Split rotate and flip operations into separate functions.
Added Properties action (display properties windows)
This commit is contained in:
parent
ad3cb1f36a
commit
b582162cb5
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@ -36,9 +36,13 @@ TOOL_ACTION COMMON_ACTIONS::moveActivate( "pcbnew.InteractiveMove",
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"Move", "Moves the selected item(s)" );
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"Move", "Moves the selected item(s)" );
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TOOL_ACTION COMMON_ACTIONS::rotate( "pcbnew.InteractiveMove.rotate",
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TOOL_ACTION COMMON_ACTIONS::rotate( "pcbnew.InteractiveMove.rotate",
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AS_CONTEXT, ' ',
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AS_CONTEXT, 'R',
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"Rotate", "Rotates selected item(s)" );
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"Rotate", "Rotates selected item(s)" );
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TOOL_ACTION COMMON_ACTIONS::flip( "pcbnew.InteractiveMove.flip",
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TOOL_ACTION COMMON_ACTIONS::flip( "pcbnew.InteractiveMove.flip",
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AS_CONTEXT, 'F',
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AS_CONTEXT, 'F',
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"Flip", "Flips selected item(s)" );
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"Flip", "Flips selected item(s)" );
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TOOL_ACTION COMMON_ACTIONS::properties( "pcbnew.InteractiveMove.properties",
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AS_GLOBAL, 'E',
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"Properties...", "Displays properties window" );
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@ -24,7 +24,7 @@
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#include <tool/tool_action.h>
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#include <tool/tool_action.h>
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class ACTION_MANAGER;
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//class ACTION_MANAGER;
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/**
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/**
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* Class COMMON_ACTIONS
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* Class COMMON_ACTIONS
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@ -46,4 +46,7 @@ public:
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/// Flipping of selected objects
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/// Flipping of selected objects
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static TOOL_ACTION flip;
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static TOOL_ACTION flip;
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/// Activation of the edit tool
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static TOOL_ACTION properties;
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};
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};
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@ -24,6 +24,7 @@
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#include <class_board.h>
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#include <class_board.h>
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#include <class_module.h>
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#include <class_module.h>
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#include <wxPcbStruct.h>
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#include <tool/tool_manager.h>
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#include <tool/tool_manager.h>
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#include <view/view_controls.h>
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#include <view/view_controls.h>
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#include <confirm.h>
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#include <confirm.h>
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@ -41,38 +42,26 @@ MOVE_TOOL::MOVE_TOOL() :
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}
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}
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MOVE_TOOL::~MOVE_TOOL()
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{
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}
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void MOVE_TOOL::Reset()
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{
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// The tool launches upon reception of action event ("pcbnew.InteractiveMove")
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Go( &MOVE_TOOL::Main, COMMON_ACTIONS::moveActivate.MakeEvent() );
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}
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bool MOVE_TOOL::Init()
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bool MOVE_TOOL::Init()
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{
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{
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// Find the selection tool, so they can cooperate
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// Find the selection tool, so they can cooperate
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TOOL_BASE* selectionTool = m_toolMgr->FindTool( "pcbnew.InteractiveSelection" );
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TOOL_BASE* selectionTool = m_toolMgr->FindTool( "pcbnew.InteractiveSelection" );
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if( selectionTool )
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m_selectionTool = static_cast<SELECTION_TOOL*>( selectionTool );
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{
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if( !selectionTool )
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m_selectionTool = static_cast<SELECTION_TOOL*>( selectionTool );
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// Add context menu entries that are displayed when selection tool is active
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m_selectionTool->AddMenuItem( COMMON_ACTIONS::moveActivate );
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m_selectionTool->AddMenuItem( COMMON_ACTIONS::rotate );
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m_selectionTool->AddMenuItem( COMMON_ACTIONS::flip );
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}
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else
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{
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{
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DisplayError( NULL, wxT( "pcbnew.InteractiveSelection tool is not available" ) );
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DisplayError( NULL, wxT( "pcbnew.InteractiveSelection tool is not available" ) );
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return false;
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return false;
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}
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}
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// Add context menu entries that are displayed when selection tool is active
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m_selectionTool->AddMenuItem( COMMON_ACTIONS::moveActivate );
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m_selectionTool->AddMenuItem( COMMON_ACTIONS::rotate );
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m_selectionTool->AddMenuItem( COMMON_ACTIONS::flip );
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m_selectionTool->AddMenuItem( COMMON_ACTIONS::properties );
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setTransitions();
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return true;
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return true;
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}
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}
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@ -85,7 +74,7 @@ int MOVE_TOOL::Main( TOOL_EVENT& aEvent )
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return 0; // there are no items to operate on
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return 0; // there are no items to operate on
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VECTOR2D dragPosition;
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VECTOR2D dragPosition;
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bool dragging = false;
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m_dragging = false;
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bool restore = false; // Should items' state be restored when finishing the tool?
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bool restore = false; // Should items' state be restored when finishing the tool?
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VIEW_CONTROLS* controls = getViewControls();
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VIEW_CONTROLS* controls = getViewControls();
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@ -105,23 +94,15 @@ int MOVE_TOOL::Main( TOOL_EVENT& aEvent )
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// Dispatch TOOL_ACTIONs
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// Dispatch TOOL_ACTIONs
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else if( evt->Category() == TC_COMMAND )
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else if( evt->Category() == TC_COMMAND )
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{
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{
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VECTOR2D cursorPos = getView()->ToWorld( getViewControls()->GetCursorPosition() );
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if( evt->IsAction( &COMMON_ACTIONS::rotate ) )
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Rotate( aEvent );
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if( evt->IsAction( &COMMON_ACTIONS::rotate ) ) // got rotation event?
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else if( evt->IsAction( &COMMON_ACTIONS::flip ) )
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{
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Flip( aEvent );
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m_state.Rotate( cursorPos, 900.0 );
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selection.group->ViewUpdate( VIEW_ITEM::GEOMETRY );
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}
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else if( evt->IsAction( &COMMON_ACTIONS::flip ) ) // got flip event?
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{
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m_state.Flip( cursorPos );
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selection.group->ViewUpdate( VIEW_ITEM::GEOMETRY );
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}
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}
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}
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else if( evt->IsMotion() || evt->IsDrag( BUT_LEFT ) )
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else if( evt->IsMotion() || evt->IsDrag( BUT_LEFT ) )
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{
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{
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if( dragging )
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if( m_dragging )
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{
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{
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// Drag items to the current cursor position
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// Drag items to the current cursor position
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VECTOR2D movement = ( evt->Position() - dragPosition );
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VECTOR2D movement = ( evt->Position() - dragPosition );
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@ -138,16 +119,19 @@ int MOVE_TOOL::Main( TOOL_EVENT& aEvent )
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m_state.Save( *it );
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m_state.Save( *it );
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}
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}
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dragging = true;
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m_dragging = true;
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}
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}
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selection.group->ViewUpdate( VIEW_ITEM::GEOMETRY );
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selection.group->ViewUpdate( VIEW_ITEM::GEOMETRY );
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dragPosition = evt->Position();
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dragPosition = evt->Position();
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}
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}
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else if( evt->IsMouseUp( BUT_LEFT ) || evt->IsClick( BUT_LEFT ) )
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else if( evt->IsMouseUp( BUT_LEFT ) || evt->IsClick( BUT_LEFT ) )
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break; // Finish
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break; // Finish
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}
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}
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m_dragging = false;
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if( restore )
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if( restore )
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{
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{
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// Modifications has to be rollbacked, so restore the previous state of items
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// Modifications has to be rollbacked, so restore the previous state of items
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@ -165,5 +149,91 @@ int MOVE_TOOL::Main( TOOL_EVENT& aEvent )
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controls->SetSnapping( false );
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controls->SetSnapping( false );
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controls->SetAutoPan( false );
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controls->SetAutoPan( false );
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setTransitions();
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return 0;
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return 0;
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}
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}
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int MOVE_TOOL::Properties( TOOL_EVENT& aEvent )
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{
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const SELECTION_TOOL::SELECTION& selection = m_selectionTool->GetSelection();
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// Properties are displayed when there is only one item selected
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if( selection.items.size() == 1 )
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{
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// Display properties dialog
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PCB_EDIT_FRAME* editFrame = static_cast<PCB_EDIT_FRAME*>( m_toolMgr->GetEditFrame() );
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BOARD_ITEM* item = *selection.items.begin();
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editFrame->OnEditItemRequest( NULL, item );
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item->ViewUpdate( KIGFX::VIEW_ITEM::GEOMETRY );
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}
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setTransitions();
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return 0;
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}
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int MOVE_TOOL::Rotate( TOOL_EVENT& aEvent )
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{
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const SELECTION_TOOL::SELECTION& selection = m_selectionTool->GetSelection();
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VECTOR2D cursorPos = getView()->ToWorld( getViewControls()->GetCursorPosition() );
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if( m_dragging )
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{
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m_state.Rotate( cursorPos, 900.0 );
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selection.group->ViewUpdate( VIEW_ITEM::GEOMETRY );
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}
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else
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{
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std::set<BOARD_ITEM*>::iterator it;
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for( it = selection.items.begin(); it != selection.items.end(); ++it )
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{
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(*it)->Rotate( wxPoint( cursorPos.x, cursorPos.y ), 900.0 );
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(*it)->ViewUpdate( KIGFX::VIEW_ITEM::GEOMETRY );
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}
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setTransitions();
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}
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return 0;
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}
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int MOVE_TOOL::Flip( TOOL_EVENT& aEvent )
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{
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const SELECTION_TOOL::SELECTION& selection = m_selectionTool->GetSelection();
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VECTOR2D cursorPos = getView()->ToWorld( getViewControls()->GetCursorPosition() );
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if( m_dragging )
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{
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m_state.Flip( cursorPos );
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selection.group->ViewUpdate( VIEW_ITEM::GEOMETRY );
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}
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else
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{
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std::set<BOARD_ITEM*>::iterator it;
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for( it = selection.items.begin(); it != selection.items.end(); ++it )
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{
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(*it)->Flip( wxPoint( cursorPos.x, cursorPos.y ) );
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(*it)->ViewUpdate( KIGFX::VIEW_ITEM::LAYERS );
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}
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setTransitions();
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}
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return 0;
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}
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void MOVE_TOOL::setTransitions()
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{
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Go( &MOVE_TOOL::Main, COMMON_ACTIONS::moveActivate.MakeEvent() );
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Go( &MOVE_TOOL::Rotate, COMMON_ACTIONS::rotate.MakeEvent() );
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Go( &MOVE_TOOL::Flip, COMMON_ACTIONS::flip.MakeEvent() );
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Go( &MOVE_TOOL::Properties, COMMON_ACTIONS::properties.MakeEvent() );
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}
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@ -49,10 +49,9 @@ class MOVE_TOOL : public TOOL_INTERACTIVE
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{
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{
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public:
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public:
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MOVE_TOOL();
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MOVE_TOOL();
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~MOVE_TOOL();
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/// @copydoc TOOL_INTERACTIVE::Reset()
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/// @copydoc TOOL_INTERACTIVE::Reset()
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void Reset();
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void Reset() {};
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/// @copydoc TOOL_INTERACTIVE::Init()
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/// @copydoc TOOL_INTERACTIVE::Init()
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bool Init();
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bool Init();
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@ -61,15 +60,43 @@ public:
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* Function Main()
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* Function Main()
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*
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*
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* Main loop in which events are handled.
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* Main loop in which events are handled.
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* @param aEvent is the handled event.
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*/
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*/
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int Main( TOOL_EVENT& aEvent );
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int Main( TOOL_EVENT& aEvent );
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/**
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* Function Edit()
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*
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* Displays properties window for the selected object.
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*/
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int Properties( TOOL_EVENT& aEvent );
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/**
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* Function Rotate()
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*
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* Rotates currently selected items.
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*/
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int Rotate( TOOL_EVENT& aEvent );
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/**
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* Function Flip()
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*
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* Rotates currently selected items. The rotation point is the current cursor position.
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*/
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int Flip( TOOL_EVENT& aEvent );
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private:
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private:
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/// Saves the state of items and allows to restore them
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///> Saves the state of items and allows to restore them
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ITEM_STATE m_state;
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ITEM_STATE m_state;
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/// Selection tool used for obtaining selected items
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///> Selection tool used for obtaining selected items
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SELECTION_TOOL* m_selectionTool;
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SELECTION_TOOL* m_selectionTool;
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///> Flag determining if anything is being dragged right now
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bool m_dragging;
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///> Sets up handlers for various events
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void setTransitions();
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};
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};
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#endif
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#endif
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@ -51,6 +51,7 @@ void PCB_EDIT_FRAME::setupTools()
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m_toolManager->RegisterAction( &COMMON_ACTIONS::selectionActivate );
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m_toolManager->RegisterAction( &COMMON_ACTIONS::selectionActivate );
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m_toolManager->RegisterAction( &COMMON_ACTIONS::rotate );
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m_toolManager->RegisterAction( &COMMON_ACTIONS::rotate );
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m_toolManager->RegisterAction( &COMMON_ACTIONS::flip );
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m_toolManager->RegisterAction( &COMMON_ACTIONS::flip );
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m_toolManager->RegisterAction( &COMMON_ACTIONS::properties );
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// Register tools
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// Register tools
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m_toolManager->RegisterTool( new SELECTION_TOOL );
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m_toolManager->RegisterTool( new SELECTION_TOOL );
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@ -102,11 +102,25 @@ int SELECTION_TOOL::Main( TOOL_EVENT& aEvent )
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}
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}
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// single click? Select single object
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// single click? Select single object
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if( evt->IsClick( BUT_LEFT ) )
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else if( evt->IsClick( BUT_LEFT ) )
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{
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if( !m_additive && m_selection.Size() > 1 )
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clearSelection();
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selectSingle( evt->Position() );
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selectSingle( evt->Position() );
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}
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else if( evt->IsDblClick( BUT_LEFT ) )
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{
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if( m_selection.Empty() )
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selectSingle( evt->Position() );
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// Display properties window
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m_toolMgr->RunAction( "pcbnew.InteractiveMove.properties" );
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}
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// drag with LMB? Select multiple objects (or at least draw a selection box) or drag them
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// drag with LMB? Select multiple objects (or at least draw a selection box) or drag them
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if( evt->IsDrag( BUT_LEFT ) )
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else if( evt->IsDrag( BUT_LEFT ) )
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{
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{
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if( m_selection.Empty() || m_additive )
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if( m_selection.Empty() || m_additive )
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{
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{
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