/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2013-2017 CERN * @author Tomasz Wlostowski * @author Maciej Suminski * * 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 */ #ifndef __SELECTION_TOOL_H #define __SELECTION_TOOL_H #include #include #include #include #include #include #include class PCB_BASE_FRAME; class BOARD_ITEM; class GENERAL_COLLECTOR; namespace KIGFX { class GAL; } /** * Class SELECTION_TOOL * * Our sample selection tool: currently supports: * - pick single objects (click LMB) * - add objects to existing selection (Shift+LMB) * - draw selection box (drag LMB) * - handles MODULEs properly (i.e. selects either MODULE or its PADs, TEXTs, etc.) * - takes into account high-contrast & layer visibility settings * - invokes InteractiveEdit tool when user starts to drag selected items */ class SELECTION_TOOL : public PCB_TOOL { public: SELECTION_TOOL(); ~SELECTION_TOOL(); /// @copydoc TOOL_BASE::Init() bool Init() override; /// @copydoc TOOL_BASE::Reset() void Reset( RESET_REASON aReason ) override; /** * Function Main() * * The main loop. */ int Main( const TOOL_EVENT& aEvent ); /** * Function GetSelection() * * Returns the set of currently selected items. */ SELECTION& GetSelection(); /** * Function RequestSelection() * * Returns the current selection set, filtered according to aFlags. * If the set is empty, performs the legacy-style hover selection. */ SELECTION& RequestSelection( int aFlags = SELECTION_DEFAULT ); inline TOOL_MENU& GetToolMenu() { return m_menu; } ///> Checks if the user has agreed to modify locked items for the given selection. SELECTION_LOCK_FLAGS CheckLock(); ///> Select a single item under cursor event handler. int CursorSelection( const TOOL_EVENT& aEvent ); ///> Clear current selection event handler. int ClearSelection( const TOOL_EVENT& aEvent ); ///> Makes sure a group selection does not contain items that would cause ///> conflicts when moving/rotating together (e.g. a footprint and one of the same footprint's pads) bool SanitizeSelection(); ///> Item selection event handler. int SelectItem( const TOOL_EVENT& aEvent ); ///> Item unselection event handler. int UnselectItem( const TOOL_EVENT& aEvent ); ///> Event sent after an item is selected. static const TOOL_EVENT SelectedEvent; ///> Event sent after an item is unselected. static const TOOL_EVENT UnselectedEvent; ///> Event sent after selection is cleared. static const TOOL_EVENT ClearedEvent; ///> Sets up handlers for various events. void SetTransitions() override; ///> Zooms the screen to center and fit the current selection. void zoomFitSelection( void ); private: /** * Function selectPoint() * Selects an item pointed by the parameter aWhere. If there is more than one item at that * place, there is a menu displayed that allows to choose the item. * * @param aWhere is the place where the item should be selected. * @param aAllowDisambiguation decides what to do in case of disambiguation. If true, then * a menu is shown, otherise function finishes without selecting anything. * @return True if an item was selected, false otherwise. */ bool selectPoint( const VECTOR2I& aWhere, bool aOnDrag = false ); /** * Function selectCursor() * Selects an item under the cursor unless there is something already selected or aSelectAlways * is true. * @param aSelectAlways forces to select an item even if there is an item already selected. * @return true if eventually there is an item selected, false otherwise. */ bool selectCursor( bool aSelectAlways = false ); /** * Function selectMultiple() * Handles drawing a selection box that allows to select many items at the same time. * * @return true if the function was cancelled (i.e. CancelEvent was received). */ bool selectMultiple(); ///> Selects a trivial connection (between two junctions) of items in selection int selectConnection( const TOOL_EVENT& aEvent ); ///> Selects items with a continuous copper connection to items in selection int selectCopper( const TOOL_EVENT& aEvent ); /** * Selects all copper connections belonging to the same net(s) as the * items in the selection */ int selectNet( const TOOL_EVENT& aEvent ); /** * Selects all items connected by copper tracks to the given TRACK */ void selectAllItemsConnectedToTrack( TRACK& aSourceTrack ); /** * Selects all items connected (by copper) to the given item */ void selectAllItemsConnectedToItem( BOARD_CONNECTED_ITEM& aSourceItem ); /** * Selects all items with the given net code */ void selectAllItemsOnNet( int aNetCode ); /** * Selects all items with the given sheet timestamp name * (the sheet path) */ void selectAllItemsOnSheet( wxString& aSheetpath ); ///> Selects all modules belonging to same sheet, from Eeschema, ///> using crossprobing int selectOnSheetFromEeschema( const TOOL_EVENT& aEvent ); ///> Selects all modules belonging to same hierarchical sheet ///> as the selected footprint. int selectSameSheet( const TOOL_EVENT& aEvent ); ///> Find dialog callback. void findCallback( BOARD_ITEM* aItem ); ///> Find an item. int find( const TOOL_EVENT& aEvent ); ///> Find an item and start moving. int findMove( const TOOL_EVENT& aEvent ); ///> Invoke filter dialog and modify current selection int filterSelection( const TOOL_EVENT& aEvent ); /** * Function clearSelection() * Clears the current selection. */ void clearSelection(); /** * Function disambiguationMenu() * Handles the menu that allows to select one of many items in case there is more than one * item at the selected point (@see selectCursor()). * * @param aItems contains list of items that are displayed to the user. */ BOARD_ITEM* disambiguationMenu( GENERAL_COLLECTOR* aItems ); /** * Function pickSmallestComponent() * Allows to find the smallest (in terms of bounding box area) item from the list. * * @param aCollector containes the list of items. */ BOARD_ITEM* pickSmallestComponent( GENERAL_COLLECTOR* aCollector ); /** * Function toggleSelection() * Changes selection status of a given item. * * @param aItem is the item to have selection status changed. */ void toggleSelection( BOARD_ITEM* aItem ); /** * Function selectable() * Checks conditions for an item to be selected. * * @return True if the item fulfills conditions to be selected. */ bool selectable( const BOARD_ITEM* aItem ) const; /** * Function modifiable() * Checks if an item might be modified. This function is used to filter out items * from the selection when it is passed to other tools. * * @return True if the item fulfills conditions to be modified. */ bool modifiable( const BOARD_ITEM* aItem ) const; /** * Function select() * Takes necessary action mark an item as selected. * * @param aItem is an item to be selected. */ void select( BOARD_ITEM* aItem ); /** * Function unselect() * Takes necessary action mark an item as unselected. * * @param aItem is an item to be unselected. */ void unselect( BOARD_ITEM* aItem ); /** * Function selectVisually() * Marks item as selected, but does not add it to the ITEMS_PICKED_LIST. * @param aItem is an item to be be marked. */ void selectVisually( BOARD_ITEM* aItem ); /** * Function unselectVisually() * Marks item as selected, but does not add it to the ITEMS_PICKED_LIST. * @param aItem is an item to be be marked. */ void unselectVisually( BOARD_ITEM* aItem ); /** * Function selectionContains() * Checks if the given point is placed within any of selected items' bounding box. * * @return True if the given point is contained in any of selected items' bouding box. */ bool selectionContains( const VECTOR2I& aPoint ) const; /** * Function guessSelectionCandidates() * Tries to guess best selection candidates in case multiple items are clicked, by * doing some braindead heuristics. * @param aCollector is the collector that has a list of items to be queried. */ void guessSelectionCandidates( GENERAL_COLLECTOR& aCollector ) const; /// Pointer to the parent frame. PCB_BASE_FRAME* m_frame; /// Current state of selection. SELECTION m_selection; /// Flag saying if items should be added to the current selection or rather replace it. bool m_additive; /// Flag saying if multiple selection mode is active. bool m_multiple; /// Can other tools modify locked items. bool m_locked; /// Menu model displayed by the tool. TOOL_MENU m_menu; /// Private state (opaque pointer/compilation firewall) class PRIV; std::unique_ptr m_priv; }; #endif