599 lines
17 KiB
C++
599 lines
17 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 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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#include <boost/foreach.hpp>
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#include <boost/optional.hpp>
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#include <cassert>
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#include <class_drawpanel_gal.h>
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#include <class_board.h>
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#include <class_board_item.h>
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#include <class_track.h>
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#include <class_module.h>
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#include <wxPcbStruct.h>
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#include <collectors.h>
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#include <view/view_controls.h>
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#include <view/view_group.h>
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#include <painter.h>
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#include <tool/tool_event.h>
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#include <tool/tool_manager.h>
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#include "selection_tool.h"
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#include "selection_area.h"
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#include "bright_box.h"
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#include "common_actions.h"
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using namespace KIGFX;
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using boost::optional;
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SELECTION_TOOL::SELECTION_TOOL() :
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TOOL_INTERACTIVE( "pcbnew.InteractiveSelection" ), m_multiple( false )
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{
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m_selArea = new SELECTION_AREA;
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m_selection.group = new KIGFX::VIEW_GROUP;
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}
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SELECTION_TOOL::~SELECTION_TOOL()
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{
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delete m_selArea;
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delete m_selection.group;
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}
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void SELECTION_TOOL::Reset()
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{
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// Reinsert the VIEW_GROUP, in case it was removed from the VIEW
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getView()->Remove( m_selection.group );
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getView()->Add( m_selection.group );
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// The tool launches upon reception of action event ("pcbnew.InteractiveSelection")
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Go( &SELECTION_TOOL::Main, COMMON_ACTIONS::selectionActivate.MakeEvent() );
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}
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int SELECTION_TOOL::Main( TOOL_EVENT& aEvent )
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{
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VIEW* view = getView();
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assert( getModel<BOARD>( PCB_T ) != NULL );
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view->Add( m_selection.group );
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// Main loop: keep receiving events
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while( OPT_TOOL_EVENT evt = Wait() )
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{
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// Should selected items be added to the current selection or
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// become the new selection (discarding previously selected items)
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m_additive = evt->Modifier( MD_SHIFT );
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if( evt->IsCancel() )
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{
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if( !m_selection.Empty() ) // Cancel event deselects items...
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clearSelection();
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else // ...unless there is nothing selected
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break; // then exit the tool
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}
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// single click? Select single object
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if( evt->IsClick( BUT_LEFT ) )
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selectSingle( evt->Position() );
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// drag with LMB? Select multiple objects (or at least draw a selection box) or drag them
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if( evt->IsDrag( BUT_LEFT ) )
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{
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if( m_selection.Empty() || m_additive )
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{
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// If nothings has been selected or user wants to select more
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// draw the selection box
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selectMultiple();
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}
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else
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{
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// Check if dragging has started within any of selected items bounding box
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if( containsSelected( evt->Position() ) )
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{
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// Yes -> run the move tool and wait till it finishes
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m_toolMgr->InvokeTool( "pcbnew.InteractiveMove" );
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}
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else
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{
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// No -> clear the selection list
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clearSelection();
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}
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}
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}
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}
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m_selection.group->Clear();
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view->Remove( m_selection.group );
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return 0;
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}
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void SELECTION_TOOL::AddMenuItem( const TOOL_ACTION& aAction )
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{
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assert( aAction.GetId() > 0 ); // Check if the action was registered before in ACTION_MANAGER
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m_menu.Add( aAction );
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}
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void SELECTION_TOOL::toggleSelection( BOARD_ITEM* aItem )
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{
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if( m_selection.items.find( aItem ) != m_selection.items.end() )
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{
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deselectItem( aItem );
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// If there is nothing selected, disable the context menu
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if( m_selection.Empty() )
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SetContextMenu( &m_menu, CMENU_OFF );
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}
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else
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{
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if( !m_additive )
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clearSelection();
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// Prevent selection of invisible or inactive items
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if( selectable( aItem ) )
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{
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selectItem( aItem );
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// Now the context menu should be enabled
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SetContextMenu( &m_menu, CMENU_BUTTON );
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}
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}
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}
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void SELECTION_TOOL::clearSelection()
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{
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VIEW_GROUP::const_iter it, it_end;
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for( it = m_selection.group->Begin(), it_end = m_selection.group->End(); it != it_end; ++it )
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{
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BOARD_ITEM* item = static_cast<BOARD_ITEM*>( *it );
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item->ViewSetVisible( true );
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item->ClearSelected();
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}
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m_selection.group->Clear();
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m_selection.items.clear();
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// Do not show the context menu when there is nothing selected
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SetContextMenu( &m_menu, CMENU_OFF );
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}
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void SELECTION_TOOL::selectSingle( const VECTOR2I& aWhere )
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{
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BOARD* pcb = getModel<BOARD>( PCB_T );
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BOARD_ITEM* item;
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GENERAL_COLLECTORS_GUIDE guide = getEditFrame<PCB_EDIT_FRAME>()->GetCollectorsGuide();
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GENERAL_COLLECTOR collector;
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collector.Collect( pcb, GENERAL_COLLECTOR::AllBoardItems,
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wxPoint( aWhere.x, aWhere.y ), guide );
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switch( collector.GetCount() )
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{
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case 0:
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if( !m_additive )
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clearSelection();
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break;
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case 1:
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toggleSelection( collector[0] );
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break;
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default:
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// Remove modules, they have to be selected by clicking on area that does not
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// contain anything but module footprint and not selectable items
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for( int i = collector.GetCount() - 1; i >= 0 ; --i )
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{
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BOARD_ITEM* boardItem = ( collector )[i];
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if( boardItem->Type() == PCB_MODULE_T || !selectable( boardItem ) )
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collector.Remove( i );
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}
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// Let's see if there is still disambiguation in selection..
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if( collector.GetCount() == 1 )
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{
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toggleSelection( collector[0] );
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}
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else if( collector.GetCount() > 1 )
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{
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item = disambiguationMenu( &collector );
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if( item )
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toggleSelection( item );
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}
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break;
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}
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}
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BOARD_ITEM* SELECTION_TOOL::pickSmallestComponent( GENERAL_COLLECTOR* aCollector )
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{
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int count = aCollector->GetPrimaryCount(); // try to use preferred layer
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if( 0 == count )
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count = aCollector->GetCount();
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for( int i = 0; i < count; ++i )
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{
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if( ( *aCollector )[i]->Type() != PCB_MODULE_T )
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return NULL;
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}
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// All are modules, now find smallest MODULE
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int minDim = 0x7FFFFFFF;
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int minNdx = 0;
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for( int i = 0; i < count; ++i )
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{
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MODULE* module = (MODULE*) ( *aCollector )[i];
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int lx = module->GetBoundingBox().GetWidth();
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int ly = module->GetBoundingBox().GetHeight();
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int lmin = std::min( lx, ly );
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if( lmin < minDim )
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{
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minDim = lmin;
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minNdx = i;
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}
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}
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return (*aCollector)[minNdx];
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}
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bool SELECTION_TOOL::selectMultiple()
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{
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bool cancelled = false; // Was the tool cancelled while it was running?
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m_multiple = true; // Multiple selection mode is active
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VIEW* view = getView();
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getViewControls()->SetAutoPan( true );
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view->Add( m_selArea );
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while( OPT_TOOL_EVENT evt = Wait() )
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{
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if( evt->IsCancel() )
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{
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cancelled = true;
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break;
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}
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if( evt->IsDrag( BUT_LEFT ) )
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{
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if( !m_additive )
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clearSelection();
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// Start drawing a selection box
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m_selArea->SetOrigin( evt->DragOrigin() );
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m_selArea->SetEnd( evt->Position() );
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m_selArea->ViewSetVisible( true );
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m_selArea->ViewUpdate( VIEW_ITEM::GEOMETRY );
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}
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if( evt->IsMouseUp( BUT_LEFT ) )
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{
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// End drawing the selection box
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m_selArea->ViewSetVisible( false );
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// Mark items within the selection box as selected
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std::vector<VIEW::LAYER_ITEM_PAIR> selectedItems;
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BOX2I selectionBox = m_selArea->ViewBBox();
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view->Query( selectionBox, selectedItems ); // Get the list of selected items
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std::vector<VIEW::LAYER_ITEM_PAIR>::iterator it, it_end;
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for( it = selectedItems.begin(), it_end = selectedItems.end(); it != it_end; ++it )
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{
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BOARD_ITEM* item = static_cast<BOARD_ITEM*>( it->first );
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// Add only those items that are visible and fully within the selection box
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if( selectable( item ) && selectionBox.Contains( item->ViewBBox() ) )
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selectItem( item );
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}
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// Now the context menu should be enabled
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if( !m_selection.Empty() )
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SetContextMenu( &m_menu, CMENU_BUTTON );
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break;
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}
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}
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view->Remove( m_selArea );
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m_multiple = false; // Multiple selection mode is inactive
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getViewControls()->SetAutoPan( false );
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return cancelled;
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}
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BOARD_ITEM* SELECTION_TOOL::disambiguationMenu( GENERAL_COLLECTOR* aCollector )
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{
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BOARD_ITEM* current = NULL;
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boost::shared_ptr<BRIGHT_BOX> brightBox;
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CONTEXT_MENU menu;
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int limit = std::min( 10, aCollector->GetCount() );
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for( int i = 0; i < limit; ++i )
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{
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wxString text;
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BOARD_ITEM* item = ( *aCollector )[i];
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text = item->GetSelectMenuText();
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menu.Add( text, i );
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}
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menu.SetTitle( _( "Clarify selection" ) );
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SetContextMenu( &menu, CMENU_NOW );
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while( OPT_TOOL_EVENT evt = Wait() )
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{
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if( evt->Action() == TA_CONTEXT_MENU_UPDATE )
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{
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if( current )
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current->ClearBrightened();
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int id = *evt->GetCommandId();
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// User has pointed an item, so show it in a different way
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if( id >= 0 && id < limit )
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{
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current = ( *aCollector )[id];
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current->SetBrightened();
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}
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else
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current = NULL;
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}
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else if( evt->Action() == TA_CONTEXT_MENU_CHOICE )
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{
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optional<int> id = evt->GetCommandId();
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// User has selected an item, so this one will be returned
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if( id && ( *id >= 0 ) )
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current = ( *aCollector )[*id];
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break;
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}
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// Draw a mark to show which item is available to be selected
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if( current && current->IsBrightened() )
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{
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brightBox.reset( new BRIGHT_BOX( current ) );
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getView()->Add( brightBox.get() );
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}
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}
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// Removes possible brighten mark
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getView()->MarkTargetDirty( TARGET_OVERLAY );
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// Restore the original menu
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SetContextMenu( &m_menu, CMENU_BUTTON );
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return current;
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}
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bool SELECTION_TOOL::selectable( const BOARD_ITEM* aItem ) const
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{
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// Is high contrast mode enabled?
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bool highContrast = getView()->GetPainter()->GetSettings()->GetHighContrast();
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if( highContrast )
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{
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bool onActive = false; // Is the item on any of active layers?
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int layers[KIGFX::VIEW::VIEW_MAX_LAYERS], layers_count;
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// Filter out items that do not belong to active layers
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std::set<unsigned int> activeLayers = getView()->GetPainter()->
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GetSettings()->GetActiveLayers();
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aItem->ViewGetLayers( layers, layers_count );
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for( int i = 0; i < layers_count; ++i )
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{
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if( activeLayers.count( layers[i] ) > 0 ) // Item is on at least one of active layers
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{
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onActive = true;
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break;
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}
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}
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if( !onActive ) // We do not want to select items that are in the background
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return false;
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}
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BOARD* board = getModel<BOARD>( PCB_T );
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switch( aItem->Type() )
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{
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case PCB_VIA_T:
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{
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// For vias it is enough if only one of layers is visible
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LAYER_NUM top, bottom;
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static_cast<const SEGVIA*>( aItem )->ReturnLayerPair( &top, &bottom );
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return board->IsLayerVisible( top ) || board->IsLayerVisible( bottom );
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}
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break;
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case PCB_PAD_T:
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{
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// Pads are not selectable in multiple selection mode
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if( m_multiple )
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return false;
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// Pads are supposed to be on top, bottom or both at the same time (THT)
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if( aItem->IsOnLayer( LAYER_N_FRONT ) && board->IsLayerVisible( LAYER_N_FRONT ) )
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return true;
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if( aItem->IsOnLayer( LAYER_N_BACK ) && board->IsLayerVisible( LAYER_N_BACK ) )
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return true;
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return false;
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}
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break;
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case PCB_MODULE_TEXT_T:
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// Module texts are not selectable in multiple selection mode
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if( m_multiple )
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return false;
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break;
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// These are not selectable, otherwise silkscreen drawings would be easily destroyed
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case PCB_MODULE_EDGE_T:
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// and some other stuff that should be selected
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case NOT_USED:
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case TYPE_NOT_INIT:
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return false;
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default: // Suppress warnings
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break;
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}
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// All other items are selected only if the layer on which they exist is visible
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return board->IsLayerVisible( aItem->GetLayer() );
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}
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void SELECTION_TOOL::selectItem( BOARD_ITEM* aItem )
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{
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/// Selecting an item needs a few operations, so they are wrapped in a functor
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class selectBase_
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{
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SELECTION& s;
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public:
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selectBase_( SELECTION& s_ ) : s( s_ ) {}
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void operator()( BOARD_ITEM* item )
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{
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s.group->Add( item );
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// Hide the original item, so it is shown only on overlay
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item->ViewSetVisible( false );
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item->SetSelected();
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}
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} selectBase( m_selection );
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// Modules are treated in a special way - when they are moved, we have to
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// move all the parts that make the module, not the module itself
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if( aItem->Type() == PCB_MODULE_T )
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{
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MODULE* module = static_cast<MODULE*>( aItem );
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// Add everything that belongs to the module (besides the module itself)
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for( D_PAD* pad = module->Pads().GetFirst(); pad; pad = pad->Next() )
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selectBase( pad );
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for( BOARD_ITEM* drawing = module->GraphicalItems().GetFirst(); drawing;
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drawing = drawing->Next() )
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selectBase( drawing );
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selectBase( &module->Reference() );
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selectBase( &module->Value() );
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}
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// Add items to the VIEW_GROUP, so they will be displayed on the overlay
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selectBase( aItem );
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m_selection.items.insert( aItem );
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}
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void SELECTION_TOOL::deselectItem( BOARD_ITEM* aItem )
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{
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/// Deselecting an item needs a few operations, so they are wrapped in a functor
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class deselectBase_
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{
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SELECTION& s;
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public:
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deselectBase_( SELECTION& s_ ) : s( s_ ) {}
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void operator()( BOARD_ITEM* item )
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{
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s.group->Remove( item );
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// Restore original item visibility
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item->ViewSetVisible( true );
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item->ClearSelected();
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}
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} deselectBase( m_selection );
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// Modules are treated in a special way - when they are moved, we have to
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// move all the parts that make the module, not the module itself
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if( aItem->Type() == PCB_MODULE_T )
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{
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MODULE* module = static_cast<MODULE*>( aItem );
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// Add everything that belongs to the module (besides the module itself)
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for( D_PAD* pad = module->Pads().GetFirst(); pad; pad = pad->Next() )
|
|
deselectBase( pad );
|
|
|
|
for( BOARD_ITEM* drawing = module->GraphicalItems().GetFirst(); drawing;
|
|
drawing = drawing->Next() )
|
|
deselectBase( drawing );
|
|
|
|
deselectBase( &module->Reference() );
|
|
deselectBase( &module->Value() );
|
|
}
|
|
|
|
deselectBase( aItem );
|
|
m_selection.items.erase( aItem );
|
|
}
|
|
|
|
|
|
bool SELECTION_TOOL::containsSelected( const VECTOR2I& aPoint ) const
|
|
{
|
|
const unsigned GRIP_MARGIN = 500000;
|
|
|
|
// Check if the point is located within any of the currently selected items bounding boxes
|
|
std::set<BOARD_ITEM*>::iterator it, it_end;
|
|
|
|
for( it = m_selection.items.begin(), it_end = m_selection.items.end(); it != it_end; ++it )
|
|
{
|
|
BOX2I itemBox = (*it)->ViewBBox();
|
|
itemBox.Inflate( GRIP_MARGIN ); // Give some margin for gripping an item
|
|
|
|
if( itemBox.Contains( aPoint ) )
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|