331 lines
9.6 KiB
C++
331 lines
9.6 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) 2013-2015 CERN
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* @author Tomasz Wlostowski <tomasz.wlostowski@cern.ch>
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* @author Maciej Suminski <maciej.suminski@cern.ch>
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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 __SELECTION_TOOL_H
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#define __SELECTION_TOOL_H
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#include <math/vector2d.h>
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#include <tool/tool_interactive.h>
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#include <tool/context_menu.h>
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#include <class_undoredo_container.h>
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#include "selection_conditions.h"
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#include "conditional_menu.h"
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class PCB_BASE_FRAME;
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class SELECTION_AREA;
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class BOARD_ITEM;
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class GENERAL_COLLECTOR;
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namespace KIGFX
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{
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class VIEW_GROUP;
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}
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struct SELECTION
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{
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/// Set of selected items
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PICKED_ITEMS_LIST items;
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/// VIEW_GROUP that holds currently selected items
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KIGFX::VIEW_GROUP* group;
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/// Checks if there is anything selected
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bool Empty() const
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{
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return ( items.GetCount() == 0 );
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}
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/// Returns the number of selected parts
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int Size() const
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{
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return items.GetCount();
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}
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/// Alias to make code shorter and clearer
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template <typename T>
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T* Item( unsigned int aIndex ) const
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{
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return static_cast<T*>( items.GetPickedItem( aIndex ) );
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}
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VECTOR2I GetCenter() const;
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private:
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/// Clears both the VIEW_GROUP and set of selected items. Please note that it does not
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/// change properties of selected items (e.g. selection flag).
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void clear();
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friend class SELECTION_TOOL;
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};
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enum SELECTION_LOCK_FLAGS
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{
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SELECTION_UNLOCKED = 0,
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SELECTION_LOCK_OVERRIDE = 1,
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SELECTION_LOCKED = 2
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};
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/**
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* Class SELECTION_TOOL
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*
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* Our sample selection tool: currently supports:
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* - pick single objects (click LMB)
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* - add objects to existing selection (Shift+LMB)
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* - draw selection box (drag LMB)
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* - handles MODULEs properly (i.e. selects either MODULE or its PADs, TEXTs, etc.)
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* - takes into account high-contrast & layer visibility settings
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* - invokes InteractiveEdit tool when user starts to drag selected items
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*/
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class SELECTION_TOOL : public TOOL_INTERACTIVE
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{
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public:
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SELECTION_TOOL();
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~SELECTION_TOOL();
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/// @copydoc TOOL_BASE::Init()
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bool Init();
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/// @copydoc TOOL_BASE::Reset()
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void Reset( RESET_REASON aReason );
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/**
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* Function Main()
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*
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* The main loop.
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*/
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int Main( const TOOL_EVENT& aEvent );
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/**
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* Function GetSelection()
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*
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* Returns the set of currently selected items.
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*/
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inline const SELECTION& GetSelection()
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{
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// The selected items list has been requested, so it is no longer preliminary
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m_preliminary = false;
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return m_selection;
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}
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/**
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* Function EditModules()
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*
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* Toggles edit module mode. When enabled, one may select parts of modules individually
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* (graphics, pads, etc.), so they can be modified.
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* @param aEnabled decides if the mode should be enabled.
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*/
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inline void EditModules( bool aEnabled )
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{
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m_editModules = aEnabled;
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}
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inline CONDITIONAL_MENU& GetMenu()
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{
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return m_menu;
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}
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///> Checks if the user has agreed to modify locked items for the given selection.
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SELECTION_LOCK_FLAGS CheckLock();
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///> Select a single item under cursor event handler.
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int CursorSelection( const TOOL_EVENT& aEvent );
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///> Clear current selection event handler.
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int ClearSelection( const TOOL_EVENT& aEvent );
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///> Makes sure a group selection does not contain items that would cause
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///> conflicts when moving/rotating together (e.g. a footprint and one of the same footprint's pads)
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bool SanitizeSelection();
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///> Item selection event handler.
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int SelectItem( const TOOL_EVENT& aEvent );
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///> Item unselection event handler.
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int UnselectItem( const TOOL_EVENT& aEvent );
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///> Event sent after an item is selected.
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static const TOOL_EVENT SelectedEvent;
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///> Event sent after an item is unselected.
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static const TOOL_EVENT UnselectedEvent;
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///> Event sent after selection is cleared.
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static const TOOL_EVENT ClearedEvent;
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///> Sets up handlers for various events.
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void SetTransitions();
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private:
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/**
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* Function selectCursor()
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* Selects an item pointed by the parameter aWhere. If there is more than one item at that
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* place, there is a menu displayed that allows to choose the item.
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*
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* @param aWhere is the place where the item should be selected.
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* @param aAllowDisambiguation decides what to do in case of disambiguation. If true, then
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* a menu is shown, otherise function finishes without selecting anything.
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* @return True if an item was selected, false otherwise.
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*/
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bool selectCursor( const VECTOR2I& aWhere, bool aOnDrag = false );
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/**
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* Function selectMultiple()
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* Handles drawing a selection box that allows to select many items at the same time.
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*
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* @return true if the function was cancelled (i.e. CancelEvent was received).
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*/
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bool selectMultiple();
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///> Selects a trivial connection (between two junctions).
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int selectConnection( const TOOL_EVENT& aEvent );
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///> Selects a continuous copper connection.
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int selectCopper( const TOOL_EVENT& aEvent );
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///> Selects all copper connections belonging to a single net.
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int selectNet( const TOOL_EVENT& aEvent );
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///> Find dialog callback.
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void findCallback( BOARD_ITEM* aItem );
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///> Find an item.
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int find( const TOOL_EVENT& aEvent );
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///> Find an item and start moving.
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int findMove( const TOOL_EVENT& aEvent );
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/**
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* Function clearSelection()
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* Clears the current selection.
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*/
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void clearSelection();
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/**
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* Function disambiguationMenu()
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* Handles the menu that allows to select one of many items in case there is more than one
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* item at the selected point (@see selectCursor()).
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*
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* @param aItems contains list of items that are displayed to the user.
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*/
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BOARD_ITEM* disambiguationMenu( GENERAL_COLLECTOR* aItems );
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/**
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* Function pickSmallestComponent()
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* Allows to find the smallest (in terms of bounding box area) item from the list.
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*
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* @param aCollector containes the list of items.
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*/
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BOARD_ITEM* pickSmallestComponent( GENERAL_COLLECTOR* aCollector );
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/**
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* Function toggleSelection()
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* Changes selection status of a given item.
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*
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* @param aItem is the item to have selection status changed.
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*/
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void toggleSelection( BOARD_ITEM* aItem );
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/**
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* Function selectable()
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* Checks conditions for an item to be selected.
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*
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* @return True if the item fulfills conditions to be selected.
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*/
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bool selectable( const BOARD_ITEM* aItem ) const;
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/**
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* Function select()
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* Takes necessary action mark an item as selected.
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*
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* @param aItem is an item to be selected.
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*/
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void select( BOARD_ITEM* aItem );
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/**
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* Function unselect()
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* Takes necessary action mark an item as unselected.
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*
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* @param aItem is an item to be unselected.
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*/
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void unselect( BOARD_ITEM* aItem );
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/**
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* Function selectVisually()
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* Marks item as selected, but does not add it to the ITEMS_PICKED_LIST.
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* @param aItem is an item to be be marked.
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*/
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void selectVisually( BOARD_ITEM* aItem ) const;
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/**
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* Function unselectVisually()
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* Marks item as selected, but does not add it to the ITEMS_PICKED_LIST.
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* @param aItem is an item to be be marked.
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*/
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void unselectVisually( BOARD_ITEM* aItem ) const;
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/**
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* Function selectionContains()
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* Checks if the given point is placed within any of selected items' bounding box.
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*
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* @return True if the given point is contained in any of selected items' bouding box.
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*/
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bool selectionContains( const VECTOR2I& aPoint ) const;
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/**
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* Function guessSelectionCandidates()
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* Tries to guess best selection candidates in case multiple items are clicked, by
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* doing some braindead heuristics.
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* @param aCollector is the collector that has a list of items to be queried.
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*/
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void guessSelectionCandidates( GENERAL_COLLECTOR& aCollector ) const;
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/// Pointer to the parent frame.
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PCB_BASE_FRAME* m_frame;
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/// Current state of selection.
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SELECTION m_selection;
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/// Flag saying if items should be added to the current selection or rather replace it.
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bool m_additive;
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/// Flag saying if multiple selection mode is active.
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bool m_multiple;
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/// Edit module mode flag.
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bool m_editModules;
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/// Can other tools modify locked items.
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bool m_locked;
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/// Determines if the selection is preliminary or final.
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bool m_preliminary;
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/// Menu displayed by the tool.
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CONDITIONAL_MENU m_menu;
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};
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#endif
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