Save, clear, and restore selection around a footprint reload.

Also fixes a bug with the footprint's UUIDs getting reset.
This commit is contained in:
Jeff Young 2023-07-07 22:16:06 +01:00
parent 998e749918
commit 9d9344a815
1 changed files with 28 additions and 1 deletions

View File

@ -1233,6 +1233,10 @@ void PCB_BASE_FRAME::OnFpChangeDebounceTimer( wxTimerEvent& aEvent )
FOOTPRINT* fp = GetBoard()->GetFirstFootprint();
FP_LIB_TABLE* tbl = Prj().PcbFootprintLibs();
// When loading a footprint from a library in the footprint editor
// the items UUIDs must be keep and not reinitialized
bool keepUUID = IsType( FRAME_FOOTPRINT_EDITOR );
if( !fp || !tbl )
return;
@ -1245,16 +1249,39 @@ void PCB_BASE_FRAME::OnFpChangeDebounceTimer( wxTimerEvent& aEvent )
try
{
FOOTPRINT* newfp = tbl->FootprintLoad( nickname, fpname );
FOOTPRINT* newfp = tbl->FootprintLoad( nickname, fpname, keepUUID );
if( newfp )
{
std::vector<KIID> selectedItems;
for( const EDA_ITEM* item : GetCurrentSelection() )
{
wxString uuidStr = item->m_Uuid.AsString();
selectedItems.emplace_back( item->m_Uuid );
}
m_toolManager->RunAction( PCB_ACTIONS::selectionClear );
ReloadFootprint( newfp );
newfp->ClearAllNets();
GetCanvas()->UpdateColors();
GetCanvas()->DisplayBoard( GetBoard() );
m_toolManager->ResetTools( TOOL_BASE::MODEL_RELOAD );
std::vector<EDA_ITEM*> sel;
for( const KIID& uuid : selectedItems )
{
BOARD_ITEM* item = GetBoard()->GetItem( uuid );
if( item != DELETED_BOARD_ITEM::GetInstance() )
sel.push_back( item );
}
if( !sel.empty() )
m_toolManager->RunAction( PCB_ACTIONS::selectItems, &sel );
}
}
catch( const IO_ERROR& ioe )