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/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright The KiCad Developers, see AUTHORS.txt for contributors.
*
* 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
*/
#include "tool/construction_manager.h"
#include <chrono>
#include <wx/timer.h>
#include <advanced_config.h>
#include <hash.h>
/**
* A helper class to manage the activation of a "proposal" after a timeout.
*
* When a proposal is made, a timer starts. If no new proposal is made and the proposal
* is not canceled before the timer expires, the proposal is "accepted" via a callback.
*
* Proposals are "tagged" with a hash - this is used to avoid reproposing the same thing
* multiple times.
*
* @tparam T The type of the proposal, which will be passed to the callback (by value)
*/
template <typename T>
class ACTIVATION_HELPER
{
public:
using ACTIVATION_CALLBACK = std::function<void( T&& )>;
ACTIVATION_HELPER( std::chrono::milliseconds aTimeout, ACTIVATION_CALLBACK aCallback ) :
m_timeout( aTimeout ),
m_callback( std::move( aCallback ) )
{
m_timer.Bind( wxEVT_TIMER, &ACTIVATION_HELPER::onTimerExpiry, this );
}
void ProposeActivation( T&& aProposal, std::size_t aProposalTag, bool aAcceptImmediately )
{
std::unique_lock<std::mutex> lock( m_mutex );
if( m_lastAcceptedProposalTag.has_value() && aProposalTag == *m_lastAcceptedProposalTag )
{
// This proposal was accepted last time
// (could be made optional if we want to allow re-accepting the same proposal)
return;
}
if( m_pendingProposalTag.has_value() && aProposalTag == *m_pendingProposalTag )
{
// This proposal is already pending
return;
}
m_pendingProposalTag = aProposalTag;
m_lastProposal = std::move( aProposal );
if( aAcceptImmediately )
{
// Synchonously accept the proposal
lock.unlock();
acceptPendingProposal();
}
else
{
m_timer.Start( m_timeout.count(), wxTIMER_ONE_SHOT );
}
}
void CancelProposal()
{
std::lock_guard<std::mutex> lock( m_mutex );
m_pendingProposalTag.reset();
m_timer.Stop();
}
private:
/**
* Timer expiry callback in the UI thread.
*/
void onTimerExpiry( wxTimerEvent& aEvent )
{
acceptPendingProposal();
}
void acceptPendingProposal()
{
std::unique_lock<std::mutex> lock( m_mutex );
if( m_pendingProposalTag )
{
m_lastAcceptedProposalTag = m_pendingProposalTag;
m_pendingProposalTag.reset();
// Move out from the locked variable
T proposalToAccept = std::move( m_lastProposal );
lock.unlock();
// Call the callback (outside the lock)
// This is all in the UI thread now, so it won't be concurrent
m_callback( std::move( proposalToAccept ) );
}
}
mutable std::mutex m_mutex;
/// Activation timeout in milliseconds.
std::chrono::milliseconds m_timeout;
/// The last proposal tag that was made.
std::optional<std::size_t> m_pendingProposalTag;
/// The last proposal that was accepted.
std::optional<std::size_t> m_lastAcceptedProposalTag;
/// The most recently-proposed item.
T m_lastProposal;
/// Callback to call when the proposal is accepted.
ACTIVATION_CALLBACK m_callback;
wxTimer m_timer;
};
struct CONSTRUCTION_MANAGER::PENDING_BATCH
{
CONSTRUCTION_ITEM_BATCH Batch;
bool IsPersistent;
};
CONSTRUCTION_MANAGER::CONSTRUCTION_MANAGER( CONSTRUCTION_VIEW_HANDLER& aHelper ) :
m_viewHandler( aHelper )
{
const std::chrono::milliseconds acceptanceTimeout(
ADVANCED_CFG::GetCfg().m_ExtensionSnapTimeoutMs );
m_activationHelper = std::make_unique<ACTIVATION_HELPER<std::unique_ptr<PENDING_BATCH>>>(
acceptanceTimeout,
[this]( std::unique_ptr<PENDING_BATCH>&& aAccepted )
{
acceptConstructionItems( std::move( aAccepted ) );
} );
}
CONSTRUCTION_MANAGER::~CONSTRUCTION_MANAGER()
{
}
/**
* Construct a hash based on the sources of the items in the batch.
*/
static std::size_t
HashConstructionBatchSources( const CONSTRUCTION_MANAGER::CONSTRUCTION_ITEM_BATCH& aBatch,
bool aIsPersistent )
{
std::size_t hash = hash_val( aIsPersistent );
for( const CONSTRUCTION_MANAGER::CONSTRUCTION_ITEM& item : aBatch )
{
hash_combine( hash, item.Source, item.Item );
}
return hash;
}
void CONSTRUCTION_MANAGER::ProposeConstructionItems(
std::unique_ptr<CONSTRUCTION_ITEM_BATCH> aBatch, bool aIsPersistent )
{
if( aBatch->empty() )
{
// There's no point in proposing an empty batch
// It would just clear existing construction items for nothing new
return;
}
bool acceptImmediately = false;
{
std::lock_guard<std::mutex> lock( m_batchesMutex );
if( aIsPersistent )
{
acceptImmediately = true;
}
else
{
// If the batch is temporary, we can accept it immediately if there's room
acceptImmediately = m_temporaryConstructionBatches.size() < getMaxTemporaryBatches();
}
}
auto pendingBatch =
std::make_unique<PENDING_BATCH>( PENDING_BATCH{ std::move( *aBatch ), aIsPersistent } );
const std::size_t hash = HashConstructionBatchSources( pendingBatch->Batch, aIsPersistent );
// Immediate or not, propose the batch via the activation helper as this handles duplicates
m_activationHelper->ProposeActivation( std::move( pendingBatch ), hash, acceptImmediately );
}
void CONSTRUCTION_MANAGER::CancelProposal()
{
m_activationHelper->CancelProposal();
}
unsigned CONSTRUCTION_MANAGER::getMaxTemporaryBatches() const
{
// We only keep up to one previous temporary batch and the current one
// we could make this a setting if we want to keep more, but it gets cluttered
return 2;
}
void CONSTRUCTION_MANAGER::acceptConstructionItems( std::unique_ptr<PENDING_BATCH> aAcceptedBatch )
{
const auto getInvolved = [&]( const CONSTRUCTION_ITEM_BATCH& aBatchToAdd )
{
for( const CONSTRUCTION_ITEM& item : aBatchToAdd )
{
// Only show the item if it's not already involved
// (avoid double-drawing the same item)
if( m_involvedItems.count( item.Item ) == 0 )
{
m_involvedItems.insert( item.Item );
}
}
};
// Copies for use outside the lock
std::vector<CONSTRUCTION_ITEM_BATCH> persistentBatches, temporaryBatches;
{
std::lock_guard<std::mutex> lock( m_batchesMutex );
if( aAcceptedBatch->IsPersistent )
{
// We only keep one previous persistent batch for the moment
m_persistentConstructionBatch = std::move( aAcceptedBatch->Batch );
}
else
{
bool anyNewItems = false;
for( CONSTRUCTION_ITEM& item : aAcceptedBatch->Batch )
{
if( m_involvedItems.count( item.Item ) == 0 )
{
anyNewItems = true;
break;
}
}
// If there are no new items involved, don't bother adding the batch
if( !anyNewItems )
{
return;
}
while( m_temporaryConstructionBatches.size() >= getMaxTemporaryBatches() )
{
m_temporaryConstructionBatches.pop_front();
}
m_temporaryConstructionBatches.emplace_back( std::move( aAcceptedBatch->Batch ) );
}
m_involvedItems.clear();
// Copy the batches for use outside the lock
if( m_persistentConstructionBatch )
{
getInvolved( *m_persistentConstructionBatch );
persistentBatches.push_back( *m_persistentConstructionBatch );
}
for( const CONSTRUCTION_ITEM_BATCH& batch : m_temporaryConstructionBatches )
{
getInvolved( batch );
temporaryBatches.push_back( batch );
}
}
KIGFX::CONSTRUCTION_GEOM& geom = m_viewHandler.GetViewItem();
geom.ClearDrawables();
const auto addDrawables =
[&]( const std::vector<CONSTRUCTION_ITEM_BATCH>& aBatches, bool aIsPersistent )
{
for( const CONSTRUCTION_ITEM_BATCH& batch : aBatches )
{
for( const CONSTRUCTION_ITEM& item : batch )
{
for( const KIGFX::CONSTRUCTION_GEOM::DRAWABLE& drawable : item.Constructions )
{
geom.AddDrawable( drawable, aIsPersistent );
}
}
}
};
addDrawables( persistentBatches, true );
addDrawables( temporaryBatches, false );
m_viewHandler.updateView();
}
bool CONSTRUCTION_MANAGER::InvolvesAllGivenRealItems( const std::vector<EDA_ITEM*>& aItems ) const
{
for( EDA_ITEM* item : aItems )
{
// Null items (i.e. construction items) are always considered involved
if( item && m_involvedItems.count( item ) == 0 )
{
return false;
}
}
return true;
}
void CONSTRUCTION_MANAGER::GetConstructionItems(
std::vector<CONSTRUCTION_ITEM_BATCH>& aToExtend ) const
{
std::lock_guard<std::mutex> lock( m_batchesMutex );
if( m_persistentConstructionBatch )
{
aToExtend.push_back( *m_persistentConstructionBatch );
}
for( const CONSTRUCTION_ITEM_BATCH& batch : m_temporaryConstructionBatches )
{
aToExtend.push_back( batch );
}
}
bool CONSTRUCTION_MANAGER::HasActiveConstruction() const
{
std::lock_guard<std::mutex> lock( m_batchesMutex );
return m_persistentConstructionBatch.has_value() || !m_temporaryConstructionBatches.empty();
}
SNAP_LINE_MANAGER::SNAP_LINE_MANAGER( CONSTRUCTION_VIEW_HANDLER& aViewHandler ) :
m_viewHandler( aViewHandler )
{
}
void SNAP_LINE_MANAGER::SetSnapLineOrigin( const VECTOR2I& aOrigin )
{
// Setting the origin clears the snap line as the end point is no longer valid
ClearSnapLine();
m_snapLineOrigin = aOrigin;
}
void SNAP_LINE_MANAGER::SetSnapLineEnd( const OPT_VECTOR2I& aSnapEnd )
{
if( m_snapLineOrigin && aSnapEnd != m_snapLineEnd )
{
m_snapLineEnd = aSnapEnd;
if( m_snapLineEnd )
m_viewHandler.GetViewItem().SetSnapLine( SEG{ *m_snapLineOrigin, *m_snapLineEnd } );
else
m_viewHandler.GetViewItem().ClearSnapLine();
m_viewHandler.updateView();
}
}
void SNAP_LINE_MANAGER::ClearSnapLine()
{
m_snapLineOrigin.reset();
m_snapLineEnd.reset();
m_viewHandler.GetViewItem().ClearSnapLine();
m_viewHandler.updateView();
}
void SNAP_LINE_MANAGER::SetSnappedAnchor( const VECTOR2I& aAnchorPos )
{
if( m_snapLineOrigin.has_value() )
{
if( aAnchorPos.x == m_snapLineOrigin->x || aAnchorPos.y == m_snapLineOrigin->y )
{
SetSnapLineEnd( aAnchorPos );
}
else
{
// Snapped to something that is not the snap line origin, so
// this anchor is now the new snap line origin
SetSnapLineOrigin( aAnchorPos );
}
}
else
{
// If there's no snap line, start one
SetSnapLineOrigin( aAnchorPos );
}
}
/**
* Check if the cursor has moved far enough away from the snap line origin to escape snapping
* in the X direction.
*
* This is defined as within aEscapeRange of the snap line origin, and within aLongRangeEscapeAngle
* of the vertical line passing through the snap line origin.
*/
static bool pointHasEscapedSnapLineX( const VECTOR2I& aCursor, const VECTOR2I& aSnapLineOrigin,
int aEscapeRange, EDA_ANGLE aLongRangeEscapeAngle )
{
if( std::abs( aCursor.x - aSnapLineOrigin.x ) < aEscapeRange )
{
return false;
}
EDA_ANGLE angle = EDA_ANGLE( aCursor - aSnapLineOrigin ) + EDA_ANGLE( 90, DEGREES_T );
return std::abs( angle.Normalize90() ) > aLongRangeEscapeAngle;
}
/**
* As above, but for the Y direction.
*/
static bool pointHasEscapedSnapLineY( const VECTOR2I& aCursor, const VECTOR2I& aSnapLineOrigin,
int aEscapeRange, EDA_ANGLE aLongRangeEscapeAngle )
{
if( std::abs( aCursor.y - aSnapLineOrigin.y ) < aEscapeRange )
{
return false;
}
EDA_ANGLE angle = EDA_ANGLE( aCursor - aSnapLineOrigin );
return std::abs( angle.Normalize90() ) > aLongRangeEscapeAngle;
}
OPT_VECTOR2I SNAP_LINE_MANAGER::GetNearestSnapLinePoint( const VECTOR2I& aCursor,
const VECTOR2I& aNearestGrid,
std::optional<int> aDistToNearest,
int aSnapRange ) const
{
// return std::nullopt;
if( m_snapLineOrigin )
{
bool snapLine = false;
VECTOR2I bestSnapPoint = aNearestGrid;
// If there's no snap anchor, or it's too far away, prefer the grid
const bool gridBetterThanNearest = !aDistToNearest || *aDistToNearest > aSnapRange;
// The escape range is how far you go before the snap line is de-activated.
// Make this a bit more forgiving than the snap range, as you can easily cancel
// deliberately with a mouse move.
// These are both a bit arbitrary, and can be adjusted as preferred
const int escapeRange = 2 * aSnapRange;
const EDA_ANGLE longRangeEscapeAngle( 4, DEGREES_T );
const bool escapedX = pointHasEscapedSnapLineX( aCursor, *m_snapLineOrigin, escapeRange,
longRangeEscapeAngle );
const bool escapedY = pointHasEscapedSnapLineY( aCursor, *m_snapLineOrigin, escapeRange,
longRangeEscapeAngle );
/// Allows de-snapping from the line if you are closer to another snap point
/// Or if you have moved far enough away from the line
if( !escapedX && gridBetterThanNearest )
{
bestSnapPoint.x = m_snapLineOrigin->x;
snapLine = true;
}
if( !escapedY && gridBetterThanNearest )
{
bestSnapPoint.y = m_snapLineOrigin->y;
snapLine = true;
}
if( snapLine )
{
return bestSnapPoint;
}
}
return std::nullopt;
}
SNAP_MANAGER::SNAP_MANAGER( KIGFX::CONSTRUCTION_GEOM& aHelper ) :
CONSTRUCTION_VIEW_HANDLER( aHelper ), m_snapLineManager( *this ),
m_constructionManager( *this )
{
}
void SNAP_MANAGER::updateView()
{
if( m_updateCallback )
{
bool showAnything = m_constructionManager.HasActiveConstruction()
|| m_snapLineManager.HasCompleteSnapLine();
m_updateCallback( showAnything );
}
}
std::vector<CONSTRUCTION_MANAGER::CONSTRUCTION_ITEM_BATCH>
SNAP_MANAGER::GetConstructionItems() const
{
std::vector<CONSTRUCTION_MANAGER::CONSTRUCTION_ITEM_BATCH> batches;
m_constructionManager.GetConstructionItems( batches );
if( const OPT_VECTOR2I& snapLineOrigin = m_snapLineManager.GetSnapLineOrigin();
snapLineOrigin.has_value() )
{
CONSTRUCTION_MANAGER::CONSTRUCTION_ITEM_BATCH batch;
CONSTRUCTION_MANAGER::CONSTRUCTION_ITEM& snapPointItem =
batch.emplace_back( CONSTRUCTION_MANAGER::CONSTRUCTION_ITEM{
CONSTRUCTION_MANAGER::SOURCE::FROM_SNAP_LINE,
nullptr,
{},
} );
// One horizontal and one vertical infinite line from the snap point
snapPointItem.Constructions.push_back(
LINE{ *snapLineOrigin, *snapLineOrigin + VECTOR2I( 100000, 0 ) } );
snapPointItem.Constructions.push_back(
LINE{ *snapLineOrigin, *snapLineOrigin + VECTOR2I( 0, 100000 ) } );
batches.push_back( std::move( batch ) );
}
return batches;
}
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