/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2013-2015 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_ACTION_H #define __TOOL_ACTION_H #include #include #include #include #include class TOOL_EVENT; enum class BITMAPS : unsigned int; /// Scope of tool actions enum TOOL_ACTION_SCOPE { AS_CONTEXT = 1, ///< Action belongs to a particular tool (i.e. a part of a pop-up menu) AS_ACTIVE, ///< All active tools AS_GLOBAL ///< Global action (toolbar/main menu event, global shortcut) }; /// Flags for tool actions enum TOOL_ACTION_FLAGS { AF_NONE = 0, AF_ACTIVATE = 1, ///< Action activates a tool AF_NOTIFY = 2 ///< Action is a notification (it is by default passed to all tools) }; /** * Build up the properties of a TOOL_ACTION in an incremental manner that is static-construction * safe. */ class TOOL_ACTION_ARGS { public: TOOL_ACTION_ARGS() = default; /** * The name of the action, the convention is "app.tool.actionName". * * This is a required property. */ TOOL_ACTION_ARGS& Name( std::string aName ) { m_name = aName; return *this; } /** * The scope of the action. */ TOOL_ACTION_ARGS& Scope( TOOL_ACTION_SCOPE aScope ) { m_scope = aScope; return *this; } /** * The default hotkey to assign to the action. */ TOOL_ACTION_ARGS& DefaultHotkey( int aDefaultHotkey ) { m_defaultHotKey = aDefaultHotkey; return *this; } /** * The legacy hotkey name from the old system. * * This property is only needed for existing actions and shouldn't be used in new actions. */ TOOL_ACTION_ARGS& LegacyHotkeyName( std::string aLegacyName ) { m_legacyName = aLegacyName; return *this; } /** *The string to use when displaying the action in a menu. */ TOOL_ACTION_ARGS& MenuText( wxString aMenuText ) { m_menuText = aMenuText; return *this; } /** * The string to use as a tooltip for the action in menus and toolbars. */ TOOL_ACTION_ARGS& Tooltip( wxString aTooltip ) { m_tooltip = aTooltip; return *this; } /** * The bitmap to use as the icon for the action in toolbars and menus. */ TOOL_ACTION_ARGS& Icon( BITMAPS aIcon ) { m_icon = aIcon; return *this; } /** * Flags describing the type of the action. */ TOOL_ACTION_ARGS& Flags( TOOL_ACTION_FLAGS aFlags ) { m_flags = aFlags; return *this; } /** * Custom parameter to pass information to the tool. */ template TOOL_ACTION_ARGS& Parameter( T aParam ) { m_param = aParam; return *this; } /** * The ID number to use for the action when interacting with any UI elements. */ TOOL_ACTION_ARGS& UIId( int aUIId ) { m_uiid = aUIId; return *this; } protected: // Let the TOOL_ACTION constructor have direct access to the members here friend class TOOL_ACTION; std::optional m_name; std::optional m_scope; std::optional m_flags; std::optional m_uiid; std::optional m_defaultHotKey; std::optional m_legacyName; std::optional m_menuText; std::optional m_tooltip; std::optional m_icon; std::any m_param; }; /** * Represent a single user action. * * For instance: * - changing layer to top by pressing PgUp * - running the DRC from the menu * and so on, and so forth.... * * Action class groups all necessary properties of an action, including explanation, * icons, hotkeys, menu items, etc. */ class TOOL_ACTION { public: TOOL_ACTION( const TOOL_ACTION_ARGS& aArgs ); TOOL_ACTION( const std::string& aName, TOOL_ACTION_SCOPE aScope = AS_CONTEXT, int aDefaultHotKey = 0, const std::string& aLegacyHotKeyName = "", const wxString& aMenuText = wxEmptyString, const wxString& aTooltip = wxEmptyString, BITMAPS aIcon = static_cast( 0 ), TOOL_ACTION_FLAGS aFlags = AF_NONE); ~TOOL_ACTION(); // TOOL_ACTIONS are singletons; don't be copying them around.... TOOL_ACTION( const TOOL_ACTION& ) = delete; TOOL_ACTION& operator= ( const TOOL_ACTION& ) = delete; bool operator==( const TOOL_ACTION& aRhs ) const { return m_id == aRhs.m_id; } bool operator!=( const TOOL_ACTION& aRhs ) const { return m_id != aRhs.m_id; } /** * Return name of the action. * * It is the same one that is contained in #TOOL_EVENT that is sent by activating the * TOOL_ACTION. Convention is "app.tool.actionName". * * @return Name of the action. */ const std::string& GetName() const { return m_name; } /** * Return the default hotkey (if any) for the action. */ int GetDefaultHotKey() const { return m_defaultHotKey; } /** * Return the hotkey keycode which initiates the action. */ int GetHotKey() const { return m_hotKey; } void SetHotKey( int aKeycode ); /** * Return the unique id of the TOOL_ACTION object. * * It is valid only after registering the TOOL_ACTION by #ACTION_MANAGER. * * @return The unique identification number. If the number is negative, then it is not valid. */ int GetId() const { return m_id; } /** * Return true if this action has a custom UI ID set. */ bool HasCustomUIId() const { return m_uiid.has_value(); } /* * Get the unique ID for this action in the user interface system. * * This can be either set to a specific ID during creation or computed * by offsetting the action ID by @c ACTION_BASE_UI_ID. * * @return The unique ID number for use in the user interface system. */ int GetUIId() const { return m_uiid.value_or( m_id + ACTION_BASE_UI_ID ); } /* * Get the base value used to offset the user interface IDs for the actions. */ static int GetBaseUIId() { return ACTION_BASE_UI_ID; } /** * Return the event associated with the action (i.e. the event that will be sent after * activating the action). */ TOOL_EVENT MakeEvent() const; wxString GetLabel() const; wxString GetMenuItem() const; wxString GetDescription( bool aIncludeHotkey = true ) const; TOOL_ACTION_SCOPE GetScope() const { return m_scope; } /** * Return a non-standard parameter assigned to the action. */ template T GetParam() const { wxASSERT_MSG( m_param.has_value(), "Attempted to get a parameter from an action with no parameter." ); T param; try { param = std::any_cast( m_param ); } catch( const std::bad_any_cast& e ) { wxASSERT_MSG( false, wxString::Format( "Requested parameter type %s from action with parameter type %s.", typeid(T).name(), m_param.type().name() ) ); } return param; } /** * Return name of the tool associated with the action. It is basically the action name * stripped of the last part (e.g. for "pcbnew.InteractiveDrawing.drawCircle" it is * "pcbnew.InteractiveDrawing"). */ std::string GetToolName() const; /** * Return true if the action is intended to activate a tool. */ bool IsActivation() const { return m_flags & AF_ACTIVATE; } /** * Return true if the action is a notification. */ bool IsNotification() const { return m_flags & AF_NOTIFY; } /** * Return an icon associated with the action. * * It is used in context menu. */ BITMAPS GetIcon() const { return m_icon; } protected: TOOL_ACTION(); friend class ACTION_MANAGER; ///< Base ID to use inside the user interface system to offset the action IDs. static constexpr int ACTION_BASE_UI_ID = 20000; ///< Name of the action (convention is "app.tool.actionName") std::string m_name; TOOL_ACTION_SCOPE m_scope; const int m_defaultHotKey; // Default hot key int m_hotKey; // The current hotkey (post-user-settings-application) const std::string m_legacyName; // Name for reading legacy hotkey settings wxString m_label; wxString m_tooltip; BITMAPS m_icon; // Icon for the menu entry int m_id; // Unique ID for maps. Assigned by ACTION_MANAGER. std::optional m_uiid; // ID to use when interacting with the UI (if empty, generate one) TOOL_ACTION_FLAGS m_flags; std::any m_param; // Generic parameter }; #endif