kicad/pcbnew/tools/selection_tool.h

331 lines
9.6 KiB
C++

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