kicad/eeschema/symbol_editor/symbol_edit_frame.h

594 lines
20 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2014 Jean-Pierre Charras, jp.charras at wanadoo.fr
* Copyright (C) 2008 Wayne Stambaugh <stambaughw@gmail.com>
* Copyright (C) 2004-2024 KiCad Developers, see AUTHORS.txt for contributors.
* Copyright (C) 2017 CERN
* @author Maciej Suminski <maciej.suminski@cern.ch>
*
* 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 SYMBOL_EDIT_FRAME_H
#define SYMBOL_EDIT_FRAME_H
#include <sch_base_frame.h>
#include <sch_screen.h>
#include <lib_item.h>
#include <ee_collectors.h>
#include <optional>
class SCH_EDIT_FRAME;
class SYMBOL_LIB_TABLE;
class LIB_SYMBOL;
class LIB_FIELD;
class DIALOG_LIB_TEXT_PROPERTIES;
class SYMBOL_TREE_PANE;
class LIB_TREE_NODE;
class LIB_ID;
class LIB_SYMBOL_LIBRARY_MANAGER;
class SYMBOL_EDITOR_SETTINGS;
class EDA_LIST_DIALOG;
/**
* The symbol library editor main window.
*/
class SYMBOL_EDIT_FRAME : public SCH_BASE_FRAME
{
public:
SYMBOL_EDIT_FRAME( KIWAY* aKiway, wxWindow* aParent );
~SYMBOL_EDIT_FRAME() override;
/**
* Switch currently used canvas ( Cairo / OpenGL).
*/
void SwitchCanvas( EDA_DRAW_PANEL_GAL::GAL_TYPE aCanvasType ) override;
/**
* Get if any symbols or libraries have been modified but not saved.
*
* @return true if the any changes have not been saved
*/
bool IsContentModified() const override;
/**
* Check if any pending libraries have been modified.
*
* This only checks for modified libraries. If a new symbol was created and modified
* and no libraries have been modified, the return value will be false.
*
* @return True if there are any pending library modifications.
*/
bool HasLibModifications() const;
bool CanCloseSymbolFromSchematic( bool doClose );
/**
* The nickname of the current library being edited and empty string if none.
*/
wxString GetCurLib() const;
/**
* Set the current library nickname and returns the old library nickname.
*/
wxString SetCurLib( const wxString& aLibNickname );
LIB_TREE_NODE* GetCurrentTreeNode() const;
/**
* Return the LIB_ID of the library or symbol selected in the symbol tree.
*/
LIB_ID GetTreeLIBID( int* aUnit = nullptr ) const;
int GetTreeSelectionCount() const;
int GetTreeLIBIDs( std::vector<LIB_ID>& aSelection ) const;
/**
* Return the current symbol being edited or NULL if none selected.
*
* This is a LIB_SYMBOL that I own, it is at best a copy of one in a library.
*/
LIB_SYMBOL* GetCurSymbol() const { return m_symbol; }
/**
* Take ownership of aSymbol and notes that it is the one currently being edited.
*/
void SetCurSymbol( LIB_SYMBOL* aSymbol, bool aUpdateZoom );
LIB_SYMBOL_LIBRARY_MANAGER& GetLibManager();
SELECTION& GetCurrentSelection() override;
// See comments for m_SyncPinEdit.
bool SynchronizePins();
/**
* Create or add an existing library to the symbol library table.
*/
wxString AddLibraryFile( bool aCreateNew );
/**
* Add a library dropped file to the symbol library table.
*/
void DdAddLibrary( wxString aLibFile );
/**
* Create a new symbol in the selected library.
*
* @param newName is the name of the symbol to derive the new symbol from or empty
* to create a new root symbol.
*/
void CreateNewSymbol( const wxString& newName = wxEmptyString );
void ImportSymbol();
void ExportSymbol();
/**
* Save the selected symbol or library.
*/
void Save();
/**
* Save the currently selected symbol to a new name and/or location.
*/
void SaveSymbolCopyAs();
/**
* Save the currently selected library to a new file.
*/
void SaveLibraryAs();
/**
* Save all modified symbols and libraries.
*/
void SaveAll();
/**
* Revert unsaved changes in a symbol, restoring to the last saved state.
*/
void Revert( bool aConfirm = true );
void RevertAll();
void DeleteSymbolFromLibrary();
void CopySymbolToClipboard();
void LoadSymbol( const wxString& aLibrary, const wxString& aSymbol, int Unit );
/**
* Insert a duplicate symbol.
*
* If \a aFromClipboard is true then action is a paste.
*/
void DuplicateSymbol( bool aFromClipboard );
void OnSelectUnit( wxCommandEvent& event );
void OnToggleSymbolTree( wxCommandEvent& event );
void ToggleProperties() override;
bool IsSymbolTreeShown() const;
void FreezeLibraryTree();
void ThawLibraryTree();
void OnUpdateUnitNumber( wxUpdateUIEvent& event );
void UpdateAfterSymbolProperties( wxString* aOldName = nullptr );
void RebuildSymbolUnitsList();
bool canCloseWindow( wxCloseEvent& aCloseEvent ) override;
void doCloseWindow() override;
void OnExitKiCad( wxCommandEvent& event );
void ReCreateHToolbar() override;
void ReCreateVToolbar() override;
void ReCreateOptToolbar() override;
void LoadSettings( APP_SETTINGS_BASE* aCfg ) override;
void SaveSettings( APP_SETTINGS_BASE* aCfg ) override;
SYMBOL_EDITOR_SETTINGS* GetSettings() const
{
return m_settings;
}
APP_SETTINGS_BASE* config() const override;
COLOR_SETTINGS* GetColorSettings( bool aForceRefresh = false ) const override;
/**
* Trigger the wxCloseEvent, which is handled by the function given to EVT_CLOSE() macro:
* <p>
* EVT_CLOSE( SYMBOL_EDIT_FRAME::OnCloseWindow )
* </p>
*/
void CloseWindow( wxCommandEvent& event )
{
// Generate a wxCloseEvent
Close( false );
}
/**
* Must be called after a schematic change in order to set the "modify" flag of the
* current symbol.
*/
void OnModify() override;
int GetUnit() const { return m_unit; }
void SetUnit( int aUnit ) { m_unit = aUnit; }
int GetBodyStyle() const { return m_bodyStyle; }
void SetBodyStyle( int aBodyStyle ) { m_bodyStyle = aBodyStyle; }
bool GetShowDeMorgan() const { return m_showDeMorgan; }
void SetShowDeMorgan( bool show ) { m_showDeMorgan = show; }
bool GetShowInvisibleFields();
bool GetShowInvisiblePins();
void ClearMsgPanel() override
{
UpdateSymbolMsgPanelInfo();
}
void UpdateMsgPanel() override
{
UpdateSymbolMsgPanelInfo();
}
/**
* Update the main window title bar with the current library name and read only status
* of the library.
*/
void UpdateTitle();
bool IsSymbolFromSchematic() const
{
// If we've already vetted closing this window, then we have no symbol anymore
if( m_isClosing )
return false;
return m_isSymbolFromSchematic;
}
bool IsSymbolFromLegacyLibrary() const;
/**
* Display the documentation of the selected symbol.
*/
void UpdateSymbolMsgPanelInfo();
// General editing
/**
* Create a copy of the current symbol, and save it in the undo list.
*
* Because a symbol in library editor does not have a lot of primitives, the full data is
* duplicated. It is not worth to try to optimize this save function.
*/
void SaveCopyInUndoList( const wxString& aDescription, LIB_SYMBOL* aSymbol,
UNDO_REDO aUndoType = UNDO_REDO::LIBEDIT );
void PushSymbolToUndoList( const wxString& aDescription, LIB_SYMBOL* aSymbolCopy,
UNDO_REDO aUndoType = UNDO_REDO::LIBEDIT );
void GetSymbolFromUndoList();
void GetSymbolFromRedoList();
/**
* Free the undo or redo list from \a aList element.
*
* - Wrappers are deleted.
* - data pointed by wrappers are deleted if not in use in schematic
* i.e. when they are copy of a schematic item or they are no more in use (DELETED)
*
* @param whichList = the UNDO_REDO_CONTAINER to clear
* @param aItemCount = the count of items to remove. < 0 for all items
* items are removed from the beginning of the list.
* So this function can be called to remove old commands
*/
void ClearUndoORRedoList( UNDO_REDO_LIST whichList, int aItemCount = -1 ) override;
/**
* Select the currently active library and loads the symbol from \a aLibId.
*
* @param aLibId is the #LIB_ID of the symbol to select.
* @param aUnit the unit to show
* @param aBodyStyle the DeMorgan variant to show
* @return true if the symbol defined by \a aLibId was loaded.
*/
bool LoadSymbol( const LIB_ID& aLibId, int aUnit, int aBodyStyle );
/**
* Print a page.
*/
void PrintPage( const RENDER_SETTINGS* aSettings ) override;
/**
* Create the SVG print file for the current edited symbol.
* @param aFullFileName is the full filename
* @param aOffset is a plot offset, in iu
*/
void SVGPlotSymbol( const wxString& aFullFileName, VECTOR2I aOffset );
/**
* Synchronize the library manager to the symbol library table, and then the symbol tree
* to the library manager. Optionally displays a progress dialog.
*/
void SyncLibraries( bool aShowProgress, bool aPreloadCancelled = false,
const wxString& aForceRefresh = wxEmptyString );
/**
* Filter, sort, and redisplay the library tree.
*
* Does NOT synchronize it with libraries in disk.
*/
void RegenerateLibraryTree();
/**
* Redisplay the library tree. Used after changing modified states, descriptions, etc.
*/
void RefreshLibraryTree();
/**
* Update a symbol node in the library tree.
*/
void UpdateLibraryTree( const wxDataViewItem& aTreeItem, LIB_SYMBOL* aSymbol );
/**
* Return either the symbol selected in the symbol tree (if context menu is active) or the
* symbol on the editor canvas.
*/
LIB_ID GetTargetLibId() const;
/**
* @return a list of selected items in the symbol tree
*/
std::vector<LIB_ID> GetSelectedLibIds() const;
void FocusOnLibId( const LIB_ID& aLibID );
/**
* Called after the preferences dialog is run.
*/
void CommonSettingsChanged( bool aEnvVarsChanged, bool aTextVarsChanged ) override;
void ShowChangedLanguage() override;
void SetScreen( BASE_SCREEN* aScreen ) override;
const BOX2I GetDocumentExtents( bool aIncludeAllVisible = true ) const override;
void RebuildView();
void UpdateItem( EDA_ITEM* aItem, bool isAddOrDelete = false,
bool aUpdateRtree = false ) override;
/**
* Rebuild the GAL and redraw the screen. Call when something went wrong.
*/
void HardRedraw() override;
void KiwayMailIn( KIWAY_EXPRESS& mail ) override;
void FocusOnItem( LIB_ITEM* aItem );
/**
* Load a symbol from the schematic to edit in place.
*
* @param aSymbol the symbol to edit.
*/
void LoadSymbolFromSchematic( SCH_SYMBOL* aSymbol );
/**
* Test if a symbol is loaded and can be edited.
*
* The following conditions are required for a symbol to be editable:
* - The symbol must selected from either a library or the schematic.
* - The symbol must not be from a legacy library.
*
* Note that many things are not editable in a non-root symbol (ie: an alias), but others
* are so this routine no longer returns false for an alias.
*/
bool IsSymbolEditable() const;
bool IsSymbolAlias() const;
///< Return true if \a aLibId is an alias for the editor screen symbol.
bool IsCurrentSymbol( const LIB_ID& aLibId ) const;
///< Restore the empty editor screen, without any symbol or library selected.
void emptyScreen();
protected:
void setupUIConditions() override;
void doReCreateMenuBar() override;
private:
// Set up the tool framework
void setupTools();
void saveSymbolCopyAs();
/**
* Save the changes to the current library.
*
* A backup file of the current library is saved with the .bak extension before the
* changes made to the library are saved.
*
* @param aLibrary is the library name.
* @param aNewFile Ask for a new file name to save the library.
* @return True if the library was successfully saved.
*/
bool saveLibrary( const wxString& aLibrary, bool aNewFile );
/**
* Set the current active library to \a aLibrary.
*
* @param aLibrary the nickname of the library in the symbol library table. If empty,
* display list of available libraries to select from.
*/
void SelectActiveLibrary( const wxString& aLibrary = wxEmptyString );
/**
* Load a symbol from the current active library, optionally setting the selected unit
* and convert.
*
* @param aAliasName The symbol alias name to load from the current library.
* @param aUnit Unit to be selected
* @param aBodyStyle Convert to be selected
* @return true if the symbol loaded correctly.
*/
bool LoadSymbolFromCurrentLib( const wxString& aAliasName, int aUnit = 0, int aBodyStyle = 0 );
/**
* Create a copy of \a aLibEntry into memory.
*
* @param aLibEntry A pointer to the LIB_SYMBOL object to an already loaded symbol.
* @param aLibrary the path to the library file that \a aLibEntry was loaded from. This is
* for error messaging purposes only.
* @param aUnit the initial unit to show.
* @param aBodyStyle the initial DeMorgan variant to show.
* @return True if a copy of \a aLibEntry was successfully copied.
*/
bool LoadOneLibrarySymbolAux( LIB_SYMBOL* aLibEntry, const wxString& aLibrary, int aUnit,
int aBodyStyle );
///< Create a backup copy of a file with requested extension.
bool backupFile( const wxFileName& aOriginalFile, const wxString& aBackupExt );
///< Return currently edited symbol.
LIB_SYMBOL* getTargetSymbol() const;
///< Return either the library selected in the symbol tree, if context menu is active or
///< the library that is currently modified.
wxString getTargetLib() const;
void centerItemIdleHandler( wxIdleEvent& aEvent );
/*
* Return true when the operation has succeeded (all requested libraries have been saved
* or none was selected and confirmed by OK).
*
* @param aRequireConfirmation when true, the user must be asked to confirm.
*/
bool saveAllLibraries( bool aRequireConfirmation );
///< Save the current symbol.
bool saveCurrentSymbol();
///< Store the currently modified symbol in the library manager buffer.
void storeCurrentSymbol();
///< Rename LIB_SYMBOL aliases to avoid conflicts before adding a symbol to a library.
void ensureUniqueName( LIB_SYMBOL* aSymbol, const wxString& aLibrary );
enum TABLE_SCOPE
{
GLOBAL_LIB_TABLE,
PROJECT_LIB_TABLE
};
/**
* Add \a aLibFile to the symbol library table defined by \a aScope.
*
* @note The library defined by \a aLibFile must be a KiCad (s-expression) library.
*
* @param aLibFile is the full path and file name of the symbol library to add to the table.
* @param aScope defines if \a aLibFile is added to the global or project library table.
* @return true if successful or false if a failure occurs.
*/
bool addLibTableEntry( const wxString& aLibFile, TABLE_SCOPE aScope = GLOBAL_LIB_TABLE );
/**
* Replace the file path of the symbol library table entry \a aLibNickname with \a aLibFile.
*
* @note The library defined by \a aLibFile must be a KiCad (s-expression) library.
*
* @param aLibNickmane is the nickname of an existing library table entry.
* @param aLibFile is the full path and file name of the symbol library to replace in the
* table.
* @return true if successful or false if a failure occurs.
*/
bool replaceLibTableEntry( const wxString& aLibNickname, const wxString& aLibFile );
DECLARE_EVENT_TABLE()
public:
/**
* Set to true to synchronize pins at the same position when editing symbols with multiple
* units or multiple body styles. Deleting or moving pins will affect all pins at the same
* location.
* When units are interchangeable, synchronizing editing of pins is usually the best way,
* because if units are interchangeable, it implies that all similar pins are at the same
* location.
* When units are not interchangeable, do not synchronize editing of pins, because each symbol
* is specific, and there are no (or few) similar pins between units.
*
* Setting this to false allows editing each pin per symbol or body style regardless other
* pins at the same location. This requires the user to open each symbol or body style to make
* changes to the other pins at the same location.
*
* To know if others pins must be coupled when editing a pin, use SynchronizePins() instead
* of m_syncPinEdit, because SynchronizePins() is more reliable (takes in account the fact
* units are interchangeable, there are more than one unit).
*
* @todo Determine why this member variable is public when all the rest are private and
* either make it private or document why it needs to be public.
*/
bool m_SyncPinEdit;
private:
///< Helper screen used when no symbol is loaded
SCH_SCREEN* m_dummyScreen;
LIB_SYMBOL* m_symbol; // a symbol I own, it is not in any library, but a
// copy could be.
wxComboBox* m_unitSelectBox; // a ComboBox to select a unit to edit (if the
// symbol has multiple units)
SYMBOL_TREE_PANE* m_treePane; // symbol search tree widget
LIB_SYMBOL_LIBRARY_MANAGER* m_libMgr; // manager taking care of temporary modifications
SYMBOL_EDITOR_SETTINGS* m_settings; // Handle to the settings
LIB_ID m_centerItemOnIdle;
// The unit number to edit and show
int m_unit;
// Show the normal shape (m_bodyStyle <= 1) or the DeMorgan converted shape (m_bodyStyle > 1)
int m_bodyStyle;
///< Flag if the symbol being edited was loaded directly from a schematic.
bool m_isSymbolFromSchematic;
KIID m_schematicSymbolUUID;
///< RefDes of the symbol (only valid if symbol was loaded from schematic)
wxString m_reference;
// True to force DeMorgan/normal tools selection enabled.
// They are enabled when the loaded symbol has graphic items for converted shape
// But under some circumstances (New symbol created) these tools must left enabled
static bool m_showDeMorgan;
};
#endif // SYMBOL_EDIT_FRAME_H