Files
kicad-source-mirror/eeschema/transform.h
T
Wayne Stambaugh fb46cd8bc5 Expunge the use of the word component from Eeschema code.
The only exception to this is the SPICE simulator's use of component
when referring to physical component (R, L, C, etc.) values.
2021-06-14 14:00:21 -04:00

105 lines
3.5 KiB
C++

/**
* @file transform.h
*/
/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2007-2010 Wayne Stambaugh <stambaughw@gmail.com>
* Copyright (C) 2007-2021 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
*/
#ifndef _TRANSFORM_H_
#define _TRANSFORM_H_
#include <wx/gdicmn.h>
class EDA_RECT;
/**
* for transforming drawing coordinates for a wxDC device context.
*
* This probably should be a base class with all pure virtual methods and a WXDC_TRANSFORM
* derived class. Then in the future if some new device context is used, a new transform could
* be derived from the base class and all the drawable objects would have to do is provide
* overloaded draw methods to use the new transform.
*/
class TRANSFORM
{
public:
int x1;
int y1;
int x2;
int y2;
/**
* The default construct creates a transform that draws object is the normal orientation.
*/
TRANSFORM() : x1( 1 ), y1( 0 ), x2( 0 ), y2( -1 ) {}
TRANSFORM( int ax1, int ay1, int ax2, int ay2 ) : x1( ax1 ), y1( ay1 ), x2( ax2 ), y2( ay2 ) {}
bool operator==( const TRANSFORM& aTransform ) const;
bool operator!=( const TRANSFORM& aTransform ) const { return !( *this == aTransform ); }
/**
* Calculate a new coordinate according to the mirror/rotation transform.
* Useful to calculate actual coordinates of a point
* from coordinates relative to a symbol.
* which are given for a non rotated, non mirrored item
* @param aPoint = The position to transform
* @return The transformed coordinate.
*/
wxPoint TransformCoordinate( const wxPoint& aPoint ) const;
/**
* Calculate a new rect according to the mirror/rotation transform.
* Useful to calculate actual coordinates of a point
* from coordinates relative to a symbol
* which are given for a non rotated, non mirrored item
* @param aRect = The rectangle to transform
* @return The transformed rectangle.
*/
EDA_RECT TransformCoordinate( const EDA_RECT& aRect ) const;
/**
* Calculate the Inverse mirror/rotation transform.
* Useful to calculate coordinates relative to a symbol.
* which must be for a non rotated, non mirrored item
* from the actual coordinate.
* @return The inverse transform.
*/
TRANSFORM InverseTransform( ) const;
/**
* Calculate new angles according to the transform.
*
* @param aAngle1 = The first angle to transform
* @param aAngle2 = The second angle to transform
* @return True if the angles were swapped during the transform.
*/
bool MapAngles( int* aAngle1, int* aAngle2 ) const;
};
#endif // _TRANSFORM_H_