kicad/pcbnew/tools/selection_tool.cpp

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/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2013 CERN
* @author Tomasz Wlostowski <tomasz.wlostowski@cern.ch>
* @author Maciej Suminski <maciej.suminski@cern.ch>
*
* 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 <boost/foreach.hpp>
#include <boost/optional.hpp>
#include <cassert>
#include <class_drawpanel_gal.h>
#include <class_board.h>
#include <class_board_item.h>
#include <class_track.h>
#include <class_module.h>
#include <wxPcbStruct.h>
#include <collectors.h>
#include <view/view_controls.h>
#include <view/view_group.h>
#include <painter.h>
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#include <tool/tool_event.h>
#include <tool/tool_manager.h>
#include "selection_tool.h"
#include "selection_area.h"
#include "bright_box.h"
#include "common_actions.h"
using namespace KiGfx;
using boost::optional;
SELECTION_TOOL::SELECTION_TOOL() :
TOOL_INTERACTIVE( "pcbnew.InteractiveSelection" ), m_multiple( false )
{
m_selArea = new SELECTION_AREA;
m_selection.group = new KiGfx::VIEW_GROUP;
}
SELECTION_TOOL::~SELECTION_TOOL()
{
delete m_selArea;
delete m_selection.group;
}
void SELECTION_TOOL::Reset()
{
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m_selection.group->Clear();
m_selection.items.clear();
// Reinsert the VIEW_GROUP, in case it was removed from the VIEW
getView()->Remove( m_selection.group );
getView()->Add( m_selection.group );
// The tool launches upon reception of action event ("pcbnew.InteractiveSelection")
Go( &SELECTION_TOOL::Main, COMMON_ACTIONS::selectionActivate.MakeEvent() );
}
int SELECTION_TOOL::Main( TOOL_EVENT& aEvent )
{
BOARD* board = getModel<BOARD>( PCB_T );
VIEW* view = getView();
assert( board != NULL );
view->Add( m_selection.group );
// Main loop: keep receiving events
while( OPT_TOOL_EVENT evt = Wait() )
{
// Should selected items be added to the current selection or
// become the new selection (discarding previously selected items)
m_additive = evt->Modifier( MD_ModShift );
if( evt->IsCancel() )
{
if( !m_selection.Empty() ) // Cancel event deselects items...
clearSelection();
else // ...unless there is nothing selected
break; // then exit the tool
}
// single click? Select single object
if( evt->IsClick( MB_Left ) )
selectSingle( evt->Position() );
// drag with LMB? Select multiple objects (or at least draw a selection box) or drag them
if( evt->IsDrag( MB_Left ) )
{
if( m_selection.Empty() || m_additive )
{
// If nothings has been selected or user wants to select more
// draw the selection box
selectMultiple();
}
else
{
// Check if dragging has started within any of selected items bounding box
if( containsSelected( evt->Position() ) )
{
// Yes -> run the move tool and wait till it finishes
m_toolMgr->InvokeTool( "pcbnew.InteractiveMove" );
}
else
{
// No -> clear the selection list
clearSelection();
}
}
}
}
m_selection.group->Clear();
view->Remove( m_selection.group );
return 0;
}
void SELECTION_TOOL::AddMenuItem( const TOOL_ACTION& aAction )
{
assert( aAction.GetId() > 0 ); // Check if the action was registered before in ACTION_MANAGER
m_menu.Add( aAction );
}
void SELECTION_TOOL::toggleSelection( BOARD_ITEM* aItem )
{
if( m_selection.items.find( aItem ) != m_selection.items.end() )
{
deselectItem( aItem );
// If there is nothing selected, disable the context menu
if( m_selection.Empty() )
SetContextMenu( &m_menu, CMENU_OFF );
}
else
{
if( !m_additive )
clearSelection();
// Prevent selection of invisible or inactive items
if( selectable( aItem ) )
{
selectItem( aItem );
// Now the context menu should be enabled
SetContextMenu( &m_menu, CMENU_BUTTON );
}
}
}
void SELECTION_TOOL::clearSelection()
{
VIEW_GROUP::const_iter it, it_end;
for( it = m_selection.group->Begin(), it_end = m_selection.group->End(); it != it_end; ++it )
{
BOARD_ITEM* item = static_cast<BOARD_ITEM*>( *it );
item->ViewSetVisible( true );
item->ClearSelected();
}
m_selection.group->Clear();
m_selection.items.clear();
// Do not show the context menu when there is nothing selected
SetContextMenu( &m_menu, CMENU_OFF );
}
void SELECTION_TOOL::selectSingle( const VECTOR2I& aWhere )
{
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BOARD* pcb = getModel<BOARD>( PCB_T );
BOARD_ITEM* item;
GENERAL_COLLECTORS_GUIDE guide = getEditFrame<PCB_EDIT_FRAME>()->GetCollectorsGuide();
GENERAL_COLLECTOR collector;
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collector.Collect( pcb, GENERAL_COLLECTOR::AllBoardItems,
wxPoint( aWhere.x, aWhere.y ), guide );
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switch( collector.GetCount() )
{
case 0:
if( !m_additive )
clearSelection();
break;
case 1:
toggleSelection( collector[0] );
break;
default:
// Remove modules, they have to be selected by clicking on area that does not
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// contain anything but module footprint and not selectable items
for( int i = collector.GetCount() - 1; i >= 0 ; --i )
{
BOARD_ITEM* boardItem = ( collector )[i];
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if( boardItem->Type() == PCB_MODULE_T || !selectable( boardItem ) )
collector.Remove( i );
}
// Let's see if there is still disambiguation in selection..
if( collector.GetCount() == 1 )
{
toggleSelection( collector[0] );
}
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else if( collector.GetCount() > 1 )
{
item = disambiguationMenu( &collector );
if( item )
toggleSelection( item );
}
break;
}
}
BOARD_ITEM* SELECTION_TOOL::pickSmallestComponent( GENERAL_COLLECTOR* aCollector )
{
int count = aCollector->GetPrimaryCount(); // try to use preferred layer
if( 0 == count )
count = aCollector->GetCount();
for( int i = 0; i < count; ++i )
{
if( ( *aCollector )[i]->Type() != PCB_MODULE_T )
return NULL;
}
// All are modules, now find smallest MODULE
int minDim = 0x7FFFFFFF;
int minNdx = 0;
for( int i = 0; i < count; ++i )
{
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MODULE* module = (MODULE*)( *aCollector )[i];
int lx = module->GetBoundingBox().GetWidth();
int ly = module->GetBoundingBox().GetHeight();
int lmin = std::min( lx, ly );
if( lmin < minDim )
{
minDim = lmin;
minNdx = i;
}
}
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return (*aCollector)[minNdx];
}
bool SELECTION_TOOL::selectMultiple()
{
bool cancelled = false; // Was the tool cancelled while it was running?
m_multiple = true; // Multiple selection mode is active
VIEW* view = getView();
getViewControls()->SetAutoPan( true );
view->Add( m_selArea );
while( OPT_TOOL_EVENT evt = Wait() )
{
if( evt->IsCancel() )
{
cancelled = true;
break;
}
if( evt->IsDrag( MB_Left ) )
{
if( !m_additive )
clearSelection();
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// Start drawing a selection box
m_selArea->SetOrigin( evt->DragOrigin() );
m_selArea->SetEnd( evt->Position() );
m_selArea->ViewSetVisible( true );
m_selArea->ViewUpdate( VIEW_ITEM::GEOMETRY );
}
if( evt->IsMouseUp( MB_Left ) )
{
// End drawing the selection box
m_selArea->ViewSetVisible( false );
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// Mark items within the selection box as selected
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std::vector<VIEW::LayerItemPair> selectedItems;
BOX2I selectionBox = m_selArea->ViewBBox();
view->Query( selectionBox, selectedItems ); // Get the list of selected items
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std::vector<VIEW::LayerItemPair>::iterator it, it_end;
for( it = selectedItems.begin(), it_end = selectedItems.end(); it != it_end; ++it )
{
BOARD_ITEM* item = static_cast<BOARD_ITEM*>( it->first );
// Add only those items that are visible and fully within the selection box
if( selectable( item ) && selectionBox.Contains( item->ViewBBox() ) )
selectItem( item );
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}
// Now the context menu should be enabled
if( !m_selection.Empty() )
SetContextMenu( &m_menu, CMENU_BUTTON );
break;
}
}
view->Remove( m_selArea );
m_multiple = false; // Multiple selection mode is inactive
getViewControls()->SetAutoPan( false );
return cancelled;
}
BOARD_ITEM* SELECTION_TOOL::disambiguationMenu( GENERAL_COLLECTOR* aCollector )
{
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BOARD_ITEM* current = NULL;
boost::shared_ptr<BRIGHT_BOX> brightBox;
CONTEXT_MENU menu;
int limit = std::min( 10, aCollector->GetCount() );
for( int i = 0; i < limit; ++i )
{
wxString text;
BOARD_ITEM* item = ( *aCollector )[i];
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text = item->GetSelectMenuText();
menu.Add( text, i );
}
menu.SetTitle( _( "Clarify selection" ) );
SetContextMenu( &menu, CMENU_NOW );
while( OPT_TOOL_EVENT evt = Wait() )
{
if( evt->Action() == TA_ContextMenuUpdate )
{
if( current )
current->ClearBrightened();
int id = *evt->GetCommandId();
// User has pointed an item, so show it in a different way
if( id >= 0 && id < limit )
{
current = ( *aCollector )[id];
current->SetBrightened();
}
else
current = NULL;
}
else if( evt->Action() == TA_ContextMenuChoice )
{
optional<int> id = evt->GetCommandId();
// User has selected an item, so this one will be returned
if( id && ( *id >= 0 ) )
current = ( *aCollector )[*id];
break;
}
// Draw a mark to show which item is available to be selected
if( current && current->IsBrightened() )
{
brightBox.reset( new BRIGHT_BOX( current ) );
getView()->Add( brightBox.get() );
}
}
// Removes possible brighten mark
getView()->MarkTargetDirty( TARGET_OVERLAY );
// Restore the original menu
SetContextMenu( &m_menu, CMENU_BUTTON );
return current;
}
bool SELECTION_TOOL::selectable( const BOARD_ITEM* aItem ) const
{
// Is high contrast mode enabled?
bool highContrast = getView()->GetPainter()->GetSettings()->GetHighContrast();
if( highContrast )
{
bool onActive = false; // Is the item on any of active layers?
int layers[KiGfx::VIEW::VIEW_MAX_LAYERS], layers_count;
// Filter out items that do not belong to active layers
std::set<unsigned int> activeLayers = getView()->GetPainter()->
GetSettings()->GetActiveLayers();
aItem->ViewGetLayers( layers, layers_count );
for( int i = 0; i < layers_count; ++i )
{
if( activeLayers.count( layers[i] ) > 0 ) // Item is on at least one of active layers
{
onActive = true;
break;
}
}
if( !onActive ) // We do not want to select items that are in the background
return false;
}
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BOARD* board = getModel<BOARD>( PCB_T );
switch( aItem->Type() )
{
case PCB_VIA_T:
{
// For vias it is enough if only one of layers is visible
LAYER_NUM top, bottom;
static_cast<const SEGVIA*>( aItem )->ReturnLayerPair( &top, &bottom );
return ( board->IsLayerVisible( top ) || board->IsLayerVisible( bottom ) );
}
break;
case PCB_PAD_T:
{
// Pads are not selectable in multiple selection mode
if( m_multiple )
return false;
// Pads are supposed to be on top, bottom or both at the same time (THT)
if( aItem->IsOnLayer( LAYER_N_FRONT ) && board->IsLayerVisible( LAYER_N_FRONT ) )
return true;
if( aItem->IsOnLayer( LAYER_N_BACK ) && board->IsLayerVisible( LAYER_N_BACK ) )
return true;
return false;
}
break;
case PCB_MODULE_TEXT_T:
// Module texts are not selectable in multiple selection mode
if( m_multiple )
return false;
break;
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// These are not selectable, otherwise silkscreen drawings would be easily destroyed
case PCB_MODULE_EDGE_T:
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// and some other stuff that should be selected
case NOT_USED:
case TYPE_NOT_INIT:
return false;
default: // Suppress warnings
break;
}
// All other items are selected only if the layer on which they exist is visible
return board->IsLayerVisible( aItem->GetLayer() );
}
void SELECTION_TOOL::selectItem( BOARD_ITEM* aItem )
{
/// Selecting an item needs a few operations, so they are wrapped in a functor
class selectBase_
{
SELECTION& s;
public:
selectBase_( SELECTION& s_ ) : s( s_ ) {}
void operator()( BOARD_ITEM* item )
{
s.group->Add( item );
// Hide the original item, so it is shown only on overlay
item->ViewSetVisible( false );
item->SetSelected();
}
} selectBase( m_selection );
// Modules are treated in a special way - when they are moved, we have to
// move all the parts that make the module, not the module itself
if( aItem->Type() == PCB_MODULE_T )
{
MODULE* module = static_cast<MODULE*>( aItem );
// Add everything that belongs to the module (besides the module itself)
for( D_PAD* pad = module->Pads().GetFirst(); pad; pad = pad->Next() )
selectBase( pad );
for( BOARD_ITEM* drawing = module->GraphicalItems().GetFirst(); drawing;
drawing = drawing->Next() )
selectBase( drawing );
selectBase( &module->Reference() );
selectBase( &module->Value() );
}
// Add items to the VIEW_GROUP, so they will be displayed on the overlay
selectBase( aItem );
m_selection.items.insert( aItem );
}
void SELECTION_TOOL::deselectItem( BOARD_ITEM* aItem )
{
/// Deselecting an item needs a few operations, so they are wrapped in a functor
class deselectBase_
{
SELECTION& s;
public:
deselectBase_( SELECTION& s_ ) : s( s_ ) {}
void operator()( BOARD_ITEM* item )
{
s.group->Remove( item );
// Restore original item visibility
item->ViewSetVisible( true );
item->ClearSelected();
}
} deselectBase( m_selection );
// Modules are treated in a special way - when they are moved, we have to
// move all the parts that make the module, not the module itself
if( aItem->Type() == PCB_MODULE_T )
{
MODULE* module = static_cast<MODULE*>( aItem );
// Add everything that belongs to the module (besides the module itself)
for( D_PAD* pad = module->Pads().GetFirst(); pad; pad = pad->Next() )
deselectBase( pad );
for( BOARD_ITEM* drawing = module->GraphicalItems().GetFirst(); drawing;
drawing = drawing->Next() )
deselectBase( drawing );
deselectBase( &module->Reference() );
deselectBase( &module->Value() );
}
deselectBase( aItem );
m_selection.items.erase( aItem );
}
bool SELECTION_TOOL::containsSelected( const VECTOR2I& aPoint ) const
{
const unsigned GRIP_MARGIN = 500000;
// Check if the point is located within any of the currently selected items bounding boxes
std::set<BOARD_ITEM*>::iterator it, it_end;
for( it = m_selection.items.begin(), it_end = m_selection.items.end(); it != it_end; ++it )
{
BOX2I itemBox = (*it)->ViewBBox();
itemBox.Inflate( GRIP_MARGIN ); // Give some margin for gripping an item
if( itemBox.Contains( aPoint ) )
return true;
}
return false;
}