Introduces some updates to the inspector, and a number of bug fixes:
- Correctly handles changes in board stackup
- Correctly handles unit change events
- Correctly handles language change events
- All layout / panel settings are stored to the project settings
- Retains ability to create net report
- Simple filter searches on net name and net class name (stored in settings)
- Allows hide / show of columns (stored in settings)
- Grouping by netclass (stored in settings)
- Optional filtering by net name (stored in settings)
- Optional filtering by net class (stored in settings)
- Custom grouping by net name match
(It's still leaking into BOARD_COMMIT and some other places, but at
least it no longer leaks into all the edit tools.)
Also fixes some bugs when moving/copying/pasting multiple selections
containing length-tuning patterns.
Graphic shapes (excluding text) can now have nets when on
copper layers. Shapes behave like tracks in that they will
pick up nets from connected pads, and follow track opacity
settings.
It had several encapsulation leakage issues, as well as poorly-defined
behaviour of undo for chained-actions (append-to-board, and then rotate
while moving, for instance).
Using a boolean argument just leads to a lot of trailing booleans in the
function calls and is not user friendly. Instead, introduce PostAction()
to send an action that runs after the coroutine (equivalent to passing
false or the default argument), and leave RunAction as the immediate
execution function.
Using std::any from C++17 allows for proper type handling in the
parameter field, removing the need for casting to void* and then casting
the void* to the desired type.
Also makes the strings match the GUI better so people will know where
to find them later.
And fixes a couple of ERC items that referred to Board Setup (oops).
Don't assume the dialog is mode-less and call Destroy() from within a
dialog method. This will most assuredly crash if the dialog is shown
modally or quasi-modally.
Don't leak memory for mode-less dialogs created on the stack. Make sure
when the parent frame window is closed that all mode-less dialog memory
is cleaned up. Dialogs are not child windows like controls and toolbars
so their memory does not automatically get cleaned up when the parent
window is destroyed.
Do not directly access frame parent window's pointer in dialog destructors.
Apparently the tear down order when destroying mode-less dialogs is not
guaranteed so the parent window may get deleted before the dialog causing
a crash when accessing the parent window pointer from the dialog dtor.
Do not close mode-less dialogs in the parent frame's destructor. This
doesn't guarantee that the dialog(s) will be destroyed before the parent
but it may reduce some careless mode-less dialog event handling in the
future.