/* * 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 */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "selection_tool.h" #include "selection_area.h" #include "bright_box.h" #include "common_actions.h" using boost::optional; SELECTION_TOOL::SELECTION_TOOL() : TOOL_INTERACTIVE( "pcbnew.InteractiveSelection" ), m_additive( false ), m_multiple( false ) { m_selArea = new SELECTION_AREA; m_selection.group = new KIGFX::VIEW_GROUP; } SELECTION_TOOL::~SELECTION_TOOL() { delete m_selArea; delete m_selection.group; } void SELECTION_TOOL::Reset( RESET_REASON aReason ) { if( aReason == TOOL_BASE::MODEL_RELOAD ) // Remove pointers to the selected items from containers // without changing their properties (as they are already deleted) m_selection.clear(); else // Restore previous properties of selected items and remove them from containers clearSelection(); // Reinsert the VIEW_GROUP, in case it was removed from the VIEW getView()->Remove( m_selection.group ); getView()->Add( m_selection.group ); // The tool launches upon reception of action event ("pcbnew.InteractiveSelection") Go( &SELECTION_TOOL::Main, COMMON_ACTIONS::selectionActivate.MakeEvent() ); } int SELECTION_TOOL::Main( TOOL_EVENT& aEvent ) { // Main loop: keep receiving events while( OPT_TOOL_EVENT evt = Wait() ) { // Should selected items be added to the current selection or // become the new selection (discarding previously selected items) m_additive = evt->Modifier( MD_SHIFT ); if( evt->IsAction( &COMMON_ACTIONS::selectionSingle ) ) { selectSingle( getView()->ToWorld( getViewControls()->GetMousePosition() ) ); } else if( evt->IsCancel() || evt->Action() == TA_UNDO_REDO || evt->IsAction( &COMMON_ACTIONS::selectionClear ) ) { clearSelection(); } // single click? Select single object else if( evt->IsClick( BUT_LEFT ) ) { if( !m_additive ) clearSelection(); selectSingle( evt->Position() ); } // right click? if there is any object - show the context menu else if( evt->IsClick( BUT_RIGHT ) ) { if( m_selection.Empty() ) selectSingle( evt->Position() ); if( !m_selection.Empty() ) SetContextMenu( &m_menu, CMENU_NOW ); } // double click? Display the properties window else if( evt->IsDblClick( BUT_LEFT ) ) { if( m_selection.Empty() ) selectSingle( evt->Position() ); m_toolMgr->RunAction( "pcbnew.InteractiveEdit.properties" ); } // drag with LMB? Select multiple objects (or at least draw a selection box) or drag them else if( evt->IsDrag( BUT_LEFT ) ) { if( m_selection.Empty() || m_additive ) { // If nothings has been selected or user wants to select more // draw the selection box selectMultiple(); } else { // Check if dragging has started within any of selected items bounding box if( containsSelected( evt->Position() ) ) { // Yes -> run the move tool and wait till it finishes m_toolMgr->InvokeTool( "pcbnew.InteractiveEdit" ); } else { // No -> clear the selection list clearSelection(); } } } } // This tool is supposed to be active forever assert( false ); return 0; } void SELECTION_TOOL::AddMenuItem( const TOOL_ACTION& aAction ) { assert( aAction.GetId() > 0 ); // Check if the action was registered before in ACTION_MANAGER m_menu.Add( aAction ); } void SELECTION_TOOL::toggleSelection( BOARD_ITEM* aItem ) { if( aItem->IsSelected() ) { deselect( aItem ); } else { if( !m_additive ) clearSelection(); // Prevent selection of invisible or inactive items if( selectable( aItem ) ) select( aItem ); } } void SELECTION_TOOL::selectSingle( const VECTOR2I& aWhere ) { BOARD* pcb = getModel( PCB_T ); BOARD_ITEM* item; GENERAL_COLLECTORS_GUIDE guide = getEditFrame()->GetCollectorsGuide(); GENERAL_COLLECTOR collector; collector.Collect( pcb, GENERAL_COLLECTOR::AllBoardItems, wxPoint( aWhere.x, aWhere.y ), guide ); switch( collector.GetCount() ) { case 0: if( !m_additive ) clearSelection(); break; case 1: toggleSelection( collector[0] ); break; default: // Remove unselectable items for( int i = collector.GetCount() - 1; i >= 0 ; --i ) { if( !selectable( collector[i] ) ) collector.Remove( i ); } // Let's see if there is still disambiguation in selection.. if( collector.GetCount() == 1 ) { toggleSelection( collector[0] ); } else if( collector.GetCount() > 1 ) { item = disambiguationMenu( &collector ); if( item ) toggleSelection( item ); } break; } } bool SELECTION_TOOL::selectMultiple() { bool cancelled = false; // Was the tool cancelled while it was running? m_multiple = true; // Multiple selection mode is active KIGFX::VIEW* view = getView(); getViewControls()->SetAutoPan( true ); view->Add( m_selArea ); while( OPT_TOOL_EVENT evt = Wait() ) { if( evt->IsCancel() ) { cancelled = true; break; } if( evt->IsDrag( BUT_LEFT ) ) { if( !m_additive ) clearSelection(); // Start drawing a selection box m_selArea->SetOrigin( evt->DragOrigin() ); m_selArea->SetEnd( evt->Position() ); m_selArea->ViewSetVisible( true ); m_selArea->ViewUpdate( KIGFX::VIEW_ITEM::GEOMETRY ); } if( evt->IsMouseUp( BUT_LEFT ) ) { // End drawing the selection box m_selArea->ViewSetVisible( false ); // Mark items within the selection box as selected std::vector selectedItems; BOX2I selectionBox = m_selArea->ViewBBox(); view->Query( selectionBox, selectedItems ); // Get the list of selected items std::vector::iterator it, it_end; for( it = selectedItems.begin(), it_end = selectedItems.end(); it != it_end; ++it ) { BOARD_ITEM* item = static_cast( it->first ); // Add only those items that are visible and fully within the selection box if( !item->IsSelected() && selectable( item ) && selectionBox.Contains( item->ViewBBox() ) ) select( item ); } // Do not display information about selected item,as there is more than one getEditFrame()->SetCurItem( NULL ); break; // Stop waiting for events } } view->Remove( m_selArea ); m_multiple = false; // Multiple selection mode is inactive getViewControls()->SetAutoPan( false ); return cancelled; } void SELECTION_TOOL::clearSelection() { if( m_selection.Empty() ) return; KIGFX::VIEW_GROUP::const_iter it, it_end; // Restore the initial properties for( it = m_selection.group->Begin(), it_end = m_selection.group->End(); it != it_end; ++it ) { BOARD_ITEM* item = static_cast( *it ); item->ViewSetVisible( true ); item->ClearSelected(); } m_selection.clear(); getEditFrame()->SetCurItem( NULL ); } BOARD_ITEM* SELECTION_TOOL::disambiguationMenu( GENERAL_COLLECTOR* aCollector ) { BOARD_ITEM* current = NULL; boost::shared_ptr brightBox; CONTEXT_MENU menu; int limit = std::min( 10, aCollector->GetCount() ); for( int i = 0; i < limit; ++i ) { wxString text; BOARD_ITEM* item = ( *aCollector )[i]; text = item->GetSelectMenuText(); menu.Add( text, i ); } menu.SetTitle( _( "Clarify selection" ) ); SetContextMenu( &menu, CMENU_NOW ); while( OPT_TOOL_EVENT evt = Wait() ) { if( evt->Action() == TA_CONTEXT_MENU_UPDATE ) { if( current ) current->ClearBrightened(); int id = *evt->GetCommandId(); // User has pointed an item, so show it in a different way if( id >= 0 && id < limit ) { current = ( *aCollector )[id]; current->SetBrightened(); } else current = NULL; } else if( evt->Action() == TA_CONTEXT_MENU_CHOICE ) { optional id = evt->GetCommandId(); // User has selected an item, so this one will be returned if( id && ( *id >= 0 ) ) current = ( *aCollector )[*id]; break; } // Draw a mark to show which item is available to be selected if( current && current->IsBrightened() ) { brightBox.reset( new BRIGHT_BOX( current ) ); getView()->Add( brightBox.get() ); } } // Removes possible brighten mark getView()->MarkTargetDirty( KIGFX::TARGET_OVERLAY ); return current; } BOARD_ITEM* SELECTION_TOOL::pickSmallestComponent( GENERAL_COLLECTOR* aCollector ) { int count = aCollector->GetPrimaryCount(); // try to use preferred layer if( 0 == count ) count = aCollector->GetCount(); for( int i = 0; i < count; ++i ) { if( ( *aCollector )[i]->Type() != PCB_MODULE_T ) return NULL; } // All are modules, now find smallest MODULE int minDim = 0x7FFFFFFF; int minNdx = 0; for( int i = 0; i < count; ++i ) { MODULE* module = (MODULE*) ( *aCollector )[i]; int lx = module->GetBoundingBox().GetWidth(); int ly = module->GetBoundingBox().GetHeight(); int lmin = std::min( lx, ly ); if( lmin < minDim ) { minDim = lmin; minNdx = i; } } return (*aCollector)[minNdx]; } bool SELECTION_TOOL::selectable( const BOARD_ITEM* aItem ) const { // Is high contrast mode enabled? bool highContrast = getView()->GetPainter()->GetSettings()->GetHighContrast(); if( highContrast ) { bool onActive = false; // Is the item on any of active layers? int layers[KIGFX::VIEW::VIEW_MAX_LAYERS], layers_count; // Filter out items that do not belong to active layers std::set activeLayers = getView()->GetPainter()-> GetSettings()->GetActiveLayers(); aItem->ViewGetLayers( layers, layers_count ); for( int i = 0; i < layers_count; ++i ) { if( activeLayers.count( layers[i] ) > 0 ) // Item is on at least one of active layers { onActive = true; break; } } if( !onActive ) // We do not want to select items that are in the background return false; } BOARD* board = getModel( PCB_T ); switch( aItem->Type() ) { case PCB_VIA_T: { // For vias it is enough if only one of layers is visible LAYER_NUM top, bottom; static_cast( aItem )->LayerPair( &top, &bottom ); return board->IsLayerVisible( top ) || board->IsLayerVisible( bottom ); } break; case PCB_MODULE_T: if( aItem->IsOnLayer( LAYER_N_FRONT ) && board->IsElementVisible( MOD_FR_VISIBLE ) ) return true; if( aItem->IsOnLayer( LAYER_N_BACK ) && board->IsElementVisible( MOD_BK_VISIBLE ) ) return true; return false; break; case PCB_MODULE_TEXT_T: if( m_multiple ) return false; break; // These are not selectable case PCB_MODULE_EDGE_T: case PCB_PAD_T: case NOT_USED: case TYPE_NOT_INIT: return false; default: // Suppress warnings break; } // All other items are selected only if the layer on which they exist is visible return board->IsLayerVisible( aItem->GetLayer() ); } void SELECTION_TOOL::select( BOARD_ITEM* aItem ) { // Modules are treated in a special way - when they are selected, we have to mark // all the parts that make the module as selected if( aItem->Type() == PCB_MODULE_T ) { MODULE* module = static_cast( aItem ); module->RunOnChildren( std::bind1st( std::mem_fun( &SELECTION_TOOL::selectVisually ), this ) ); } selectVisually( aItem ); ITEM_PICKER picker( aItem ); m_selection.items.PushItem( picker ); // It is enough to do it only for the first selected item if( m_selection.Size() == 1 ) { // Set as the current item, so the information about selection is displayed getEditFrame()->SetCurItem( aItem, true ); } else if( m_selection.Size() == 2 ) // Check only for 2, so it will not be { // called for every next selected item // If multiple items are selected, do not show the information about the selected item getEditFrame()->SetCurItem( NULL, true ); } } void SELECTION_TOOL::deselect( BOARD_ITEM* aItem ) { // Modules are treated in a special way - when they are selected, we have to // deselect all the parts that make the module, not the module itself if( aItem->Type() == PCB_MODULE_T ) { MODULE* module = static_cast( aItem ); module->RunOnChildren( std::bind1st( std::mem_fun( &SELECTION_TOOL::deselectVisually ), this ) ); } deselectVisually( aItem ); int itemIdx = m_selection.items.FindItem( aItem ); if( itemIdx >= 0 ) m_selection.items.RemovePicker( itemIdx ); // If there is nothing selected, disable the context menu if( m_selection.Empty() ) getEditFrame()->SetCurItem( NULL ); } void SELECTION_TOOL::selectVisually( BOARD_ITEM* aItem ) const { m_selection.group->Add( aItem ); // Hide the original item, so it is shown only on overlay aItem->ViewSetVisible( false ); aItem->SetSelected(); } void SELECTION_TOOL::deselectVisually( BOARD_ITEM* aItem ) const { m_selection.group->Remove( aItem ); // Restore original item visibility aItem->ViewSetVisible( true ); aItem->ClearSelected(); } bool SELECTION_TOOL::containsSelected( const VECTOR2I& aPoint ) const { const unsigned GRIP_MARGIN = 20; VECTOR2D margin = getView()->ToWorld( VECTOR2D( GRIP_MARGIN, GRIP_MARGIN ), false ); // Check if the point is located within any of the currently selected items bounding boxes for( unsigned int i = 0; i < m_selection.items.GetCount(); ++i ) { BOARD_ITEM* item = static_cast( m_selection.items.GetPickedItem( i ) ); BOX2I itemBox = item->ViewBBox(); itemBox.Inflate( margin.x, margin.y ); // Give some margin for gripping an item if( itemBox.Contains( aPoint ) ) return true; } return false; } void SELECTION_TOOL::SELECTION::clear() { items.ClearItemsList(); group->Clear(); }