179 lines
6.3 KiB
C++
179 lines
6.3 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2020 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#ifndef TOOL_HOLDER_H
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#define TOOL_HOLDER_H
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#include <vector>
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#include <view/view_controls.h>
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#include <tool/selection.h>
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#include <tool/tool_action.h>
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struct ACTION_CONDITIONS;
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class ACTIONS;
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class TOOL_DISPATCHER;
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class TOOL_MANAGER;
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/*
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* A mix-in class which allows its owner to hold a set of tools from the tool framework.
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*
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* This is just the framework; the owner is responsible for registering individual tools,
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* creating the dispatcher, etc.
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*/
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class TOOLS_HOLDER
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{
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public:
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TOOLS_HOLDER();
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virtual ~TOOLS_HOLDER() { }
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/**
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* Return the MVC controller.
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*/
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TOOL_MANAGER* GetToolManager() const { return m_toolManager; }
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/**
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* Register an action's update conditions with the UI layer to allow the UI to appropriately
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* display the state of its controls.
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*
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* @param aAction is the action to register.
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* @param aConditions are the UI conditions to use for the control states.
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*/
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virtual void RegisterUIUpdateHandler( const TOOL_ACTION& aAction,
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const ACTION_CONDITIONS& aConditions )
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{
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RegisterUIUpdateHandler( aAction.GetUIId(), aConditions );
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}
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/**
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* Register a UI update handler for the control with ID @c aID.
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*
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* @param aID is the control ID to register the handler for.
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* @param aConditions are the UI conditions to use for the control states.
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*/
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virtual void RegisterUIUpdateHandler( int aID, const ACTION_CONDITIONS& aConditions )
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{}
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/**
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* Unregister a UI handler for an action that was registered using @c RegisterUIUpdateHandler.
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*
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* @param aAction is the action to unregister the handler for.
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*/
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virtual void UnregisterUIUpdateHandler( const TOOL_ACTION& aAction )
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{
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UnregisterUIUpdateHandler( aAction.GetUIId() );
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}
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/**
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* Unregister a UI handler for a given ID that was registered using @c RegisterUIUpdateHandler.
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*
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* @param aID is the control ID to unregister the handler for.
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*/
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virtual void UnregisterUIUpdateHandler( int aID )
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{}
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/**
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* Get the current selection from the canvas area.
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*
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* @return the current selection.
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*/
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virtual SELECTION& GetCurrentSelection()
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{
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return m_dummySelection;
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}
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/**
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* NB: the definition of "tool" is different at the user level.
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*
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* The implementation uses a single TOOL_BASE derived class to implement several user
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* "tools", such as rectangle and circle, or wire and bus. So each user-level tool is
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* actually a #TOOL_ACTION.
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*/
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virtual void PushTool( const std::string& actionName );
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virtual void PopTool( const std::string& actionName );
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bool ToolStackIsEmpty() { return m_toolStack.empty(); }
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std::string CurrentToolName() const;
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bool IsCurrentTool( const TOOL_ACTION& aAction ) const;
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virtual void DisplayToolMsg( const wxString& msg ) {};
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/**
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* Indicate that hotkeys should perform an immediate action even if another tool is
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* currently active. If false, the first hotkey should select the relevant tool.
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*/
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bool GetDoImmediateActions() const { return m_immediateActions; }
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/**
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* Indicates whether a drag should draw a selection rectangle or drag selected (or unselected)
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* objects.
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*/
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MOUSE_DRAG_ACTION GetDragAction() const { return m_dragAction; }
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/**
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* Indicate that a move operation should warp the mouse pointer to the origin of the
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* move object. This improves snapping, but some users are allergic to mouse warping.
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*/
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bool GetMoveWarpsCursor() const { return m_moveWarpsCursor; }
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/**
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* Notification event that some of the common (suite-wide) settings have changed.
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* Update hotkeys, preferences, etc.
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*/
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virtual void CommonSettingsChanged( bool aEnvVarsChanged, bool aTextVarsChanged );
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/**
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* Canvas access.
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*/
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virtual wxWindow* GetToolCanvas() const = 0;
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virtual void RefreshCanvas() { }
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virtual wxString ConfigBaseName() { return wxEmptyString; }
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protected:
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TOOL_MANAGER* m_toolManager;
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ACTIONS* m_actions;
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TOOL_DISPATCHER* m_toolDispatcher;
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SELECTION m_dummySelection; // Empty dummy selection
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std::vector<std::string> m_toolStack; // Stack of user-level "tools". This is NOT a
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// stack of TOOL instances, because somewhat
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// confusingly most TOOLs implement more than one
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// user-level tool. A user-level tool actually
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// equates to an ACTION handler, so this stack
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// stores ACTION names.
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bool m_immediateActions; // Preference for immediate actions. If false,
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// the first invocation of a hotkey will just
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// select the relevant tool rather than executing
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// the tool's action.
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MOUSE_DRAG_ACTION m_dragAction; // DRAG_ANY/DRAG_SELECTED/SELECT.
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bool m_moveWarpsCursor; // cursor is warped to move/drag origin
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};
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#endif // TOOL_HOLDER_H
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