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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 "NodeInfo.h"
#include "AdjInfoManager.h"
// Manager class to handle info on all nodeIds used by components (including floating components)
class NodeInfoManager
{
public:
NodeInfoManager() {}
~NodeInfoManager() { DeAllocate(); }
void DeAllocate()
{
for (auto& pNodeInfo : m_list) delete pNodeInfo;
m_list.clear();
}
size_t GetSize() const { return m_list.size(); }
NodeInfo* GetAt(size_t i) { return m_list[i]; }
void AddComp(const Component& comp) // Call this after creating a comp, or calling comp.SetNodeId()
{
if ( !comp.GetIsTrueComp() ) return;
for (size_t n = 0, N = comp.GetNumPins(); n < N; n++) // Loop pins on the component
{
const int& nodeId = comp.GetNodeId(n);
// Find the relevant list object for the nodeId, or create a new one if it doesn't exist
NodeInfo* pFound(nullptr);
for (auto& pNodeInfo : m_list)
if ( pNodeInfo->GetNodeId() == nodeId ) { pFound = pNodeInfo; break; }
if ( !pFound ) { pFound = new NodeInfo(nodeId); m_list.push_back(pFound); }
pFound->AddComp(comp);
}
}
void RemoveComp(const Component& comp) // Call this before destroying a comp, or calling comp.SetNodeId()
{
if ( !comp.GetIsTrueComp() ) return;
for (NodeInfo* pNodeInfo : m_list)
if ( pNodeInfo ) pNodeInfo->RemoveComp(comp);
}
int GetNewNodeId(const AdjInfoManager& m_adjInfoManager) // Returns lowest nodeId not used by a component or the board
{
// "this" has info on nodeIds use by components.
// m_adjInfoManager has info on nodeIds on the board.
const size_t iSize = GetSize();
if ( iSize > 0 ) SortByLowestNodeId(); // Sort "this" nodeIds by increasing value
const int iMaxCompNodeId = ( iSize == 0 ) ? 0 : m_list[iSize-1]->GetNodeId();
if ( iSize > 0 ) // We could skip this whole "if". It's just an optimisation
{
// First try to use a zombie nodeId in the list (i.e. one with no comps) if one exists
for (size_t i = 0; i < iSize; i++)
{
const int nodeId = m_list[i]->GetNodeId();
if ( nodeId != BAD_NODEID && !m_adjInfoManager.GetNodeIdExists(nodeId) && m_list[i]->GetNumComps() == 0 ) return nodeId;
}
// Then check for gaps between nodeIds in the list
for (size_t i = 0; i < iSize-1; i++)
{
const int iTestNodeId = m_list[i]->GetNodeId() + 1;
if ( !m_adjInfoManager.GetNodeIdExists(iTestNodeId) && iTestNodeId < m_list[i+1]->GetNodeId() ) return iTestNodeId; // Use gap between nodeIds
}
}
// Use a new nodeId that is not used by either the board or the components
for (int nodeId = iMaxCompNodeId + 1; nodeId < INT_MAX; nodeId++)
if ( nodeId != BAD_NODEID && !m_adjInfoManager.GetNodeIdExists(nodeId) ) return nodeId;
assert(0); // We've run out of nodeIds. Unlikely to happen.
return BAD_NODEID;
}
void CalcBoundingRectangles(CompManager& compMgr, bool bIgnoreFloating)
{
for (auto& pNodeInfo : m_list) pNodeInfo->CalcBoundingRectangle(compMgr, bIgnoreFloating);
}
// Sort functions
void SortByLowestDifficulty(CompManager& compMgr)
{
CalcBoundingRectangles(compMgr, true); // true ==> Ignore floating components
std::stable_sort(m_list.begin(), m_list.end(), HasLowerDifficulty());
}
private:
void SortByLowestNodeId() { std::stable_sort(m_list.begin(), m_list.end(), HasLowerNodeId()); }
struct HasLowerDifficulty
{
bool operator()(const NodeInfo* pA, const NodeInfo* pB) const
{
// Put complete things on the end of the list
if ( pA->GetComplete() && !pB->GetComplete() ) return false;
if ( pB->GetComplete() && !pA->GetComplete() ) return true;
if ( pA->GetArea() != pB->GetArea() ) return ( pA->GetArea() < pB->GetArea() );
if ( pA->GetLength() != pB->GetLength() ) return ( pA->GetLength() < pB->GetLength() );
return pA->GetNumComps() < pB->GetNumComps();
}
};
struct HasLowerNodeId
{
bool operator()(const NodeInfo* pA, const NodeInfo* pB) const
{
return pA->GetNodeId() < pB->GetNodeId();
}
};
private:
std::vector<NodeInfo*> m_list; // Store pointers to avoid object copies on sort
};
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