/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2012 Torsten Hueter, torstenhtr gmx.de * Copyright (C) 2013 CERN * Copyright (C) 2013-2019 KiCad Developers, see AUTHORS.txt for contributors. * * @author Tomasz Wlostowski * * 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 * */ /** * @file view_controls.h * @brief VIEW_CONTROLS class definition. */ #ifndef __VIEW_CONTROLS_H #define __VIEW_CONTROLS_H #include namespace KIGFX { class VIEW; ///> Action to perform when the mouse is dragged enum class MOUSE_DRAG_ACTION { SELECT, ZOOM, PAN, NONE }; ///> Structure to keep VIEW_CONTROLS settings for easy store/restore operations struct VC_SETTINGS { VC_SETTINGS() { Reset(); } ///> Restores the default settings void Reset(); ///> Flag determining the cursor visibility bool m_showCursor; ///> Forced cursor position (world coordinates) VECTOR2D m_forcedPosition; ///> Is the forced cursor position enabled bool m_forceCursorPosition; ///> Should the cursor be locked within the parent window area bool m_cursorCaptured; ///> Should the cursor snap to grid or move freely bool m_snappingEnabled; ///> Flag for grabbing the mouse cursor bool m_grabMouse; ///> Flag for turning on autopanning bool m_autoPanEnabled; ///> Flag for turning on autopanning bool m_autoPanSettingEnabled; ///> Distance from cursor to VIEW edge when panning is active float m_autoPanMargin; ///> How fast is panning when in auto mode float m_autoPanSpeed; ///> How fast does panning accelerate when approaching the window boundary float m_autoPanAcceleration; ///> If the cursor is allowed to be warped bool m_warpCursor; ///> Enable horizontal panning with the horizontal scroll/trackpad input bool m_horizontalPan; ///> Enable the accelerating zoom controller bool m_zoomAcceleration; ///> Zoom speed for the non-accelerating zoom controller int m_zoomSpeed; ///> When true, ignore zoom_speed and pick a platform-specific default bool m_zoomSpeedAuto; ///> What modifier key to enable zoom with the (vertical) scroll wheel int m_scrollModifierZoom; ///> What modifier key to enable horizontal pan with the (vertical) scroll wheel int m_scrollModifierPanH; ///> What modifier key to enable vertical with the (vertical) scroll wheel int m_scrollModifierPanV; ///> What drag action to perform when the middle button is pressed MOUSE_DRAG_ACTION m_dragMiddle; ///> What drag action to perform when the right button is pressed MOUSE_DRAG_ACTION m_dragRight; ///> Is last cursor motion event coming from keyboard arrow cursor motion action bool m_lastKeyboardCursorPositionValid; ///> ACTIONS::CURSOR_UP, ACTIONS::CURSOR_DOWN, etc. long m_lastKeyboardCursorCommand; ///> Position of the above event VECTOR2D m_lastKeyboardCursorPosition; }; /** * VIEW_CONTROLS * is an interface for classes handling user events controlling the view behaviour * (such as zooming, panning, mouse grab, etc.) */ class VIEW_CONTROLS { public: VIEW_CONTROLS( VIEW* aView ) : m_view( aView ), m_cursorWarped( false ) { } virtual ~VIEW_CONTROLS() { } /** * Function SetSnapping() * Enables/disables snapping cursor to grid. * * @param aEnabled says whether the opion should be enabled or disabled. */ virtual void SetSnapping( bool aEnabled ) { m_settings.m_snappingEnabled = aEnabled; } /** * @return the current state of the snapping cursor to grid. */ virtual bool GetSnappingState() { return m_settings.m_snappingEnabled; } /** * Function SetGrabMouse * Turns on/off mouse grabbing. When the mouse is grabbed, it cannot go outside the VIEW. * @param aEnabled tells if mouse should be grabbed or not. */ virtual void SetGrabMouse( bool aEnabled ) { m_settings.m_grabMouse = aEnabled; } /** * Function SetAutoPan * Turns on/off auto panning (this feature is used when there is a tool active (eg. drawing a * track) and user moves mouse to the VIEW edge - then the view can be translated or not). * @param aEnabled tells if the autopanning should be active. */ virtual void SetAutoPan( bool aEnabled ) { m_settings.m_autoPanEnabled = aEnabled; } /** * Function EnableAutoPan * Turns on/off auto panning (user setting to disable it entirely). * @param aEnabled tells if the autopanning should be enabled. */ virtual void EnableAutoPan( bool aEnabled ) { m_settings.m_autoPanSettingEnabled = aEnabled; } /** * Function SetAutoPanSpeed() * Sets speed of autopanning. * @param aSpeed is a new speed for autopanning. */ virtual void SetAutoPanSpeed( float aSpeed ) { m_settings.m_autoPanSpeed = aSpeed; } /** * Function SetAutoPanSpeed() * Sets speed of autopanning. * @param aSpeed is a new speed for autopanning. */ virtual void SetAutoPanAcceleration( float aAcceleration ) { m_settings.m_autoPanAcceleration = aAcceleration; } /** * Function SetAutoPanMArgin() * Sets margin for autopanning (ie. the area when autopanning becomes active). * @param aMargin is a new margin for autopanning. */ virtual void SetAutoPanMargin( float aMargin ) { m_settings.m_autoPanMargin = aMargin; } /** * Function GetMousePosition() * Returns the current mouse pointer position. Note, that it may be * different from the cursor position if snapping is enabled (@see GetCursorPosition()). * * @param aWorldCoordinates if true, the result is given in world coordinates, otherwise * it is given in screen coordinates. * @return The current mouse pointer position in either world or screen coordinates. */ virtual VECTOR2D GetMousePosition( bool aWorldCoordinates = true ) const = 0; /** * Returns the current cursor position in world coordinates. Note, that it may be * different from the mouse pointer position if snapping is enabled or cursor position * is forced to a specific point. * * @return The current cursor position in world coordinates. */ VECTOR2D GetCursorPosition() const { return GetCursorPosition( m_settings.m_snappingEnabled ); } /** * Returns the current cursor position in world coordinates - ingoring the cursorUp * position force mode. * * @return The current cursor position in world coordinates. */ virtual VECTOR2D GetRawCursorPosition( bool aSnappingEnabled = true ) const = 0; /** * Returns the current cursor position in world coordinates. Note, that it may be * different from the mouse pointer position if snapping is enabled or cursor position * is forced to a specific point. * * @param aEnableSnapping selects whether cursor position should be snapped to the grid. * @return The current cursor position in world coordinates. */ virtual VECTOR2D GetCursorPosition( bool aEnableSnapping ) const = 0; /** * Function ForceCursorPosition() * Places the cursor immediately at a given point. Mouse movement is ignored. * @param aEnabled enable forced cursor position * @param aPosition the position (world coordinates). */ virtual void ForceCursorPosition( bool aEnabled, const VECTOR2D& aPosition = VECTOR2D( 0, 0 ) ) { m_settings.m_forceCursorPosition = aEnabled; m_settings.m_forcedPosition = aPosition; } /** * Moves cursor to the requested position expressed in world coordinates. The position is not * forced and will be overridden with the next mouse motion event. Mouse cursor follows the * world cursor. * @param aPosition is the requested cursor position in the world coordinates. * @param aWarpView enables/disables view warp if the cursor is outside the current viewport. */ virtual void SetCursorPosition( const VECTOR2D& aPosition, bool aWarpView = true, bool aTriggeredByArrows = false, long aArrowCommand = 0 ) = 0; /** * Moves the graphic crosshair cursor to the requested position expressed in world coordinates. * @param aPosition is the requested cursor position in the world coordinates. * @param aWarpView enables/disables view warp if the cursor is outside the current viewport. */ virtual void SetCrossHairCursorPosition( const VECTOR2D& aPosition, bool aWarpView = true ) = 0; /** * Function ForcedCursorPosition() * Returns true if the current cursor position is forced to a specific location, ignoring * the mouse cursor position. */ bool ForcedCursorPosition() const { return m_settings.m_forceCursorPosition; } /** * Function ShowCursor() * Enables or disables display of cursor. * @param aEnabled decides if the cursor should be shown. */ virtual void ShowCursor( bool aEnabled ); /** * Function IsCursorShown() * Returns true when cursor is visible. * @return True if cursor is visible. */ bool IsCursorShown() const; /** * Function CaptureCursor() * Forces the cursor to stay within the drawing panel area. * @param aEnabled determines if the cursor should be captured. */ virtual void CaptureCursor( bool aEnabled ) { m_settings.m_cursorCaptured = aEnabled; } /** * Function IsCursorPositionForced() * Returns true if the cursor position is set by one of the tools. Forced cursor position * means it does not react to mouse movement. */ inline bool IsCursorPositionForced() const { return m_settings.m_forceCursorPosition; } /** * Function WarpCursor() * If enabled (@see SetEnableCursorWarping(), warps the cursor to the specified position, * expressed either in the screen coordinates or the world coordinates. * @param aPosition is the position where the cursor should be warped. * @param aWorldCoordinates if true treats aPosition as the world coordinates, otherwise it * uses it as the screen coordinates. * @param aWarpView determines if the view can be warped too (only matters if the position is * specified in the world coordinates and its not visible in the current viewport). */ virtual void WarpCursor( const VECTOR2D& aPosition, bool aWorldCoordinates = false, bool aWarpView = false ) = 0; /** * Function EnableCursorWarping() * Enables or disables warping the cursor. * @param aEnable is true if the cursor is allowed to be warped. */ void EnableCursorWarping( bool aEnable ) { m_settings.m_warpCursor = aEnable; } /** * Function IsCursorWarpingEnabled() * @return the current setting for cursor warping. */ bool IsCursorWarpingEnabled() const { return m_settings.m_warpCursor; } /** * Function CenterOnCursor() * Sets the viewport center to the current cursor position and warps the cursor to the * screen center. */ virtual void CenterOnCursor() const = 0; /** * Function Reset() * Restores the default VIEW_CONTROLS settings. */ virtual void Reset(); ///> Returns the current VIEW_CONTROLS settings const VC_SETTINGS& GetSettings() const { return m_settings; } ///> Applies VIEW_CONTROLS settings from an object void ApplySettings( const VC_SETTINGS& aSettings ); ///> Load new settings from program common settings virtual void LoadSettings() {} protected: ///> Pointer to controlled VIEW. VIEW* m_view; ///> Application warped the cursor, not the user (keyboard) bool m_cursorWarped; ///> Current VIEW_CONTROLS settings VC_SETTINGS m_settings; }; } // namespace KIGFX #endif