/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2020 KiCad Developers, see AUTHORS.txt for contributors. * * 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_HOLDER_H #define TOOL_HOLDER_H #include #include #include #include class TOOL_MANAGER; class TOOL_DISPATCHER; class ACTIONS; /* * Class TOOLS_HOLDER * A mix-in class which allows its owner to hold a set of tools from the tool framework. * * This is just the framework; the owner is responsible for registering individual tools, * creating the dispatcher, etc. */ class TOOLS_HOLDER { protected: TOOL_MANAGER* m_toolManager; ACTIONS* m_actions; TOOL_DISPATCHER* m_toolDispatcher; SELECTION m_dummySelection; // Empty dummy selection std::vector m_toolStack; // Stack of user-level "tools". This is NOT a // stack of TOOL instances, because somewhat // confusingly most TOOLs implement more than one // user-level tool. A user-level tool actually // equates to an ACTION handler, so this stack // stores ACTION names. bool m_immediateActions; // Preference for immediate actions. If false, // the first invocation of a hotkey will just // select the relevant tool rather than executing // the tool's action. bool m_dragSelects; // Prefer selection to dragging. bool m_moveWarpsCursor; // cursor is warped to move/drag origin public: TOOLS_HOLDER(); virtual ~TOOLS_HOLDER() { } /** * Return the MVC controller. */ TOOL_MANAGER* GetToolManager() const { return m_toolManager; } /** * Register an action's update conditions with the UI layer to allow the UI to appropriately * display the state of its controls. * * @param aAction is the action to register * @param aConditions are the UI conditions to use for the control states */ virtual void RegisterUIUpdateHandler( const TOOL_ACTION& aAction, const ACTION_CONDITIONS& aConditions ) { RegisterUIUpdateHandler( aAction.GetUIId(), aConditions ); } /** * Register a UI update handler for the control with ID @c aID * * @param aID is the control ID to register the handler for * @param aConditions are the UI conditions to use for the control states */ virtual void RegisterUIUpdateHandler( int aID, const ACTION_CONDITIONS& aConditions ) {} /** * Unregister a UI handler for an action that was registered using @c RegisterUIUpdateHandler * * @param aAction is the action to unregister the handler for */ virtual void UnregisterUIUpdateHandler( const TOOL_ACTION& aAction ) { UnregisterUIUpdateHandler( aAction.GetUIId() ); } /** * Unregister a UI handler for a given ID that was registered using @c RegisterUIUpdateHandler * * @param aID is the control ID to unregister the handler for */ virtual void UnregisterUIUpdateHandler( int aID ) {} /** * Get the current selection from the canvas area. * * @return the current selection */ virtual SELECTION& GetCurrentSelection() { return m_dummySelection; } /** * NB: the definition of "tool" is different at the user level. The implementation uses * a single TOOL_BASE derived class to implement several user "tools", such as rectangle * and circle, or wire and bus. So each user-level tool is actually a TOOL_ACTION. */ virtual void PushTool( const std::string& actionName ); virtual void PopTool( const std::string& actionName ); bool ToolStackIsEmpty() { return m_toolStack.empty(); } std::string CurrentToolName() const; bool IsCurrentTool( const TOOL_ACTION& aAction ) const; virtual void DisplayToolMsg( const wxString& msg ) {}; /** * Indicates that hotkeys should perform an immediate action even if another tool is * currently active. If false, the first hotkey should select the relevant tool. */ bool GetDoImmediateActions() const { return m_immediateActions; } /** * Indicates that a drag should draw a selection rectangle, even when started over an * item. */ bool GetDragSelects() const { return m_dragSelects; } /** * Indicates that a move operation should warp the mouse pointer to the origin of the * move object. This improves snapping, but some users are alergic to mouse warping. */ bool GetMoveWarpsCursor() const { return m_moveWarpsCursor; } /** * Notification event that some of the common (suite-wide) settings have changed. * Update hotkeys, preferences, etc. */ virtual void CommonSettingsChanged( bool aEnvVarsChanged, bool aTextVarsChanged ); /** * Canvas access. */ virtual wxWindow* GetToolCanvas() const = 0; virtual void RefreshCanvas() { } virtual wxString ConfigBaseName() { return wxEmptyString; } }; #endif // TOOL_HOLDER_H