Files
Seth Hillbrand 5fc0646309 Fix crash in angle item
Updating preferences caused stale VIEW items that could crash the
system.  Changed this to weak references and shared ownership of edit
points to avoid stale view items
2026-01-08 11:54:19 -08:00

213 lines
7.3 KiB
C++

/*
* This program source code file is part of KICAD, a free EDA CAD application.
*
* Copyright (C) 2024 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 <preview_items/angle_item.h>
#include <tool/edit_points.h>
#include <gal/graphics_abstraction_layer.h>
#include <gal/painter.h>
#include <view/view.h>
#include <geometry/seg.h>
#include <preview_items/preview_utils.h>
#include <font/font.h>
#include <wx/string.h>
#include <algorithm>
#include <map>
using namespace KIGFX::PREVIEW;
ANGLE_ITEM::ANGLE_ITEM( const std::shared_ptr<EDIT_POINTS>& aPoints ) :
SIMPLE_OVERLAY_ITEM(),
m_points( aPoints )
{
}
const BOX2I ANGLE_ITEM::ViewBBox() const
{
std::shared_ptr<EDIT_POINTS> points = m_points.lock();
if( points )
return points->ViewBBox();
return BOX2I();
}
void ANGLE_ITEM::drawPreviewShape( KIGFX::VIEW* aView ) const
{
std::shared_ptr<EDIT_POINTS> points = m_points.lock();
if( !points )
return;
KIGFX::GAL* gal = aView->GetGAL();
KIGFX::RENDER_SETTINGS* settings = aView->GetPainter()->GetSettings();
KIGFX::COLOR4D drawColor = settings->GetLayerColor( LAYER_AUX_ITEMS );
double size = aView->ToWorld( EDIT_POINT::POINT_SIZE ) / 2.0;
double borderSize = aView->ToWorld( EDIT_POINT::BORDER_SIZE );
double radius = size * 10.0;
gal->SetStrokeColor( drawColor );
gal->SetFillColor( drawColor );
gal->SetIsFill( false );
gal->SetLineWidth( borderSize * 2.0 );
gal->SetGlyphSize( VECTOR2I( radius / 2, radius / 2 ) );
std::vector<const EDIT_POINT*> anglePoints;
for( unsigned i = 0; i < points->PointsSize(); ++i )
{
const EDIT_POINT& point = points->Point( i );
if( point.IsActive() || point.IsHover() )
{
anglePoints.push_back( &point );
EDIT_POINT* prev = points->Previous( point );
EDIT_POINT* next = points->Next( point );
if( prev )
anglePoints.push_back( prev );
if( next )
anglePoints.push_back( next );
}
}
std::sort( anglePoints.begin(), anglePoints.end() );
anglePoints.erase( std::unique( anglePoints.begin(), anglePoints.end() ), anglePoints.end() );
// First pass: collect all angles and identify congruent ones
struct AngleInfo
{
const EDIT_POINT* point;
EDA_ANGLE angle;
VECTOR2D center;
VECTOR2D v1, v2;
EDA_ANGLE start;
EDA_ANGLE sweep;
EDA_ANGLE mid;
bool isRightAngle;
};
std::vector<AngleInfo> angles;
std::map<int, int> angleCount; // Map angle (in tenths of degree) to count
for( const EDIT_POINT* pt : anglePoints )
{
EDIT_POINT* prev = points->Previous( *pt );
EDIT_POINT* next = points->Next( *pt );
if( !( prev && next ) )
continue;
SEG seg1( pt->GetPosition(), prev->GetPosition() );
SEG seg2( pt->GetPosition(), next->GetPosition() );
// Calculate the interior angle (0-180 degrees) instead of the smallest angle
VECTOR2I c = pt->GetPosition();
VECTOR2I v1 = prev->GetPosition() - c;
VECTOR2I v2 = next->GetPosition() - c;
EDA_ANGLE angle = seg2.Angle( seg1 );
EDA_ANGLE start = EDA_ANGLE( VECTOR2D( v1 ) );
EDA_ANGLE sweep = ( EDA_ANGLE( VECTOR2D( v2 ) ) - start ).Normalize180();
EDA_ANGLE mid = start + sweep / 2.0;
VECTOR2D center( c );
AngleInfo info;
info.point = pt;
info.angle = angle;
info.center = center;
info.v1 = v1;
info.v2 = v2;
info.start = start;
info.sweep = sweep;
info.mid = mid;
info.isRightAngle = ( angle.AsTenthsOfADegree() == 900 );
angles.push_back( info );
angleCount[angle.AsTenthsOfADegree()]++;
}
// Second pass: draw the angles with congruence markings
for( const AngleInfo& angleInfo : angles )
{
bool isCongruent = angleCount[angleInfo.angle.AsTenthsOfADegree()] > 1;
if( angleInfo.isRightAngle )
{
VECTOR2D u1 = VECTOR2D( angleInfo.v1 ).Resize( radius );
VECTOR2D u2 = VECTOR2D( angleInfo.v2 ).Resize( radius );
VECTOR2D p1 = angleInfo.center + u1;
VECTOR2D p2 = angleInfo.center + u2;
VECTOR2D corner = angleInfo.center + u1 + u2;
// Draw the primary right angle marker
gal->DrawLine( p1, corner );
gal->DrawLine( p2, corner );
// Draw congruence marking for right angles
if( isCongruent )
{
double innerRadius = radius * 0.6;
VECTOR2D u1_inner = VECTOR2D( angleInfo.v1 ).Resize( innerRadius );
VECTOR2D u2_inner = VECTOR2D( angleInfo.v2 ).Resize( innerRadius );
VECTOR2D p1_inner = angleInfo.center + u1_inner;
VECTOR2D p2_inner = angleInfo.center + u2_inner;
VECTOR2D corner_inner = angleInfo.center + u1_inner + u2_inner;
gal->DrawLine( p1_inner, corner_inner );
gal->DrawLine( p2_inner, corner_inner );
}
}
else
{
// Draw the primary arc
gal->DrawArc( angleInfo.center, radius, angleInfo.start, angleInfo.sweep );
// Draw congruence marking for non-right angles
if( isCongruent )
{
double innerRadius = radius * 0.7;
gal->DrawArc( angleInfo.center, innerRadius, angleInfo.start, angleInfo.sweep );
}
}
VECTOR2D textDir( angleInfo.mid.Cos(), angleInfo.mid.Sin() );
wxString label = wxString::Format( wxT( "%.1f°" ), angleInfo.angle.AsDegrees() );
// Calculate actual text dimensions to ensure proper clearance
KIFONT::FONT* font = KIFONT::FONT::GetFont();
VECTOR2I textSize = font->StringBoundaryLimits( label, gal->GetGlyphSize(), 0, false, false,
KIFONT::METRICS::Default() );
// Calculate offset based on text direction - use width for horizontal, height for vertical
double absX = std::abs( textDir.x );
double absY = std::abs( textDir.y );
double textClearance = ( absX * textSize.x + absY * textSize.y ) / 2.0;
double textOffset = radius + borderSize + textClearance;
VECTOR2I textPos = angleInfo.center + VECTOR2I( textDir * textOffset );
gal->BitmapText( label, textPos, ANGLE_HORIZONTAL );
}
}