/*
* vim: ts=4 sw=4 et tw=0 wm=0
*
* libavoid - Fast, Incremental, Object-avoiding Line Router
*
* Copyright (C) 2004-2008 Monash University
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
* See the file LICENSE.LGPL distributed with the library.
*
* Licensees holding a valid commercial license may use this file in
* accordance with the commercial license agreement provided with the
* library.
*
* This library 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.
*
* Author(s): Michael Wybrow <mjwybrow@users.sourceforge.net>
*/
//! @file shape.h
//! @brief Contains the interface for the ShapeRef class.
#ifndef AVOID_SHAPE_H
#define AVOID_SHAPE_H
#include "libavoid/geometry.h"
#include <list>
namespace Avoid {
class VertInf;
class Router;
class ShapeRef;
typedef std::list<ShapeRef *> ShapeRefList;
//! @brief The ShapeRef class represents a shape object.
//!
//! Shapes are obstacles that connectors must be routed around. They can be
//! placed into a Router scene and can be repositioned or resized (via
//! Router::moveShape()).
//!
//! Usually, it is expected that you would create a ShapeRef for each shape
//! in your diagram and keep that reference in your own shape class.
//!
class ShapeRef
{
public:
//! @brief Shape reference constructor.
//!
//! Creates a shape obect reference, but does not yet place it into the
//! Router scene.
//!
//! The poly argument will usually be the boundary of the shape in your
//! application with additional buffer of several pixels on each side.
//! Specifying such a buffer results in connectors leaving a small
//! amount of space around shapes, rather than touching them on the
//! corners or edges.
//!
//! If an ID is not specified, then one will be assigned to the shape.
//! If assigning an ID yourself, note that it should be a unique
//! positive integer. Also, IDs are given to all objects in a scene,
//! so the same ID cannot be given to a shape and a connector for
//! example.
//!
//! @param[in] router The router scene to place the shape into.
//! @param[in] poly A Polygon representing the boundary of the
//! shape.
//! @param[in] id A unique positive integer ID for the shape.
ShapeRef(Router *router, Polygon& poly, const unsigned int id = 0);
//! @brief Shape reference destructor.
//!
//! This will call Router::removeShape() for this shape, if this has
//! not already be called.
~ShapeRef();
//! @brief Returns the ID of this shape.
//! @returns The ID of the shape.
unsigned int id(void) const;
//! @brief Returns a reference to the polygon boundary of this shape.
//! @returns A reference to the polygon boundary of the shape.
const Polygon& polygon(void) const;
//! @brief Returns a pointer to the router scene this shape is in.
//! @returns A pointer to the router scene for this shape.
Router *router(void) const;
void setNewPoly(const Polygon& poly);
VertInf *firstVert(void);
VertInf *lastVert(void);
void boundingBox(BBox& bbox);
void makeActive(void);
void makeInactive(void);
bool isActive(void) const;
void removeFromGraph(void);
void markForMove(void);
void clearMoveMark(void);
VertInf *getPointVertex(const Point& point);
private:
Router *_router;
unsigned int _id;
Polygon _poly;
bool _active;
bool _inMoveList;
ShapeRefList::iterator _pos;
VertInf *_firstVert;
VertInf *_lastVert;
};
}
#endif