* An assumption was made that wxDynamicLibrary.Load() would always result in
a wxLogSystemError on failure which was not always true. The code now throws
an exception which is caught by KiCad and an error message is displayed. In
the case where the wxLogSystemError is shown, there will be an annoying two
error messages but that is better than a crash.
- When the Kicad manager is iconized, all other child frames are iconized (normal wxWidgets behavior)
- For viewer frames in modal mode, there is a more annoying issue: they have the wxFLOAT_ON_PARENT frame style on unix, and wxSTAY_ON_TOP on Windows.
wxFLOAT_ON_PARENT frame style is incorrect (although on most WM it works) because the parent frame (Kicad manager Frame) is not the caller. It is usually a main editor frame.
It does not work on Windows (wx STAY_ON_TOP is used).
* Now each editor frame has a null parent.
Therefore iconizing the Kicad manager frame does not iconize other frames.
* Viewer frames have null parent in normal mode and the caller parent in modal mode (therefore wxFLOAT_ON_PARENT frame style is always and correctly used)
* References to opened/closed main frames are no more managed by the (complicated) kicad code. Instead of, a non critical and more easy to understand code just uses FindWindowByName to know if a main window exists or not.
These changes do not fix all issues about Kicad frames brought to the foreground or the background, but it fixes a few issues, and AFAIK do not add other issues.
* Fix creation of single app bundle with respect to scripting support.
* Cleanup scripting search paths for OSX.
* Fix some small CMake bugs from previous OSX build change.
* Optimize bundle file structure to be consistent with Apple specs.
* Add helper script for compiling wxWidgets and wxPython
* Update OSX build instructions.
*) Eeschema can now show the footprint editor.
*) Eeschema can now invoke the footprint picker from the library part field editor.
*) KIWAY_PLAYER::ShowModal() takes aResultantFocusWindow that tells what window
to give the focus to. Required since frames are often near the top of the
hierarchy and they are invoked by a peer, not a parent.
*) Rework the set language support, simplify it by using KIWAY. Now any major
frame with a "change language" menu can change the language for all KIWAY_PLAYERs
in the whole KIWAY. Multiple KIWAYs are not supported yet.
*) Simplify "modal wxFrame" support, and add that support exclusively to
KIWAY_PLAYER where it is inherited by all derivatives. The function
KIWAY_PLAYER::ShowModal() is in the vtable and so is cross module capable.
*) Remove the requirements and assumptions that the wxFrame hierarchy always
had PCB_EDIT_FRAME and SCH_EDIT_FRAME as immediate parents of their viewers
and editors. This is no longer the case, nor required.
*) Use KIWAY::Player() everywhere to make KIWAY_PLAYERs, this registers the
KIWAY_PLAYER within the KIWAY and makes it very easy to find an open frame
quickly. It also gives control to the KIWAY as to frame hierarchical
relationships.
*) Change single_top to use the KIWAY for loading a KIFACE and instantiating
the single KIWAY_PLAYER, see bullet immediately above.
*) Add KIWAY::OnKiwayEnd() and call it from PGM_BASE at program termination, this
gives the KIFACEs a chance to save their final configuration dope to disk.
*) Add dedicated FRAME_T's for the modal frames, so m_Ident can be tested and
these modal frames are distinctly different than their non-modal equivalents.
KIWAY_PLAYER::IsModal() is !not! a valid test during the wxFrame's constructor,
so this is another important reason for having a dedicated FRAME_T for each
modal wxFrame.
On balance, more lines were deleted than were added to achieve all this.
*) void KIWAY::ExpressMail( FRAME_T aDestination, MAIL_T aCommand, const std::string& aPayload, wxWindow* aSource=NULL );
*) virtual void KiwayMailIn( KIWAY_EXPRESS& aEvent );
*) enum MAIL_T expansion into the brave new world if cross KIWAY_PLAYER communications.
Let the KIWAY_PLAYING begin.....
through well conceived mail from one KIWAY_PLAYER to another.
Get thinking now. Add a new MAIL_T value, then send ExpressMail(),
and receive it in KiwayMailIn(), it's that easy.
Eeschema, Pcbnew, and Cvpcb all run under the same process now,
FOR THE VERY FIRST TIME!
*) Added KIWAY::PlayerCreate(), PlayerClose(), and PlayersClose().
*) Factored FRAME_T into <frame_type.h> from ID_DRAWFRAME_TYPE.
*) Found that the following command line is helpful for collecting all the *.kiface
files into the <build>/kicad/ directory so that kicad can find them.
$ cp `find . -name '*.kiface'` kicad/
Maybe somebody will want to rework how the CMake files are organized so all
the binaries can go into the same place. See python-a-mingw-us.
*) This might fix the problem on the Mac where child process windows were not
coming to the front. See ->Raise() in kicad/mainframe.cpp.
*) You can set USE_KIFACE to 0 in kicad/mainframe.cpp to chain load child exes
instead of using the KIFACE modules directly, i.e. revert.
if it is running under single_top.cpp or under a project manager.
*) Test Kiface().IsSingle() when adding menus, some operations are not permitted
when running under a project manager and the KIWAY_PLAYER is pegged to a
specific project.
*) Implemented KIWAY::KiFACE() so it loads *.kiface files. They still have to be
in the same directory as the main *.exe launcher, so this presents some difficulty
when the binaries are not yet installed but rather the *.kiface files are still
in their original build directories. For today, I simply copied _pcbnew.kiface
to build/kicad/.
*) Add a test case to kicad/mainframe.cpp just to get an early peek at loading
_pcbnew.kiface under the C++ project manager. Got that working for one
specific invocation just for proof of concept. Surprise, it works.
! The initial testing of this commit should be done using a Debug build so that
all the wxASSERT()s are enabled. Also, be sure and keep enabled the
USE_KIWAY_DLLs option. The tree won't likely build without it. Turning it
off is senseless anyways. If you want stable code, go back to a prior version,
the one tagged with "stable".
* Relocate all functionality out of the wxApp derivative into more finely
targeted purposes:
a) DLL/DSO specific
b) PROJECT specific
c) EXE or process specific
d) configuration file specific data
e) configuration file manipulations functions.
All of this functionality was blended into an extremely large wxApp derivative
and that was incompatible with the desire to support multiple concurrently
loaded DLL/DSO's ("KIFACE")s and multiple concurrently open projects.
An amazing amount of organization come from simply sorting each bit of
functionality into the proper box.
* Switch to wxConfigBase from wxConfig everywhere except instantiation.
* Add classes KIWAY, KIFACE, KIFACE_I, SEARCH_STACK, PGM_BASE, PGM_KICAD,
PGM_SINGLE_TOP,
* Remove "Return" prefix on many function names.
* Remove obvious comments from CMakeLists.txt files, and from else() and endif()s.
* Fix building boost for use in a DSO on linux.
* Remove some of the assumptions in the CMakeLists.txt files that windows had
to be the host platform when building windows binaries.
* Reduce the number of wxStrings being constructed at program load time via
static construction.
* Pass wxConfigBase* to all SaveSettings() and LoadSettings() functions so that
these functions are useful even when the wxConfigBase comes from another
source, as is the case in the KICAD_MANAGER_FRAME.
* Move the setting of the KIPRJMOD environment variable into class PROJECT,
so that it can be moved into a project variable soon, and out of FP_LIB_TABLE.
* Add the KIWAY_PLAYER which is associated with a particular PROJECT, and all
its child wxFrames and wxDialogs now have a Kiway() member function which
returns a KIWAY& that that window tree branch is in support of. This is like
wxWindows DNA in that child windows get this member with proper value at time
of construction.
* Anticipate some of the needs for milestones B) and C) and make code
adjustments now in an effort to reduce work in those milestones.
* No testing has been done for python scripting, since milestone C) has that
being largely reworked and re-thought-out.