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Elphel
kicad-source-mirror
Commits
6e0c7a93
Commit
6e0c7a93
authored
Sep 27, 2013
by
Maciej Suminski
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item_state.h
include/tool/item_state.h
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6e0c7a93
/*
* 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_ */
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