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/*
VeroRoute - Qt based Veroboard/Perfboard/PCB layout & routing application.
Copyright (C) 2017 Alex Lawrow ( dralx@users.sourceforge.net )
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 3 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, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "AdjInfoManager.h"
#include "MyRGB.h"
#include "Grid.h"
#define MYNUMCOLORS 12
#define MY_GREY (MYNUMCOLORS)
#define MY_BLACK (MYNUMCOLORS+1)
#define MY_WHITE (MYNUMCOLORS+2)
#define NUM_PIXMAP_COLORS (MYNUMCOLORS+3)
#define MY_LYR_BOT (MYNUMCOLORS+4)
#define MY_LYR_TOP (MYNUMCOLORS+5)
// Manager class to handle assignment of colors to nodeIds
const int BAD_COLORID = -1;
class ColorManager : public Persist, public Merge
{
public:
ColorManager() : m_iSaturation(100), m_iFillSaturation(0), m_bReAssign(true) {}
virtual ~ColorManager() {}
ColorManager(const ColorManager& o) { *this = o; } // Never called
ColorManager& operator=(const ColorManager& o)
{
m_mapNodeIdToColorId.clear();
m_mapNodeIdToColorId.insert(o.m_mapNodeIdToColorId.begin(), o.m_mapNodeIdToColorId.end());
m_mapNodeIdToCustomColor.clear();
m_mapNodeIdToCustomColor.insert(o.m_mapNodeIdToCustomColor.begin(), o.m_mapNodeIdToCustomColor.end());
m_iSaturation = o.m_iSaturation;
m_iFillSaturation = o.m_iFillSaturation;
m_bReAssign = o.m_bReAssign;
return *this;
}
bool operator==(const ColorManager& o) const
{
if ( m_mapNodeIdToCustomColor.size() != o.m_mapNodeIdToCustomColor.size() ) return false;
for (const auto& mapObj : m_mapNodeIdToCustomColor)
{
const auto iter = o.m_mapNodeIdToCustomColor.find( mapObj.first );
if ( iter == o.m_mapNodeIdToCustomColor.end() ) return false;
if ( mapObj.second != iter->second ) return false;
}
return true;
}
bool operator!=(const ColorManager& o) const
{
return !(*this == o);
}
void Clear() { m_mapNodeIdToColorId.clear(); m_mapNodeIdToCustomColor.clear(); ReAssignColors(); }
void ReAssignColors() { m_bReAssign = true; }
void SetSaturation(int i) { m_iSaturation = i; }
void SetFillSaturation(int i) { m_iFillSaturation = i; }
void SetNodeColor(int nodeId, const QColor& color)
{
if ( nodeId != BAD_NODEID ) m_mapNodeIdToCustomColor[nodeId] = MyRGB(color);
}
bool GetIsFixed(int nodeId) const
{
return m_mapNodeIdToCustomColor.find(nodeId) != m_mapNodeIdToCustomColor.end();
}
void Fix(int nodeId)
{
if ( nodeId == BAD_NODEID || GetIsFixed(nodeId) ) return; // Already fixed
const int colorId = m_mapNodeIdToColorId[nodeId];
const bool bOK = colorId != BAD_COLORID; assert(bOK);
if ( bOK )
m_mapNodeIdToCustomColor[nodeId] = GetPixmapRGB(colorId, false);
}
void Unfix(int nodeId)
{
auto iter = m_mapNodeIdToCustomColor.find(nodeId);
if ( iter != m_mapNodeIdToCustomColor.end() )
m_mapNodeIdToCustomColor.erase(iter);
}
void CalculateColors(const AdjInfoManager& adjManager, ElementGrid* pBoard) // The coloring algorithm
{
std::vector<int> nodeIds;
adjManager.GetBoardNodeIds(nodeIds); // The set of valid nodeIDs on the board
if ( m_bReAssign )
{
if ( pBoard->GetNumNodeIds() > MYNUMCOLORS )
m_mapNodeIdToColorId.clear(); // Only wipe if we require more colors
m_bReAssign = false;
}
std::list<int> cnList[MYNUMCOLORS]; // Lists of nodeIds used by colours
int iStartColorId(0);
for (size_t i = 0, iSize = nodeIds.size(); i < iSize; i++) // Loop nodeIds on board
{
const int& nodeIdI = nodeIds[i];
const int colorIdI = GetColorId(nodeIdI);
if ( colorIdI != BAD_COLORID )
{
cnList[colorIdI].push_back(nodeIdI); // Update list
continue; // Don't recolor
}
const AdjInfo* pI = adjManager.GetAdjInfo( nodeIdI );
int bestColorId(0), minCost(INT_MAX);
for (int iLoopColor = 0; iLoopColor < MYNUMCOLORS; iLoopColor++)
{
const int iColorId = ( iStartColorId + iLoopColor ) % MYNUMCOLORS;
m_mapNodeIdToColorId[nodeIdI] = iColorId;
int cost(0);
for (size_t j = 0; j < iSize; j++) // Loop nodeIds on board
{
if ( j == i ) continue; // Skip self
const int& nodeIdJ = nodeIds[j];
if ( !pI->GetHasAdj(nodeIdJ) ) continue; // Skip non-adjacent nodes
if ( iColorId == GetColorId(nodeIdJ) ) cost++;
}
if ( cost < minCost ) { minCost = cost; bestColorId = iColorId; } // Update bestColorId
}
m_mapNodeIdToColorId[nodeIdI] = bestColorId;
cnList[bestColorId].push_back(nodeIdI); // Update list
iStartColorId = bestColorId;
}
// Handle case when we have unused colors
while ( true )
{
// Find first unused colorId, and the most used colorId (used more than once)
int iMostUsedColor(BAD_COLORID), iUnusedColor(BAD_COLORID);
size_t nMaxCount(1);
for (int i = 0; i < MYNUMCOLORS; i++)
{
if ( cnList[i].size() > nMaxCount ) { iMostUsedColor = i; nMaxCount = cnList[i].size(); }
if ( cnList[i].size() == 0 && iUnusedColor == BAD_COLORID) iUnusedColor = i;
}
if ( iUnusedColor == BAD_COLORID ) break; // All colors used
if ( iMostUsedColor == BAD_COLORID ) break; // No color used more than once
// Do the color swap
auto iter = cnList[iMostUsedColor].begin(); ++iter;
const int iNodeId = *iter; // Pick second lowest nodeId
m_mapNodeIdToColorId[iNodeId] = iUnusedColor; // Give it the unused colorId
cnList[iMostUsedColor].erase(iter); // Remove nodeId from list of iMostUsedColor
cnList[iUnusedColor].push_back(iNodeId); // Add nodeId to list of iUnusedColor
}
}
int GetColorId(int nodeId) const
{
if ( nodeId == BAD_NODEID ) return BAD_COLORID;
const auto iter = m_mapNodeIdToColorId.find(nodeId);
return ( iter != m_mapNodeIdToColorId.end() ) ? iter->second : BAD_COLORID;
}
QColor GetColorFromNodeId(int nodeId, bool bUseSaturation = true) const
{
// First check if the nodeId is in the custom list
const auto iter = m_mapNodeIdToCustomColor.find(nodeId);
if ( iter != m_mapNodeIdToCustomColor.end() )
{
int R(0), G(0), B(0);
const MyRGB& rgb = iter->second;
rgb.GetRGB(R, G, B);
if ( bUseSaturation ) HandleSaturation(R, G, B);
return QColor(R, G, B);
}
// Use auto-calculated colors
return GetPixmapColor(GetColorId(nodeId), bUseSaturation);
}
MyRGB GetPixmapRGB(int colorId, bool bUseSaturation = true) const
{
int R(0), G(0), B(0);
if ( colorId == BAD_COLORID ) { R = G = B = 255; }
else if ( colorId == MY_GREY ) { R = G = B = 96; }
else if ( colorId == MY_WHITE ) { R = G = B = 255; }
else if ( colorId == MY_LYR_BOT ) { G = 128; }
else if ( colorId == MY_LYR_TOP ) { G = 96; B = 192; }
else if ( colorId >= 0 && colorId < MYNUMCOLORS )
{
const MyRGB& rgb = sm_color[colorId % MYNUMCOLORS];
rgb.GetRGB(R, G, B);
if ( bUseSaturation ) HandleSaturation(R, G, B);
}
else
{
assert(colorId == MY_BLACK);
}
MyRGB rgb;
rgb.SetRGB(R, G, B);
return rgb;
}
QColor GetPixmapColor(int colorId, bool bUseSaturation = true) const
{
return GetPixmapRGB(colorId, bUseSaturation).GetQColor();
}
void HandleSaturation(int& R, int&G, int& B) const
{
const int iA = (100 - m_iSaturation) * 255;
if ( m_iFillSaturation == 0 )
{
R = ( iA + m_iSaturation * R ) / 100;
G = ( iA + m_iSaturation * G ) / 100;
B = ( iA + m_iSaturation * B ) / 100;
}
else
{
R = G = B = iA / 100;
}
}
// Merge interface functions
virtual void UpdateMergeOffsets(MergeOffsets& o) override
{
for (const auto& mapObj : m_mapNodeIdToCustomColor)
if ( mapObj.first != BAD_NODEID ) o.deltaNodeId = std::max(o.deltaNodeId, mapObj.first + 1);
}
virtual void ApplyMergeOffsets(const MergeOffsets& o) override
{
std::unordered_map<int,MyRGB> tmp;
for (const auto& mapObj : m_mapNodeIdToCustomColor)
tmp[mapObj.first + o.deltaNodeId] = mapObj.second;
m_mapNodeIdToCustomColor.clear();
m_mapNodeIdToCustomColor.insert(tmp.begin(), tmp.end());
}
void Merge(const ColorManager& src)
{
m_mapNodeIdToCustomColor.insert(src.m_mapNodeIdToCustomColor.begin(), src.m_mapNodeIdToCustomColor.end());
}
// Persist interface functions
virtual void Load(DataStream& inStream) override
{
m_mapNodeIdToCustomColor.clear();
unsigned int numNodeIds(0);
inStream.Load(numNodeIds);
for (unsigned int i = 0; i < numNodeIds; i++)
{
int iNodeId;
MyRGB rgb;
inStream.Load(iNodeId);
rgb.Load(inStream);
m_mapNodeIdToCustomColor[iNodeId] = rgb;
}
}
virtual void Save(DataStream& outStream) override
{
const unsigned int numNodeIds = static_cast<unsigned int>( m_mapNodeIdToCustomColor.size() );
outStream.Save(numNodeIds);
for (auto& mapObj : m_mapNodeIdToCustomColor)
{
outStream.Save(mapObj.first);
mapObj.second.Save(outStream);
}
}
private:
static MyRGB sm_color[MYNUMCOLORS]; // Hard-coded colors
std::unordered_map<int,int> m_mapNodeIdToColorId;
std::unordered_map<int,MyRGB> m_mapNodeIdToCustomColor;
int m_iSaturation; // 0 to 100. At 0 the colors would all fade to white.
int m_iFillSaturation; // 0 to 100. If non-zero then turn colors grey.
bool m_bReAssign;
};
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