator it, it_end;
for( it = m_items.begin(), it_end = m_items.end(); it != it_end; ++it )
(*it)->Move( wxPoint( aMovement.x, aMovement.y ) );
m_movement += aMovement;
}
/**
* Function Rotate()
*
* Rotates stored items by a given angle.
* @param aAngle is the angle (in decidegrees).
*/
void Rotate( const VECTOR2D& aPoint, double aAngle )
{
#ifdef __WXDEBUG__
m_canSave = false;
#endif
saveMovement();
m_commands.push_front( COMMAND( COMMAND::ROTATE, aPoint, aAngle ) );
std::deque<BOARD_ITEM*>::iterator it, it_end;
for( it = m_items.begin(), it_end = m_items.end(); it != it_end; ++it )
(*it)->Rotate( wxPoint( aPoint.x, aPoint.y ), aAngle );
m_rotation += aAngle;
}
/**
* Function Flip()
*
* Changes the board side for stored items.
* @param aPoint is the rotation point.
*/
void Flip( const VECTOR2D& aPoint )
{
#ifdef __WXDEBUG__
m_canSave = false;
#endif
saveMovement();
m_commands.push_front( COMMAND( COMMAND::FLIP, aPoint ) );
std::deque<BOARD_ITEM*>::iterator it, it_end;
for( it = m_items.begin(), it_end = m_items.end(); it != it_end; ++it )
(*it)->Flip( wxPoint( aPoint.x, aPoint.y ) );
m_flips++;
}
/**
* Function ToggleVisibility()
*
* Switches the visibility property of stored items.
*/
void ToggleVisibility()
{
#ifdef __WXDEBUG__
m_canSave = false;
#endif
m_commands.push_front( COMMAND( COMMAND::VISIBILITY ) );
std::deque<BOARD_ITEM*>::iterator it, it_end;
for( it = m_items.begin(), it_end = m_items.end(); it != it_end; ++it )
(*it)->ViewSetVisible( !(*it)->ViewIsVisible() );
}
/**
* Function GetUpdateFlag()
*
* Returns information on what kind of update should be applied to items in order to display
* them properly.
* @return Flag required to refresh items.
*/
KiGfx::VIEW_ITEM::ViewUpdateFlags GetUpdateFlag() const
{
if( m_flips % 2 == 1 ) // If number of flips is odd, then we need to change layers
return KiGfx::VIEW_ITEM::LAYERS;
else if( m_movement.x != 0.0 || m_movement.y != 0.0 || m_rotation != 0.0 )
return KiGfx::VIEW_ITEM::GEOMETRY;
return KiGfx::VIEW_ITEM::APPEARANCE;
}
private:
/// COMMAND stores modifications that were done to items
struct COMMAND
{
/// Type of command
enum TYPE { MOVE, ROTATE, FLIP, VISIBILITY };
TYPE m_type;
/// Point where flip/rotation occurred or movement vector
VECTOR2D m_point;
/// Used only for rotation
double m_angle;
COMMAND( TYPE aType, VECTOR2D aPoint = VECTOR2D( 0.0, 0.0 ), double aAngle = 0.0 ) :
m_type( aType ), m_point( aPoint ), m_angle( aAngle ) {};
void Revert( BOARD_ITEM* aItem )
{
switch( m_type )
{
case MOVE:
aItem->Move( wxPoint( -m_point.x, -m_point.y ) );
break;
case ROTATE:
aItem->Rotate( wxPoint( m_point.x, m_point.y ), -m_angle );
break;
case FLIP:
aItem->Flip( wxPoint( m_point.x, m_point.y ) );
break;
case VISIBILITY:
aItem->ViewSetVisible( !aItem->ViewIsVisible() );
break;
}
}
};
/// Adds a MOVEMENT command basing on the current movement vector
void saveMovement()
{
if( m_movement.x != 0.0 || m_movement.y != 0.0 )
{
m_commands.push_front( COMMAND( COMMAND::MOVE, m_movement ) );
m_movement.x = 0.0;
m_movement.y = 0.0;
}
}
/// Restores the initial state
void reset()
{
m_movement.x = 0.0;
m_movement.y = 0.0;
m_flips = 0;
m_rotation = 0.0;
m_items.clear();
m_commands.clear();
#ifdef __WXDEBUG__
m_canSave = true;
#endif
}
/// List of issued commands
std::deque<BOARD_ITEM*> m_items;
/// List of items that are affected by commands
std::deque<COMMAND> m_commands;
/// Current movement vector (updated by Move() command)
VECTOR2D m_movement;
/// Number of flips applied to items
unsigned int m_flips;
/// Total rotation applied to items
double m_rotation;
#ifdef __WXDEBUG__
/// Debug flag assuring that functions are called in proper order
bool m_canSave;
#endif
};
#endif /* ITEM_STATE_H_ */
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment