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mirror of https://gitlab.com/kicad/code/kicad.git synced 2024-11-21 21:45:01 +00:00
kicad/include/gal/graphics_abstraction_layer.h
2024-11-05 08:20:37 +08:00

1252 lines
38 KiB
C++

/*
* This program source code file is part of KICAD, a free EDA CAD application.
*
* Copyright (C) 2012 Torsten Hueter, torstenhtr <at> gmx.de
* Copyright (C) 2016-2024 KiCad Developers, see AUTHORS.txt for contributors.
*
* Graphics Abstraction Layer (GAL) - base class
*
* 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 GRAPHICSABSTRACTIONLAYER_H_
#define GRAPHICSABSTRACTIONLAYER_H_
#include <deque>
#include <stack>
#include <limits>
#include <math/matrix3x3.h>
#include <gal/gal.h>
#include <gal/color4d.h>
#include <gal/cursors.h>
#include <gal/definitions.h>
#include <gal/gal_display_options.h>
#include <font/stroke_font.h>
#include <geometry/eda_angle.h>
class SHAPE_LINE_CHAIN;
class SHAPE_POLY_SET;
class BITMAP_BASE;
namespace KIGFX
{
/**
* Abstract interface for drawing on a 2D-surface.
*
* The functions are optimized for drawing shapes of an EDA-program such as KiCad. Most methods
* are abstract and need to be implemented by a lower layer, for example by a Cairo or OpenGL
* implementation. Almost all methods use world coordinates as arguments. The board design is
* defined in world space units for drawing purposes these are transformed to screen units with
* this layer. So zooming is handled here as well.
*
*/
class GAL_API GAL : GAL_DISPLAY_OPTIONS_OBSERVER
{
// These friend declarations allow us to hide routines that should not be called. The
// corresponding RAII objects must be used instead.
friend class GAL_CONTEXT_LOCKER;
friend class GAL_UPDATE_CONTEXT;
friend class GAL_DRAWING_CONTEXT;
public:
// Constructor / Destructor
GAL( GAL_DISPLAY_OPTIONS& aOptions );
virtual ~GAL();
/// Return the initialization status for the canvas.
virtual bool IsInitialized() const { return true; }
/// Return true if the GAL canvas is visible on the screen.
virtual bool IsVisible() const { return true; }
/// Return true if the GAL engine is a Cairo based type.
virtual bool IsCairoEngine() { return false; }
/// Return true if the GAL engine is a OpenGL based type.
virtual bool IsOpenGlEngine() { return false; }
// ---------------
// Drawing methods
// ---------------
/**
* Draw a line.
*
* Start and end points are defined as 2D-Vectors.
*
* @param aStartPoint is the start point of the line.
* @param aEndPoint is the end point of the line.
*/
virtual void DrawLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint ) {};
/**
* Draw a rounded segment.
*
* Start and end points are defined as 2D-Vectors.
*
* @param aStartPoint is the start point of the segment.
* @param aEndPoint is the end point of the segment.
* @param aWidth is a width of the segment
*/
virtual void DrawSegment( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint,
double aWidth ){};
/**
* Draw a chain of rounded segments.
*
* @param aPointList is a list of 2D-Vectors containing the chain points.
* @param aWidth is a width of the segments
*/
virtual void DrawSegmentChain( const std::vector<VECTOR2D>& aPointList, double aWidth ){};
virtual void DrawSegmentChain( const SHAPE_LINE_CHAIN& aLineChain, double aWidth ){};
/**
* Draw a polyline
*
* @param aPointList is a list of 2D-Vectors containing the polyline points.
*/
virtual void DrawPolyline( const std::deque<VECTOR2D>& aPointList ) {};
virtual void DrawPolyline( const std::vector<VECTOR2D>& aPointList ) {};
virtual void DrawPolyline( const VECTOR2D aPointList[], int aListSize ) {};
virtual void DrawPolyline( const SHAPE_LINE_CHAIN& aLineChain ) {};
/**
* Draw multiple polylines
*
* @param aPointLists are lists of 2D-Vectors containing the polyline points.
*/
virtual void DrawPolylines( const std::vector<std::vector<VECTOR2D>>& aPointLists ){};
/**
* Draw a circle using world coordinates.
*
* @param aCenterPoint is the center point of the circle.
* @param aRadius is the radius of the circle.
*/
virtual void DrawCircle( const VECTOR2D& aCenterPoint, double aRadius ) {};
/**
* Draw an arc.
*
* @param aCenterPoint is the center point of the arc.
* @param aRadius is the arc radius.
* @param aStartAngle is the start angle of the arc.
* @param aAngle is the angle of the arc.
*/
virtual void DrawArc( const VECTOR2D& aCenterPoint, double aRadius,
const EDA_ANGLE& aStartAngle, const EDA_ANGLE& aAngle ){};
/**
* Draw an arc segment.
*
* This method differs from DrawArc() in what happens when fill/stroke are on or off.
* DrawArc() draws a "pie piece" when fill is turned on, and a thick stroke when fill is off.
* DrawArcSegment() with fill *on* behaves like DrawArc() with fill *off*.
* DrawArcSegment() with fill *off* draws the outline of what it would have drawn with fill on.
*
* TODO: Unify Arc routines
*
* @param aCenterPoint is the center point of the arc.
* @param aRadius is the arc radius.
* @param aStartAngle is the start angle of the arc.
* @param aAngle is the angle of the arc.
* @param aWidth is the thickness of the arc (pen size).
* @param aMaxError is the max allowed error to create segments to approximate a circle.
* It has meaning only for back ends that can't draw a true arc, and use segments to approximate.
*/
virtual void DrawArcSegment( const VECTOR2D& aCenterPoint, double aRadius,
const EDA_ANGLE& aStartAngle, const EDA_ANGLE& aAngle,
double aWidth, double aMaxError ){};
/**
* Draw a rectangle.
*
* @param aStartPoint is the start point of the rectangle.
* @param aEndPoint is the end point of the rectangle.
*/
virtual void DrawRectangle( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint ) {};
void DrawRectangle( const BOX2I& aRect )
{
DrawRectangle( aRect.GetOrigin(), aRect.GetEnd() );
}
/**
* Draw a polygon representing a font glyph.
*/
virtual void DrawGlyph( const KIFONT::GLYPH& aGlyph, int aNth = 0, int aTotal = 1 ) {};
/**
* Draw polygons representing font glyphs.
*/
virtual void DrawGlyphs( const std::vector<std::unique_ptr<KIFONT::GLYPH>>& aGlyphs )
{
for( size_t i = 0; i < aGlyphs.size(); i++ )
DrawGlyph( *aGlyphs[i], i, aGlyphs.size() );
}
/**
* Draw a polygon.
*
* @param aPointList is the list of the polygon points.
*/
virtual void DrawPolygon( const std::deque<VECTOR2D>& aPointList ) {};
virtual void DrawPolygon( const VECTOR2D aPointList[], int aListSize ) {};
virtual void DrawPolygon( const SHAPE_POLY_SET& aPolySet, bool aStrokeTriangulation = false ) {};
virtual void DrawPolygon( const SHAPE_LINE_CHAIN& aPolySet ) {};
/**
* Draw a cubic bezier spline.
*
* @param startPoint is the start point of the spline.
* @param controlPointA is the first control point.
* @param controlPointB is the second control point.
* @param endPoint is the end point of the spline.
* @param aFilterValue is used by Bezier to segments approximation, if
* the Bezier curve is not supported and needs a curve to polyline conversion.
* aFilterValue = 0 means no filtering.
*/
virtual void DrawCurve( const VECTOR2D& startPoint, const VECTOR2D& controlPointA,
const VECTOR2D& controlPointB, const VECTOR2D& endPoint,
double aFilterValue = 0.0 ) {};
/**
* Draw a bitmap image.
*/
virtual void DrawBitmap( const BITMAP_BASE& aBitmap, double alphaBlend = 1.0 ) {};
// --------------
// Screen methods
// --------------
/// Resize the canvas.
virtual void ResizeScreen( int aWidth, int aHeight ) {};
/// Show/hide the GAL canvas
virtual bool Show( bool aShow ) { return true; };
/// Return GAL canvas size in pixels
const VECTOR2I& GetScreenPixelSize() const
{
return m_screenSize;
}
/// Return the swap interval. -1 for adaptive, 0 for disabled/unknown
virtual int GetSwapInterval() const { return 0; };
/// Force all remaining objects to be drawn.
virtual void Flush() {};
void SetClearColor( const COLOR4D& aColor )
{
m_clearColor = aColor;
}
const COLOR4D& GetClearColor( ) const
{
return m_clearColor;
}
/**
* Clear the screen.
*
* @param aColor is the color used for clearing.
*/
virtual void ClearScreen() {};
// -----------------
// Attribute setting
// -----------------
/**
* Enable/disable fill.
*
* @param aIsFillEnabled is true, when the graphics objects should be filled, else false.
*/
virtual void SetIsFill( bool aIsFillEnabled )
{
m_isFillEnabled = aIsFillEnabled;
}
/**
* Get the fill status.
*
* @return true if fill is enabled, false otherwise.
*/
inline bool GetIsFill() const
{
return m_isFillEnabled;
}
/**
* Enable/disable stroked outlines.
*
* @param aIsStrokeEnabled is true, if the outline of an object should be stroked.
*/
virtual void SetIsStroke( bool aIsStrokeEnabled )
{
m_isStrokeEnabled = aIsStrokeEnabled;
}
/**
* Get the stroke status.
*
* @return true if stroke is enabled, false otherwise.
*/
inline bool GetIsStroke() const
{
return m_isStrokeEnabled;
}
/**
* Set the fill color.
*
* @param aColor is the color for filling.
*/
virtual void SetFillColor( const COLOR4D& aColor )
{
m_fillColor = aColor;
}
/**
* Get the fill color.
*
* @return the color for filling a outline.
*/
inline const COLOR4D& GetFillColor() const
{
return m_fillColor;
}
/**
* Set the stroke color.
*
* @param aColor is the color for stroking the outline.
*/
virtual void SetStrokeColor( const COLOR4D& aColor )
{
m_strokeColor = aColor;
}
/**
* Get the stroke color.
*
* @return the color for stroking the outline.
*/
inline const COLOR4D& GetStrokeColor() const
{
return m_strokeColor;
}
/**
* Set the line width.
*
* @param aLineWidth is the line width.
*/
virtual void SetLineWidth( float aLineWidth )
{
m_lineWidth = aLineWidth;
}
/**
* Get the line width.
*
* @return the actual line width.
*/
inline float GetLineWidth() const
{
return m_lineWidth;
}
/**
* Set the depth of the layer (position on the z-axis)
*
* If you do this, you should consider using a GAL_SCOPED_ATTR to ensure
* the depth is reset to the original value.
*
* @param aLayerDepth the layer depth for the objects. Smaller is closer to the viewer.
*/
virtual void SetLayerDepth( double aLayerDepth )
{
wxCHECK_MSG( aLayerDepth <= m_depthRange.y, /*void*/, wxT( "SetLayerDepth: below minimum" ) );
wxCHECK_MSG( aLayerDepth >= m_depthRange.x, /*void*/, wxT( "SetLayerDepth: above maximum" ) );
m_layerDepth = aLayerDepth;
}
/**
* Change the current depth to deeper, so it is possible to draw objects right beneath
* other.
*
* If you do this, you should consider using a GAL_SCOPED_ATTR to ensure the depth
* is reset to the original value.
*/
inline void AdvanceDepth()
{
SetLayerDepth( m_layerDepth - 0.1 );
}
// ----
// Text
// ----
/**
* Draw a text using a bitmap font. It should be faster than StrokeText(), but can be used
* only for non-Gerber elements.
*
* @param aText is the text to be drawn.
* @param aPosition is the text position in world coordinates.
* @param aAngle is the text rotation angle.
*/
virtual void BitmapText( const wxString& aText, const VECTOR2I& aPosition,
const EDA_ANGLE& aAngle );
/**
* Reset text attributes to default styling. FONT TODO: do we need any of this in GAL anymore?
*
* Normally, custom attributes will be set individually after this, otherwise you can use
* SetTextAttributes()
*/
void ResetTextAttributes();
void SetGlyphSize( const VECTOR2I aSize ) { m_attributes.m_Size = aSize; }
const VECTOR2I& GetGlyphSize() const { return m_attributes.m_Size; }
inline void SetFontBold( const bool aBold ) { m_attributes.m_Bold = aBold; }
inline bool IsFontBold() const { return m_attributes.m_Bold; }
inline void SetFontItalic( bool aItalic ) { m_attributes.m_Italic = aItalic; }
inline bool IsFontItalic() const { return m_attributes.m_Italic; }
inline void SetFontUnderlined( bool aUnderlined ) { m_attributes.m_Underlined = aUnderlined; }
inline bool IsFontUnderlined() const { return m_attributes.m_Underlined; }
void SetTextMirrored( const bool aMirrored ) { m_attributes.m_Mirrored = aMirrored; }
bool IsTextMirrored() const { return m_attributes.m_Mirrored; }
void SetHorizontalJustify( const GR_TEXT_H_ALIGN_T aHorizontalJustify )
{
m_attributes.m_Halign = aHorizontalJustify;
}
GR_TEXT_H_ALIGN_T GetHorizontalJustify() const { return m_attributes.m_Halign; }
void SetVerticalJustify( const GR_TEXT_V_ALIGN_T aVerticalJustify )
{
m_attributes.m_Valign = aVerticalJustify;
}
GR_TEXT_V_ALIGN_T GetVerticalJustify() const { return m_attributes.m_Valign; }
// --------------
// Transformation
// --------------
/**
* Transform the context.
*
* @param aTransformation is the transformation matrix.
*/
virtual void Transform( const MATRIX3x3D& aTransformation ) {};
/**
* Rotate the context.
*
* @param aAngle is the rotation angle in radians.
*/
virtual void Rotate( double aAngle ) {};
/**
* Translate the context.
*
* @param aTranslation is the translation vector.
*/
virtual void Translate( const VECTOR2D& aTranslation ) {};
/**
* Scale the context.
*
* @param aScale is the scale factor for the x- and y-axis.
*/
virtual void Scale( const VECTOR2D& aScale ) {};
/// Save the context.
virtual void Save() {};
/// Restore the context.
virtual void Restore() {};
// --------------------------------------------
// Group methods
// ---------------------------------------------
/**
* Begin a group.
*
* A group is a collection of graphic items.
* Hierarchical groups are possible, attributes and transformations can be used.
*
* @return the number of the group.
*/
virtual int BeginGroup() { return 0; };
/// End the group.
virtual void EndGroup() {};
/**
* Draw the stored group.
*
* @param aGroupNumber is the group number.
*/
virtual void DrawGroup( int aGroupNumber ) {};
/**
* Change the color used to draw the group.
*
* @param aGroupNumber is the group number.
* @param aNewColor is the new color.
*/
virtual void ChangeGroupColor( int aGroupNumber, const COLOR4D& aNewColor ) {};
/**
* Change the depth (Z-axis position) of the group.
*
* @param aGroupNumber is the group number.
* @param aDepth is the new depth.
*/
virtual void ChangeGroupDepth( int aGroupNumber, int aDepth ) {};
/**
* Delete the group from the memory.
*
* @param aGroupNumber is the group number.
*/
virtual void DeleteGroup( int aGroupNumber ) {};
/**
* Delete all data created during caching of graphic items.
*/
virtual void ClearCache() {};
// --------------------------------------------------------
// Handling the world <-> screen transformation
// --------------------------------------------------------
/// Compute the world <-> screen transformation matrix
virtual void ComputeWorldScreenMatrix();
/**
* Get the world <-> screen transformation matrix.
*
* @return the transformation matrix.
*/
const MATRIX3x3D& GetWorldScreenMatrix() const
{
return m_worldScreenMatrix;
}
/**
* Get the screen <-> world transformation matrix.
*
* @return the transformation matrix.
*/
const MATRIX3x3D& GetScreenWorldMatrix() const
{
return m_screenWorldMatrix;
}
/**
* Set the world <-> screen transformation matrix.
*
* @param aMatrix is the 3x3 world <-> screen transformation matrix.
*/
inline void SetWorldScreenMatrix( const MATRIX3x3D& aMatrix )
{
m_worldScreenMatrix = aMatrix;
}
/**
* @return the bounding box of the world that is displayed on screen at the moment
*/
BOX2D GetVisibleWorldExtents() const;
/**
* Set the unit length.
*
* This defines the length [inch] per one integer. For instance a value 0.001 means
* that the coordinate [1000, 1000] corresponds with a point at (1 inch, 1 inch) or
* 1 mil resolution per integer.
*/
void SetWorldUnitLength( double aWorldUnitLength ) { m_worldUnitLength = aWorldUnitLength; }
void SetScreenSize( const VECTOR2I& aSize ) { m_screenSize = aSize; }
/**
* Set the dots per inch of the screen.
*
* This value depends on the user screen, it should be configurable by the application.
* For instance a typical notebook with HD+ resolution (1600x900) has 106 DPI.
*/
void SetScreenDPI( double aScreenDPI ) { m_screenDPI = aScreenDPI; }
/**
* Get/set the Point in world space to look at.
*
* This point corresponds with the center of the actual drawing area.
*/
void SetLookAtPoint( const VECTOR2D& aPoint ) { m_lookAtPoint = aPoint; }
const VECTOR2D& GetLookAtPoint() const { return m_lookAtPoint; }
void SetZoomFactor( double aZoomFactor ) { m_zoomFactor = aZoomFactor; }
double GetZoomFactor() const { return m_zoomFactor; }
/**
* Get/set the rotation angle (in radians).
*/
void SetRotation( double aRotation ) { m_rotation = aRotation; }
double GetRotation() const { return m_rotation; }
/**
* Set the range of the layer depth.
*
* Usually required for the OpenGL implementation, any object outside this range is not drawn.
*
* The MinDepth (x) is closest to the clipping plane (top) while the MaxDepth (y) is farthest
* from the clipping plane (bottom).
*/
void SetDepthRange( const VECTOR2D& aDepthRange ) { m_depthRange = aDepthRange; }
double GetMinDepth() const { return m_depthRange.x; }
double GetMaxDepth() const { return m_depthRange.y; }
/**
* Get the world scale.
*
* @return the actual world scale factor.
*/
double GetWorldScale() const { return m_worldScale; }
/**
* Sets flipping of the screen.
*
* @param xAxis is the flip flag for the X axis.
* @param yAxis is the flip flag for the Y axis.
*/
inline void SetFlip( bool xAxis, bool yAxis )
{
m_globalFlipX = xAxis;
m_globalFlipY = yAxis;
}
bool IsFlippedX() const { return m_globalFlipX; }
bool IsFlippedY() const { return m_globalFlipY; }
// ---------------------------
// Buffer manipulation methods
// ---------------------------
/**
* Set the target for rendering.
*
* @param aTarget is the new target for rendering.
*/
virtual void SetTarget( RENDER_TARGET aTarget ) {};
/**
* Get the currently used target for rendering.
*
* @return The current rendering target.
*/
virtual RENDER_TARGET GetTarget() const { return TARGET_CACHED; };
/**
* Clear the target for rendering.
*
* @param aTarget is the target to be cleared.
*/
virtual void ClearTarget( RENDER_TARGET aTarget ) {};
/**
* Return true if the target exists.
*
* @param aTarget is the target to be checked.
*/
virtual bool HasTarget( RENDER_TARGET aTarget )
{
return true;
};
/**
* Set negative draw mode in the renderer.
*
* When negative mode is enabled, drawn items will subtract from
* previously drawn items. This is mainly needed for Gerber
* negative item support in Cairo, since unlike in OpenGL, objects
* drawn with zero opacity on top of other objects would not normally
* mask objects in Cairo. This method is a no-op in OpenGL.
*
* @param aSetting is true if negative mode should be enabled
*/
virtual void SetNegativeDrawMode( bool aSetting ) {};
/**
* Begins rendering of a differential layer. Used by gerbview's differential mode.
*
* Differential layers have their drawn objects blended onto the lower layers
* differently so we need to end drawing of current objects and start a new
* set to be completed with a different blend mode.
*/
virtual void StartDiffLayer() {};
/**
* Ends rendering of a differential layer. Objects drawn after the StartDiffLayer()
* will be drawn and composited with a differential blend mode, then drawing is
* returned to normal.
*/
virtual void EndDiffLayer() {};
/**
* Begins rendering in a new layer that will be copied to the main
* layer in EndNegativesLayer().
*
* For Cairo, layers with negative items need a new layer so when
* negative layers _CLEAR sections it doesn't delete drawings on layers
* below them. No-op in OpenGL
*/
virtual void StartNegativesLayer(){};
/**
* Ends rendering of a negatives layer and draws it to the main layer.
* No-op in OpenGL.
*/
virtual void EndNegativesLayer(){};
// -------------
// Grid methods
// -------------
/**
* Set the visibility setting of the grid.
*
* @param aVisibility is the new visibility setting of the grid.
*/
void SetGridVisibility( bool aVisibility ) { m_gridVisibility = aVisibility; }
bool GetGridVisibility() const { return m_gridVisibility; }
bool GetGridSnapping() const
{
return m_options.m_gridSnapping == KIGFX::GRID_SNAPPING::ALWAYS ||
( m_gridVisibility && m_options.m_gridSnapping == KIGFX::GRID_SNAPPING::WITH_GRID );
}
/**
* Set the origin point for the grid.
*
* @param aGridOrigin is a vector containing the grid origin point, in world coordinates.
*/
inline void SetGridOrigin( const VECTOR2D& aGridOrigin )
{
m_gridOrigin = aGridOrigin;
if( m_gridSize.x == 0.0 || m_gridSize.y == 0.0 )
{
m_gridOffset = VECTOR2D( 0.0, 0.0);
}
else
{
m_gridOffset = VECTOR2D( (long) m_gridOrigin.x % (long) m_gridSize.x,
(long) m_gridOrigin.y % (long) m_gridSize.y );
}
}
inline const VECTOR2D& GetGridOrigin() const
{
return m_gridOrigin;
}
/**
* Set the grid size.
*
* @param aGridSize is a vector containing the grid size in x and y direction.
*/
inline void SetGridSize( const VECTOR2D& aGridSize )
{
m_gridSize = aGridSize;
// Avoid stupid grid size values: a grid size should be >= 1 in internal units
m_gridSize.x = std::max( 1.0, m_gridSize.x );
m_gridSize.y = std::max( 1.0, m_gridSize.y );
m_gridOffset = VECTOR2D( (long) m_gridOrigin.x % (long) m_gridSize.x,
(long) m_gridOrigin.y % (long) m_gridSize.y );
}
/**
* Return the grid size.
*
* @return A vector containing the grid size in x and y direction.
*/
inline const VECTOR2D& GetGridSize() const
{
return m_gridSize;
}
/**
* Return the visible grid size in x and y directions
*
* @return A vector containing the spacing of visible grid marks
*/
inline VECTOR2D GetVisibleGridSize() const
{
VECTOR2D gridScreenSize( m_gridSize );
double gridThreshold = computeMinGridSpacing() / m_worldScale;
if( m_gridStyle == GRID_STYLE::SMALL_CROSS )
gridThreshold *= 2.0;
// If we cannot display the grid density, scale down by a tick size and
// try again. Eventually, we get some representation of the grid
while( std::min( gridScreenSize.x, gridScreenSize.y ) <= gridThreshold )
{
gridScreenSize = gridScreenSize * static_cast<double>( m_gridTick );
}
return gridScreenSize;
}
/**
* Set the grid color.
*
* @param aGridColor is the grid color, it should have a low alpha value for the best effect.
*/
inline void SetGridColor( const COLOR4D& aGridColor )
{
m_gridColor = aGridColor;
}
/**
* Set the axes color.
*
* @param aAxesColor is the color to draw the axes if enabled.
*/
inline void SetAxesColor( const COLOR4D& aAxesColor )
{
m_axesColor = aAxesColor;
}
/**
* Enable drawing the axes.
*/
inline void SetAxesEnabled( bool aAxesEnabled )
{
m_axesEnabled = aAxesEnabled;
}
/**
* Draw every tick line wider.
*
* @param aInterval increase the width of every aInterval line, if 0 do not use this feature.
*/
inline void SetCoarseGrid( int aInterval )
{
m_gridTick = aInterval;
}
/**
* Get the grid line width.
*
* @return the grid line width
*/
inline float GetGridLineWidth() const
{
return m_gridLineWidth;
}
///< Draw the grid
virtual void DrawGrid() {};
/**
* For a given point it returns the nearest point belonging to the grid in world coordinates.
*
* @param aPoint is the point for which the grid point is searched.
* @return The nearest grid point in world coordinates.
*/
VECTOR2D GetGridPoint( const VECTOR2D& aPoint ) const;
/**
* Compute the point position in world coordinates from given screen coordinates.
*
* @param aPoint the point position in screen coordinates.
* @return the point position in world coordinates.
*/
inline VECTOR2D ToWorld( const VECTOR2D& aPoint ) const
{
return VECTOR2D( m_screenWorldMatrix * aPoint );
}
/**
* Compute the point position in screen coordinates from given world coordinates.
*
* @param aPoint the point position in world coordinates.
* @return the point position in screen coordinates.
*/
inline VECTOR2D ToScreen( const VECTOR2D& aPoint ) const
{
return VECTOR2D( m_worldScreenMatrix * aPoint );
}
/**
* Set the cursor in the native panel.
*
* @param aCursor is the cursor to use in the native panel
* @return true if the cursor was updated, false if the cursor given was already set
*/
virtual bool SetNativeCursorStyle( KICURSOR aCursor, bool aHiDPI );
/**
* Enable/disable cursor.
*
* @param aCursorEnabled is true if the cursor should be drawn, else false.
*/
inline void SetCursorEnabled( bool aCursorEnabled )
{
m_isCursorEnabled = aCursorEnabled;
}
/**
* Return information about cursor visibility.
*
* @return True if cursor is visible.
*/
bool IsCursorEnabled() const
{
return m_isCursorEnabled || m_forceDisplayCursor;
}
/**
* Set the cursor color.
*
* @param aCursorColor is the color of the cursor.
*/
inline void SetCursorColor( const COLOR4D& aCursorColor )
{
m_cursorColor = aCursorColor;
}
/**
* Draw the cursor.
*
* @param aCursorPosition is the cursor position in screen coordinates.
*/
virtual void DrawCursor( const VECTOR2D& aCursorPosition ) {};
virtual void EnableDepthTest( bool aEnabled = false ) {};
/**
* Checks the state of the context lock
* @return True if the context is currently locked
*/
virtual bool IsContextLocked()
{
return false;
}
/// Use GAL_CONTEXT_LOCKER RAII object unless you know what you're doing.
virtual void LockContext( int aClientCookie ) {}
virtual void UnlockContext( int aClientCookie ) {}
/// Start/end drawing functions, draw calls can be only made in between the calls
/// to BeginDrawing()/EndDrawing(). Normally you should create a GAL_DRAWING_CONTEXT RAII
/// object, but I'm leaving these functions public for more precise (i.e. timing/profiling)
/// control of the drawing process - Tom
/// Begin the drawing, needs to be called for every new frame.
/// Use GAL_DRAWING_CONTEXT RAII object unless you know what you're doing.
virtual void BeginDrawing() {};
/// End the drawing, needs to be called for every new frame.
/// Use GAL_DRAWING_CONTEXT RAII object unless you know what you're doing.
virtual void EndDrawing() {};
protected:
/// Enable item update mode.
/// Private: use GAL_UPDATE_CONTEXT RAII object
virtual void beginUpdate() {}
/// Disable item update mode.
virtual void endUpdate() {}
/// Compute the scaling factor for the world->screen matrix
inline void computeWorldScale()
{
m_worldScale = m_screenDPI * m_worldUnitLength * m_zoomFactor;
}
/**
* compute minimum grid spacing from the grid settings
*
* @return the minimum spacing to use for drawing the grid
*/
double computeMinGridSpacing() const;
/// Possible depth range
static const int MIN_DEPTH;
static const int MAX_DEPTH;
/// Depth level on which the grid is drawn
static const int GRID_DEPTH;
/**
* Get the actual cursor color to draw
*/
COLOR4D getCursorColor() const;
// ---------------
// Settings observer interface
// ---------------
/**
* Handler for observer settings changes.
*/
void OnGalDisplayOptionsChanged( const GAL_DISPLAY_OPTIONS& aOptions ) override;
/**
* Handle updating display options.
*
* Derived classes should call up to this to set base-class methods.
*
* @return true if the new settings changed something. Derived classes can use this
* information to refresh themselves
*/
virtual bool updatedGalDisplayOptions( const GAL_DISPLAY_OPTIONS& aOptions );
GAL_DISPLAY_OPTIONS& m_options;
UTIL::LINK m_observerLink;
VECTOR2I m_screenSize; ///< Screen size in screen (wx logical) coordinates
VECTOR2I m_bitmapSize; ///< Bitmap size, in physical pixels
double m_worldUnitLength; ///< The unit length of the world coordinates [inch]
double m_screenDPI; ///< The dots per inch of the screen
VECTOR2D m_lookAtPoint; ///< Point to be looked at in world space
double m_zoomFactor; ///< The zoom factor
double m_rotation; ///< Rotation transformation (radians)
MATRIX3x3D m_worldScreenMatrix; ///< World transformation
MATRIX3x3D m_screenWorldMatrix; ///< Screen transformation
double m_worldScale; ///< The scale factor world->screen
bool m_globalFlipX; ///< Flag for X axis flipping
bool m_globalFlipY; ///< Flag for Y axis flipping
float m_lineWidth; ///< The line width
bool m_isFillEnabled; ///< Is filling of graphic objects enabled ?
bool m_isStrokeEnabled; ///< Are the outlines stroked ?
COLOR4D m_fillColor; ///< The fill color
COLOR4D m_strokeColor; ///< The color of the outlines
COLOR4D m_clearColor;
double m_layerDepth; ///< The actual layer depth
VECTOR2D m_depthRange; ///< Range of the depth
// Grid settings
bool m_gridVisibility; ///< Should the grid be shown
GRID_STYLE m_gridStyle; ///< Grid display style
VECTOR2D m_gridSize; ///< The grid size
VECTOR2D m_gridOrigin; ///< The grid origin
VECTOR2D m_gridOffset; ///< The grid offset to compensate cursor position
COLOR4D m_gridColor; ///< Color of the grid
COLOR4D m_axesColor; ///< Color of the axes
bool m_axesEnabled; ///< Should the axes be drawn
int m_gridTick; ///< Every tick line gets the double width
float m_gridLineWidth; ///< Line width of the grid
int m_gridMinSpacing; ///< Minimum screen size of the grid (pixels)
///< below which the grid is not drawn
// Cursor settings
bool m_isCursorEnabled; ///< Is the cursor enabled?
bool m_forceDisplayCursor; ///< Always show cursor
COLOR4D m_cursorColor; ///< Cursor color
bool m_fullscreenCursor; ///< Shape of the cursor (fullscreen or small cross)
VECTOR2D m_cursorPosition; ///< Current cursor position (world coordinates)
KICURSOR m_currentNativeCursor; ///< Current cursor
private:
inline double getLayerDepth() const
{
return m_layerDepth;
}
TEXT_ATTRIBUTES m_attributes;
friend class GAL_SCOPED_ATTRS;
};
class GAL_CONTEXT_LOCKER
{
public:
GAL_CONTEXT_LOCKER( GAL* aGal ) :
m_gal( aGal )
{
m_cookie = rand();
m_gal->LockContext( m_cookie );
}
~GAL_CONTEXT_LOCKER()
{
m_gal->UnlockContext( m_cookie );
}
protected:
GAL* m_gal;
int m_cookie;
};
class GAL_UPDATE_CONTEXT : public GAL_CONTEXT_LOCKER
{
public:
GAL_UPDATE_CONTEXT( GAL* aGal ) :
GAL_CONTEXT_LOCKER( aGal )
{
m_gal->beginUpdate();
}
~GAL_UPDATE_CONTEXT()
{
m_gal->endUpdate();
}
};
class GAL_DRAWING_CONTEXT : public GAL_CONTEXT_LOCKER
{
public:
GAL_DRAWING_CONTEXT( GAL* aGal ) :
GAL_CONTEXT_LOCKER( aGal )
{
m_gal->BeginDrawing();
}
~GAL_DRAWING_CONTEXT() noexcept( false )
{
m_gal->EndDrawing();
}
};
/**
* Attribute save/restore for GAL attributes.
*/
class GAL_SCOPED_ATTRS
{
public:
enum FLAGS
{
STROKE_WIDTH = 1,
STROKE_COLOR = 2,
IS_STROKE = 4,
FILL_COLOR = 8,
IS_FILL = 16,
LAYER_DEPTH = 32,
// It is not clear to me that GAL needs to save text attributes.
// Only BitmapText uses it, and maybe that should be passed in
// explicitly (like for Draw) - every caller of BitmapText sets
// the text attributes anyway.
// TEXT_ATTRS = 64,
// Convenience flags
STROKE = STROKE_WIDTH | STROKE_COLOR | IS_STROKE,
FILL = FILL_COLOR | IS_FILL,
STROKE_FILL = STROKE | FILL,
ALL_ATTRS = STROKE | FILL | LAYER_DEPTH,
};
/**
* Instantiates a GAL_SCOPED_ATTRS object, saving the current attributes of the GAL.
*
* Specify the flags to save/restore in aFlags.
*/
GAL_SCOPED_ATTRS( KIGFX::GAL& aGal, int aFlags )
: m_gal( aGal ), m_flags( aFlags )
{
// Save what we need to restore later.
// These are all so cheap to copy, it's likely not worth if'ing
m_strokeWidth = aGal.GetLineWidth();
m_strokeColor = aGal.GetStrokeColor();
m_isStroke = aGal.GetIsStroke();
m_fillColor = aGal.GetFillColor();
m_isFill = aGal.GetIsFill();
m_layerDepth = aGal.getLayerDepth();
}
~GAL_SCOPED_ATTRS()
{
// Restore the attributes that were saved
// based on the flags that were set.
if( m_flags & STROKE_WIDTH )
m_gal.SetLineWidth( m_strokeWidth );
if( m_flags & STROKE_COLOR )
m_gal.SetStrokeColor( m_strokeColor );
if( m_flags & IS_STROKE )
m_gal.SetIsStroke( m_isStroke );
if( m_flags & FILL_COLOR )
m_gal.SetFillColor( m_fillColor );
if( m_flags & IS_FILL )
m_gal.SetIsFill( m_isFill );
if( m_flags & LAYER_DEPTH )
m_gal.SetLayerDepth( m_layerDepth );
}
private:
GAL& m_gal;
int m_flags;
COLOR4D m_strokeColor;
double m_strokeWidth;
bool m_isStroke;
COLOR4D m_fillColor;
bool m_isFill;
double m_layerDepth;
};
}; // namespace KIGFX
#endif /* GRAPHICSABSTRACTIONLAYER_H_ */