/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2013 CERN * Copyright (C) 2020 KiCad Developers, see AUTHORS.txt for contributors. * * @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 __TOOL_MANAGER_H #define __TOOL_MANAGER_H #include #include #include #include #include #include class TOOLS_HOLDER; class TOOL_BASE; class ACTION_MANAGER; class ACTION_MENU; class APP_SETTINGS_BASE; /** * Master controller class: * - registers editing tools * - pumps UI events to tools requesting them * - manages tool state machines (transitions and wait requests) */ class TOOL_MANAGER { private: struct TOOL_STATE; public: TOOL_MANAGER(); ~TOOL_MANAGER(); // Helper typedefs typedef std::map TOOL_STATE_MAP; typedef std::map NAME_STATE_MAP; typedef std::map ID_STATE_MAP; typedef std::list ID_LIST; typedef std::vector TOOL_VEC; /** * Generates a unique ID from for a tool with given name. */ static TOOL_ID MakeToolId( const std::string& aToolName ); /** * Add a tool to the manager set and sets it up. Called once for each tool during * application initialization. * * @param aTool: tool to be added. Ownership is transferred. */ void RegisterTool( TOOL_BASE* aTool ); /** * Call a tool by sending a tool activation event to tool of given ID. * * @param aToolId is the ID number of the requested tool. * @return True if the requested tool was invoked successfully. */ bool InvokeTool( TOOL_ID aToolId ); /** * Call a tool by sending a tool activation event to tool of given name. * * @param aToolName is the name of the requested tool. * @return True if the requested tool was invoked successfully. */ bool InvokeTool( const std::string& aToolName ); /** * Shutdown all tools with a currently registered event loop in this tool manager * by waking them up with a null event. */ void ShutdownAllTools(); /** * Shutdown the specified tool by waking it up with a null event to terminate * the processing loop. * * @param aTool is the tool to shutdown */ void ShutdownTool( TOOL_BASE* aTool ); /** * Shutdown the specified tool by waking it up with a null event to terminate * the processing loop. * * @param aToolId is the ID of the tool to shutdown */ void ShutdownTool( TOOL_ID aToolId ); /** * Shutdown the specified tool by waking it up with a null event to terminate * the processing loop. * * @param aToolName is name of the tool to shutdown */ void ShutdownTool( const std::string& aToolName ); /** * Run the specified action. * * The common format for action names is "application.ToolName.Action". * * @param aActionName is the name of action to be invoked. * @param aNow decides if the action has to be run immediately or after the current coroutine * is preemptied. * @param aParam is an optional parameter that might be used by the invoked action. Its meaning * depends on the action. * @return False if the action was not found. */ template bool RunAction( const std::string& aActionName, bool aNow = false, T aParam = NULL ) { return RunAction( aActionName, aNow, reinterpret_cast( aParam ) ); } bool RunAction( const std::string& aActionName, bool aNow, void* aParam ); bool RunAction( const std::string& aActionName, bool aNow = false ) { return RunAction( aActionName, aNow, (void*) NULL ); } /** * Run the specified action. * * This function will only return if the action has been handled when the action is run * immediately (aNow = true), otherwise it will always return false. * * @param aAction is the action to be invoked. * @param aNow decides if the action has to be run immediately or after the current coroutine * is preemptied. * @param aParam is an optional parameter that might be used by the invoked action. Its meaning * depends on the action. * @return True if the action was handled immediately */ template bool RunAction( const TOOL_ACTION& aAction, bool aNow = false, T aParam = NULL ) { return RunAction( aAction, aNow, reinterpret_cast( aParam ) ); } bool RunAction( const TOOL_ACTION& aAction, bool aNow, void* aParam ); bool RunAction( const TOOL_ACTION& aAction, bool aNow = false ) { return RunAction( aAction, aNow, (void*) NULL ); } const std::map& GetActions(); /** * Send a cancel event to the tool currently at the top of the tool stack. */ void CancelTool(); /** * "Prime" a tool by sending a cursor left-click event with the mouse position set * to the passed in position. * * @param aPosition is the mouse position to use in the event */ void PrimeTool( const VECTOR2D& aPosition ); ///< @copydoc ACTION_MANAGER::GetHotKey() int GetHotKey( const TOOL_ACTION& aAction ); ACTION_MANAGER* GetActionManager() { return m_actionMgr; } /** * Search for a tool with given ID. * * @param aId is the ID number of the requested tool. * @return Pointer to the requested tool or NULL in case of failure. */ TOOL_BASE* FindTool( int aId ) const; /** * Search for a tool with given name. * * @param aName is the name of the requested tool. * @return Pointer to the requested tool or NULL in case of failure. */ TOOL_BASE* FindTool( const std::string& aName ) const; /* * Return the tool of given type or NULL if there is no such tool registered. */ template T* GetTool() { std::map::iterator tool = m_toolTypes.find( typeid( T ).name() ); if( tool != m_toolTypes.end() ) return static_cast( tool->second ); return NULL; } /** * Deactivate the currently active tool. */ void DeactivateTool(); /** * Return true if a tool with given id is active (executing) */ bool IsToolActive( TOOL_ID aId ) const; /** * Reset all tools (i.e. calls their Reset() method). */ void ResetTools( TOOL_BASE::RESET_REASON aReason ); /** * Initializes all registered tools. * * If a tool fails during the initialization, it is deactivated and becomes unavailable * for further use. Initialization should be done only once. */ void InitTools(); /** * Propagate an event to tools that requested events of matching type(s). * * @param aEvent is the event to be processed. * @return true if the event is a managed hotkey */ bool ProcessEvent( const TOOL_EVENT& aEvent ); /** * Put an event to the event queue to be processed at the end of event processing cycle. * * @param aEvent is the event to be put into the queue. */ inline void PostEvent( const TOOL_EVENT& aEvent ) { // Horrific hack, but it's a crash bug. Don't let inter-frame commands stack up // waiting to be processed. if( aEvent.IsSimulator() && m_eventQueue.back().IsSimulator() ) m_eventQueue.pop_back(); m_eventQueue.push_back( aEvent ); } /** * Set the work environment (model, view, view controls and the parent window). * * These are made available to the tool. Called by the parent frame when it is set up. */ void SetEnvironment( EDA_ITEM* aModel, KIGFX::VIEW* aView, KIGFX::VIEW_CONTROLS* aViewControls, APP_SETTINGS_BASE* aSettings, TOOLS_HOLDER* aFrame ); /* * Accessors for the environment objects (view, model, etc.) */ KIGFX::VIEW* GetView() const { return m_view; } KIGFX::VIEW_CONTROLS* GetViewControls() const { return m_viewControls; } VECTOR2D GetMousePosition(); VECTOR2D GetCursorPosition(); EDA_ITEM* GetModel() const { return m_model; } APP_SETTINGS_BASE* GetSettings() const { return m_settings; } TOOLS_HOLDER* GetToolHolder() const { return m_frame; } /** * Return id of the tool that is on the top of the active tools stack (was invoked the * most recently). * * @return Id of the currently used tool. */ inline int GetCurrentToolId() const { return m_activeTools.empty() ? -1 : m_activeTools.front(); } /** * Return the tool that is on the top of the active tools stack (was invoked the most * recently). * * @return Pointer to the currently used tool. */ inline TOOL_BASE* GetCurrentTool() const { return FindTool( GetCurrentToolId() ); } /** * Return the #TOOL_STATE object representing the state of the active tool. If there are no * tools active, it returns nullptr. */ TOOL_STATE* GetCurrentToolState() const { auto it = m_toolIdIndex.find( GetCurrentToolId() ); return ( it != m_toolIdIndex.end() ) ? it->second : nullptr; } /** * Return priority of a given tool. * * Higher number means that the tool is closer to the beginning of the active tools * queue (i.e. receives events earlier, tools with lower priority receive events later). * * @param aToolId is the id of queried tool. * @return The priority of a given tool. If returned number is negative, then it means that * the tool id is invalid or the tool is not active. */ int GetPriority( int aToolId ) const; /** * Define a state transition. * * The events that cause a given handler method in the tool to be called. Called by * TOOL_INTERACTIVE::Go(). May be called from a coroutine context. */ void ScheduleNextState( TOOL_BASE* aTool, TOOL_STATE_FUNC& aHandler, const TOOL_EVENT_LIST& aConditions ); /** * Clear the state transition map for a tool. * * @param aTool is the tool that should have the transition map cleared. */ void ClearTransitions( TOOL_BASE* aTool ); void RunMainStack( TOOL_BASE* aTool, std::function aFunc ); /** * Update the status bar and synchronizes toolbars. */ void UpdateUI( const TOOL_EVENT& aEvent ); /** * Pause execution of a given tool until one or more events matching aConditions arrives. * * The pause/resume operation is done through #COROUTINE object. Called only from coroutines. */ TOOL_EVENT* ScheduleWait( TOOL_BASE* aTool, const TOOL_EVENT_LIST& aConditions ); /** * Set behavior of the tool's context popup menu. * * @param aTool is the parent tool. * @param aMenu is the menu structure, defined by the tool. * @param aTrigger determines when the menu is activated: * CMENU_NOW: opens the menu right now * CMENU_BUTTON: opens the menu when RMB is pressed * CMENU_OFF: menu is disabled. * May be called from a coroutine context. */ void ScheduleContextMenu( TOOL_BASE* aTool, ACTION_MENU* aMenu, CONTEXT_MENU_TRIGGER aTrigger ); /** * Store information to the system clipboard. * * @param aText is the information to be stored, expected UTF8 encoding. The text will be * stored as Unicode string (not stored as UTF8 string). * @return False if error occurred. */ bool SaveClipboard( const std::string& aTextUTF8 ); /** * Return the information currently stored in the system clipboard. * * If data stored in the clipboard is in non-text format, empty string is returned. * * @note The clipboard is expected containing Unicode chars, not only ASCII7 chars. * The returned string is UTF8 encoded */ std::string GetClipboardUTF8() const; /** * Return the view controls settings for the current tool or the general settings if there is * no active tool. */ const KIGFX::VC_SETTINGS& GetCurrentToolVC() const; /** * True while processing a context menu. */ bool IsContextMenuActive() { return m_menuActive; } /** * Disable mouse warping after the current context menu is closed. * * This must be called before invoking each context menu. It's a good idea to call this * from non-modal dialogs (e.g. DRC window). */ void VetoContextMenuMouseWarp() { m_warpMouseAfterContextMenu = false; } /** * Handle context menu related events. */ void DispatchContextMenu( const TOOL_EVENT& aEvent ); /** * Handle specific events, that are intended for TOOL_MANAGER rather than tools. * * @param aEvent is the event to be processed. * @return true if the event was processed and should not go any further. */ bool DispatchHotKey( const TOOL_EVENT& aEvent ); VECTOR2D GetMenuCursorPos() { return m_menuCursor; } private: typedef std::pair TRANSITION; /** * Passe an event at first to the active tools, then to all others. */ bool dispatchInternal( const TOOL_EVENT& aEvent ); /** * Check if it is a valid activation event and invokes a proper tool. * * @param aEvent is an event to be tested. * @return True if a tool was invoked, false otherwise. */ bool dispatchActivation( const TOOL_EVENT& aEvent ); /** * Invoke a tool by sending a proper event (in contrary to runTool, which makes the tool run * for real). * * @param aTool is the tool to be invoked. */ bool invokeTool( TOOL_BASE* aTool ); /** * Make a tool active, so it can receive events and react to them. * * The activated tool is pushed on the active tools stack, so the last activated tool * receives events first. * * @param aTool is the tool to be run. */ bool runTool( TOOL_BASE* aTool ); /** * Deactivate a tool and does the necessary clean up. * * @param aState is the state variable of the tool to be stopped. * @return m_activeTools iterator. If the tool has been completely deactivated, it points * to the next active tool on the list. Otherwise it is an iterator pointing to * \a aState. */ ID_LIST::iterator finishTool( TOOL_STATE* aState ); /** * Return information about a tool registration status. * * @param aTool is the tool to be checked. * @return true if the tool is in the registered tools list, false otherwise. */ bool isRegistered( TOOL_BASE* aTool ) const { return m_toolState.count( aTool ) > 0; } /** * Return information about a tool activation status. * * @param aTool is the tool to be checked. * @return True if the tool is on the active tools stack, false otherwise. */ bool isActive( TOOL_BASE* aTool ); /** * Save the #VIEW_CONTROLS settings to the tool state object. * * If #VIEW_CONTROLS settings are affected by #TOOL_MANAGER, the original settings are saved. */ void saveViewControls( TOOL_STATE* aState ); /** * Apply #VIEW_CONTROLS settings stored in a #TOOL_STATE object. */ void applyViewControls( TOOL_STATE* aState ); /** * Main function for event processing. * * @return true if a hotkey was handled. */ bool processEvent( const TOOL_EVENT& aEvent ); /** * Save the previous active state and sets a new one. * * @param aState is the new active state. Might be null to indicate there is no new * active state. */ void setActiveState( TOOL_STATE* aState ); ///< List of tools in the order they were registered TOOL_VEC m_toolOrder; ///< Index of registered tools current states, associated by tools' objects. TOOL_STATE_MAP m_toolState; ///< Index of the registered tools current states, associated by tools' names. NAME_STATE_MAP m_toolNameIndex; ///< Index of the registered tools current states, associated by tools' ID numbers. ID_STATE_MAP m_toolIdIndex; ///< Index of the registered tools to easily lookup by their type. std::map m_toolTypes; ///< Stack of the active tools ID_LIST m_activeTools; ///< Instance of ACTION_MANAGER that handles TOOL_ACTIONs ACTION_MANAGER* m_actionMgr; ///< Original cursor position, if overridden by the context menu handler std::map> m_cursorSettings; EDA_ITEM* m_model; KIGFX::VIEW* m_view; KIGFX::VIEW_CONTROLS* m_viewControls; TOOLS_HOLDER* m_frame; APP_SETTINGS_BASE* m_settings; ///< Queue that stores events to be processed at the end of the event processing cycle. std::list m_eventQueue; ///< Right click context menu position. VECTOR2D m_menuCursor; bool m_warpMouseAfterContextMenu; ///< Flag indicating whether a context menu is currently displayed. bool m_menuActive; ///< Tool currently displaying a popup menu. It is negative when there is no menu displayed. TOOL_ID m_menuOwner; ///< Pointer to the state object corresponding to the currently executed tool. TOOL_STATE* m_activeState; }; #endif