/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2013 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 class PCB_BASE_FRAME; class SELECTION_AREA; class BOARD_ITEM; class GENERAL_COLLECTOR; namespace KIGFX { class VIEW_GROUP; } /** * 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 TOOL_INTERACTIVE { public: SELECTION_TOOL(); ~SELECTION_TOOL(); struct SELECTION { /// Set of selected items PICKED_ITEMS_LIST items; /// VIEW_GROUP that holds currently selected items KIGFX::VIEW_GROUP* group; /// Checks if there is anything selected bool Empty() const { return ( items.GetCount() == 0 ); } /// Returns the number of selected parts int Size() const { return items.GetCount(); } /// Alias to make code shorter and clearer template T* Item( unsigned int aIndex ) const { return static_cast( items.GetPickedItem( aIndex ) ); } private: /// Clears both the VIEW_GROUP and set of selected items. Please note that it does not /// change properties of selected items (e.g. selection flag). void clear(); friend class SELECTION_TOOL; }; /// @copydoc TOOL_INTERACTIVE::Reset() void Reset( RESET_REASON aReason ); /** * Function Main() * * The main loop. */ int Main( TOOL_EVENT& aEvent ); /** * Function GetSelection() * * Returns the set of currently selected items. */ const SELECTION& GetSelection() const { return m_selection; } /** * Function AddMenuItem() * * Adds a menu entry to run a TOOL_ACTION on selected items. * @param aAction is a menu entry to be added. */ void AddMenuItem( const TOOL_ACTION& aAction ); /** * Function EditModules() * Toggles edit module mode. When enabled, one may select parts of modules individually * (graphics, pads, etc.), so they can be modified. * @param aEnabled decides if the mode should be enabled. */ void EditModules( bool aEnabled ) { m_editModules = aEnabled; } ///> Event sent after an item is selected. const TOOL_EVENT SelectedEvent; ///> Event sent after an item is deselected. const TOOL_EVENT DeselectedEvent; ///> Event sent after selection is cleared. const TOOL_EVENT ClearedEvent; ///> Select single item event handler. int SingleSelection( TOOL_EVENT& aEvent ); ///> Clear current selection event handler. int ClearSelection( TOOL_EVENT& aEvent ); private: /** * Function selectSingle() * 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 selectSingle( const VECTOR2I& aWhere, bool aAllowDisambiguation = true ); /** * 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(); ///> Sets up handlers for various events. void setTransitions(); /** * 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 selectSingle()). * * @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 selectItem() * Takes necessary action mark an item as selected. * * @param aItem is an item to be selected. */ void select( BOARD_ITEM* aItem ); /** * Function deselectItem() * Takes necessary action mark an item as deselected. * * @param aItem is an item to be deselected. */ void deselect( BOARD_ITEM* aItem ); /** * Function deselectVisually() * 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 ) const; /** * Function deselectVisually() * Marks item as selected, but does not add it to the ITEMS_PICKED_LIST. * @param aItem is an item to be be marked. */ void deselectVisually( BOARD_ITEM* aItem ) const; /** * Function containsSelected() * 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 highlightNet() * Looks for a BOARD_CONNECTED_ITEM in a given spot, and if one is found - it enables * highlight for its net. * @param aPoint is the point where an item is expected (world coordinates). */ void highlightNet( const VECTOR2I& aPoint ); /** * Function prefer() * Checks if collector's list contains only single entry of asked types. If so, it returns it. * @param aCollector is the collector that has a list of items to be queried. * @param aTypes is the list of searched/preferred types. * @return Pointer to the preferred item, if there is only one entry of given type or NULL * if there are more entries or no entries at all. */ BOARD_ITEM* prefer( GENERAL_COLLECTOR& aCollector, const KICAD_T aTypes[] ) const; /// Pointer to the parent frame. PCB_BASE_FRAME* m_frame; /// Visual representation of selection box SELECTION_AREA* m_selArea; /// 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; /// Right click popup menu CONTEXT_MENU m_menu; /// Edit module mode flag bool m_editModules; }; #endif