kicad/include/tool/tools_holder.h

179 lines
6.3 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2020 KiCad Developers, see AUTHORS.txt for contributors.
*
* 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_HOLDER_H
#define TOOL_HOLDER_H
#include <vector>
#include <view/view_controls.h>
#include <tool/selection.h>
#include <tool/tool_action.h>
struct ACTION_CONDITIONS;
class ACTIONS;
class TOOL_DISPATCHER;
class TOOL_MANAGER;
/*
* A mix-in class which allows its owner to hold a set of tools from the tool framework.
*
* This is just the framework; the owner is responsible for registering individual tools,
* creating the dispatcher, etc.
*/
class TOOLS_HOLDER
{
public:
TOOLS_HOLDER();
virtual ~TOOLS_HOLDER() { }
/**
* Return the MVC controller.
*/
TOOL_MANAGER* GetToolManager() const { return m_toolManager; }
/**
* Register an action's update conditions with the UI layer to allow the UI to appropriately
* display the state of its controls.
*
* @param aAction is the action to register.
* @param aConditions are the UI conditions to use for the control states.
*/
virtual void RegisterUIUpdateHandler( const TOOL_ACTION& aAction,
const ACTION_CONDITIONS& aConditions )
{
RegisterUIUpdateHandler( aAction.GetUIId(), aConditions );
}
/**
* Register a UI update handler for the control with ID @c aID.
*
* @param aID is the control ID to register the handler for.
* @param aConditions are the UI conditions to use for the control states.
*/
virtual void RegisterUIUpdateHandler( int aID, const ACTION_CONDITIONS& aConditions )
{}
/**
* Unregister a UI handler for an action that was registered using @c RegisterUIUpdateHandler.
*
* @param aAction is the action to unregister the handler for.
*/
virtual void UnregisterUIUpdateHandler( const TOOL_ACTION& aAction )
{
UnregisterUIUpdateHandler( aAction.GetUIId() );
}
/**
* Unregister a UI handler for a given ID that was registered using @c RegisterUIUpdateHandler.
*
* @param aID is the control ID to unregister the handler for.
*/
virtual void UnregisterUIUpdateHandler( int aID )
{}
/**
* Get the current selection from the canvas area.
*
* @return the current selection.
*/
virtual SELECTION& GetCurrentSelection()
{
return m_dummySelection;
}
/**
* NB: the definition of "tool" is different at the user level.
*
* The implementation uses a single TOOL_BASE derived class to implement several user
* "tools", such as rectangle and circle, or wire and bus. So each user-level tool is
* actually a #TOOL_ACTION.
*/
virtual void PushTool( const std::string& actionName );
virtual void PopTool( const std::string& actionName );
bool ToolStackIsEmpty() { return m_toolStack.empty(); }
std::string CurrentToolName() const;
bool IsCurrentTool( const TOOL_ACTION& aAction ) const;
virtual void DisplayToolMsg( const wxString& msg ) {};
/**
* Indicate that hotkeys should perform an immediate action even if another tool is
* currently active. If false, the first hotkey should select the relevant tool.
*/
bool GetDoImmediateActions() const { return m_immediateActions; }
/**
* Indicates whether a drag should draw a selection rectangle or drag selected (or unselected)
* objects.
*/
MOUSE_DRAG_ACTION GetDragAction() const { return m_dragAction; }
/**
* Indicate that a move operation should warp the mouse pointer to the origin of the
* move object. This improves snapping, but some users are allergic to mouse warping.
*/
bool GetMoveWarpsCursor() const { return m_moveWarpsCursor; }
/**
* Notification event that some of the common (suite-wide) settings have changed.
* Update hotkeys, preferences, etc.
*/
virtual void CommonSettingsChanged( bool aEnvVarsChanged, bool aTextVarsChanged );
/**
* Canvas access.
*/
virtual wxWindow* GetToolCanvas() const = 0;
virtual void RefreshCanvas() { }
virtual wxString ConfigBaseName() { return wxEmptyString; }
protected:
TOOL_MANAGER* m_toolManager;
ACTIONS* m_actions;
TOOL_DISPATCHER* m_toolDispatcher;
SELECTION m_dummySelection; // Empty dummy selection
std::vector<std::string> m_toolStack; // Stack of user-level "tools". This is NOT a
// stack of TOOL instances, because somewhat
// confusingly most TOOLs implement more than one
// user-level tool. A user-level tool actually
// equates to an ACTION handler, so this stack
// stores ACTION names.
bool m_immediateActions; // Preference for immediate actions. If false,
// the first invocation of a hotkey will just
// select the relevant tool rather than executing
// the tool's action.
MOUSE_DRAG_ACTION m_dragAction; // DRAG_ANY/DRAG_SELECTED/SELECT.
bool m_moveWarpsCursor; // cursor is warped to move/drag origin
};
#endif // TOOL_HOLDER_H