/* * 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) 2013-2020 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 // Warning: these are encoded as integers in the file, so don't change their values enum class MOUSE_DRAG_ACTION { DRAG_ANY = -2, DRAG_SELECTED, SELECT, ZOOM, PAN, NONE }; ///< Structure to keep VIEW_CONTROLS settings for easy store/restore operations struct VC_SETTINGS { VC_SETTINGS() { Reset(); } ///< Restore 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; MOUSE_DRAG_ACTION m_dragLeft; MOUSE_DRAG_ACTION m_dragMiddle; 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; }; /** * An interface for classes handling user events controlling the view behavior such as * zooming, panning, mouse grab, etc. */ class VIEW_CONTROLS { public: VIEW_CONTROLS( VIEW* aView ) : m_view( aView ), m_cursorWarped( false ) { } virtual ~VIEW_CONTROLS() { } /** * Turn 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; } /** * Turn 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; } /** * Turn 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; } /** * Set the speed of autopanning. * * @param aSpeed is a new speed for autopanning. */ virtual void SetAutoPanSpeed( float aSpeed ) { m_settings.m_autoPanSpeed = aSpeed; } /** * Set the speed of autopanning. * * @param aSpeed is a new speed for autopanning. */ virtual void SetAutoPanAcceleration( float aAcceleration ) { m_settings.m_autoPanAcceleration = aAcceleration; } /** * Set the 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; } /** * Return the current mouse pointer position. * * @note The position 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; /** * Return the current cursor position in world coordinates. * * @note The position 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 ); } /** * Return the current cursor position in world coordinates ignoring the cursorUp * position force mode. * * @return The current cursor position in world coordinates. */ virtual VECTOR2D GetRawCursorPosition( bool aSnappingEnabled = true ) const = 0; /** * Return the current cursor position in world coordinates. * * @note The position 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; /** * Place 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; } /** * Move 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; /** * Move 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; /** * Return 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; } /** * Enable or disables display of cursor. * * @param aEnabled decides if the cursor should be shown. */ virtual void ShowCursor( bool aEnabled ); /** * Return true when cursor is visible. * * @return True if cursor is visible. */ bool IsCursorShown() const; /** * Force 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; } /** * Return true if the cursor position is set by one of the tools. * * A forced cursor position means it does not react to mouse movement. */ inline bool IsCursorPositionForced() const { return m_settings.m_forceCursorPosition; } /** * 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; /** * Enable or disable warping the cursor. * * @param aEnable is true if the cursor is allowed to be warped. */ void EnableCursorWarping( bool aEnable ) { m_settings.m_warpCursor = aEnable; } /** * @return the current setting for cursor warping. */ bool IsCursorWarpingEnabled() const { return m_settings.m_warpCursor; } /** * Set the viewport center to the current cursor position and warps the cursor to the * screen center. */ virtual void CenterOnCursor() const = 0; /** * Restore the default VIEW_CONTROLS settings. */ virtual void Reset(); ///< Return the current VIEW_CONTROLS settings. const VC_SETTINGS& GetSettings() const { return m_settings; } ///< Apply 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