596 lines
20 KiB
C++
596 lines
20 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) 2014 Jean-Pierre Charras, jp.charras at wanadoo.fr
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* Copyright (C) 2008 Wayne Stambaugh <stambaughw@gmail.com>
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* Copyright (C) 2004-2024 KiCad Developers, see AUTHORS.txt for contributors.
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* Copyright (C) 2017 CERN
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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 SYMBOL_EDIT_FRAME_H
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#define SYMBOL_EDIT_FRAME_H
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#include <sch_base_frame.h>
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#include <sch_screen.h>
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#include <lib_item.h>
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#include <ee_collectors.h>
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#include <optional>
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class SCH_EDIT_FRAME;
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class SYMBOL_LIB_TABLE;
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class LIB_SYMBOL;
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class LIB_FIELD;
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class DIALOG_LIB_TEXT_PROPERTIES;
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class SYMBOL_TREE_PANE;
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class LIB_TREE_NODE;
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class LIB_ID;
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class LIB_SYMBOL_LIBRARY_MANAGER;
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class SYMBOL_EDITOR_SETTINGS;
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class EDA_LIST_DIALOG;
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/**
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* The symbol library editor main window.
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*/
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class SYMBOL_EDIT_FRAME : public SCH_BASE_FRAME
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{
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public:
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SYMBOL_EDIT_FRAME( KIWAY* aKiway, wxWindow* aParent );
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~SYMBOL_EDIT_FRAME() override;
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/**
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* Switch currently used canvas ( Cairo / OpenGL).
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*/
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void SwitchCanvas( EDA_DRAW_PANEL_GAL::GAL_TYPE aCanvasType ) override;
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/**
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* Get if any symbols or libraries have been modified but not saved.
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*
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* @return true if the any changes have not been saved
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*/
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bool IsContentModified() const override;
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/**
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* Check if any pending libraries have been modified.
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*
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* This only checks for modified libraries. If a new symbol was created and modified
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* and no libraries have been modified, the return value will be false.
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*
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* @return True if there are any pending library modifications.
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*/
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bool HasLibModifications() const;
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bool CanCloseSymbolFromSchematic( bool doClose );
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/**
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* The nickname of the current library being edited and empty string if none.
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*/
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wxString GetCurLib() const;
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/**
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* Set the current library nickname and returns the old library nickname.
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*/
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wxString SetCurLib( const wxString& aLibNickname );
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LIB_TREE_NODE* GetCurrentTreeNode() const;
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/**
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* Return the LIB_ID of the library or symbol selected in the symbol tree.
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*/
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LIB_ID GetTreeLIBID( int* aUnit = nullptr ) const;
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int GetTreeSelectionCount() const;
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int GetTreeLIBIDs( std::vector<LIB_ID>& aSelection ) const;
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/**
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* Return the current symbol being edited or NULL if none selected.
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*
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* This is a LIB_SYMBOL that I own, it is at best a copy of one in a library.
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*/
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LIB_SYMBOL* GetCurSymbol() const { return m_symbol; }
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/**
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* Take ownership of aSymbol and notes that it is the one currently being edited.
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*/
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void SetCurSymbol( LIB_SYMBOL* aSymbol, bool aUpdateZoom );
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LIB_SYMBOL_LIBRARY_MANAGER& GetLibManager();
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SELECTION& GetCurrentSelection() override;
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// See comments for m_SyncPinEdit.
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bool SynchronizePins();
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/**
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* Create or add an existing library to the symbol library table.
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*/
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wxString AddLibraryFile( bool aCreateNew );
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/**
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* Add a library dropped file to the symbol library table.
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*/
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void DdAddLibrary( wxString aLibFile );
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/**
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* Create a new symbol in the selected library.
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*
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* @param newName is the name of the symbol to derive the new symbol from or empty
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* to create a new root symbol.
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*/
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void CreateNewSymbol( const wxString& newName = wxEmptyString );
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void ImportSymbol();
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void ExportSymbol();
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/**
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* Save the selected symbol or library.
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*/
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void Save();
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/**
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* Save the currently selected symbol to a new name and/or location.
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*/
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void SaveSymbolCopyAs();
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/**
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* Save the currently selected library to a new file.
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*/
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void SaveLibraryAs();
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/**
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* Save all modified symbols and libraries.
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*/
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void SaveAll();
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/**
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* Revert unsaved changes in a symbol, restoring to the last saved state.
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*/
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void Revert( bool aConfirm = true );
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void RevertAll();
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void DeleteSymbolFromLibrary();
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void CopySymbolToClipboard();
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void LoadSymbol( const wxString& aLibrary, const wxString& aSymbol, int Unit );
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/**
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* Insert a duplicate symbol.
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*
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* If \a aFromClipboard is true then action is a paste.
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*/
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void DuplicateSymbol( bool aFromClipboard );
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void OnSelectUnit( wxCommandEvent& event );
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void OnToggleSymbolTree( wxCommandEvent& event );
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void ToggleProperties() override;
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bool IsSymbolTreeShown() const;
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void FreezeLibraryTree();
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void ThawLibraryTree();
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void OnUpdateUnitNumber( wxUpdateUIEvent& event );
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void UpdateAfterSymbolProperties( wxString* aOldName = nullptr );
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void RebuildSymbolUnitsList();
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bool canCloseWindow( wxCloseEvent& aCloseEvent ) override;
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void doCloseWindow() override;
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void OnExitKiCad( wxCommandEvent& event );
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void ReCreateHToolbar() override;
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void ReCreateVToolbar() override;
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void ReCreateOptToolbar() override;
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void LoadSettings( APP_SETTINGS_BASE* aCfg ) override;
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void SaveSettings( APP_SETTINGS_BASE* aCfg ) override;
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SYMBOL_EDITOR_SETTINGS* GetSettings() const
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{
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return m_settings;
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}
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APP_SETTINGS_BASE* config() const override;
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COLOR_SETTINGS* GetColorSettings( bool aForceRefresh = false ) const override;
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/**
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* Trigger the wxCloseEvent, which is handled by the function given to EVT_CLOSE() macro:
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* <p>
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* EVT_CLOSE( SYMBOL_EDIT_FRAME::OnCloseWindow )
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* </p>
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*/
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void CloseWindow( wxCommandEvent& event )
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{
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// Generate a wxCloseEvent
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Close( false );
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}
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/**
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* Must be called after a schematic change in order to set the "modify" flag of the
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* current symbol.
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*/
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void OnModify() override;
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int GetUnit() const { return m_unit; }
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void SetUnit( int aUnit ) { m_unit = aUnit; }
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int GetBodyStyle() const { return m_bodyStyle; }
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void SetBodyStyle( int aBodyStyle ) { m_bodyStyle = aBodyStyle; }
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bool GetShowDeMorgan() const { return m_showDeMorgan; }
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void SetShowDeMorgan( bool show ) { m_showDeMorgan = show; }
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bool GetShowInvisibleFields();
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bool GetShowInvisiblePins();
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void ClearMsgPanel() override
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{
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UpdateSymbolMsgPanelInfo();
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}
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void UpdateMsgPanel() override
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{
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UpdateSymbolMsgPanelInfo();
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}
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/**
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* Update the main window title bar with the current library name and read only status
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* of the library.
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*/
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void UpdateTitle();
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bool IsSymbolFromSchematic() const
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{
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// If we've already vetted closing this window, then we have no symbol anymore
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if( m_isClosing )
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return false;
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return m_isSymbolFromSchematic;
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}
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bool IsSymbolFromLegacyLibrary() const;
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/**
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* Display the documentation of the selected symbol.
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*/
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void UpdateSymbolMsgPanelInfo();
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// General editing
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/**
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* Create a copy of the current symbol, and save it in the undo list.
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*
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* Because a symbol in library editor does not have a lot of primitives, the full data is
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* duplicated. It is not worth to try to optimize this save function.
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*/
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void SaveCopyInUndoList( const wxString& aDescription, LIB_SYMBOL* aSymbol,
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UNDO_REDO aUndoType = UNDO_REDO::LIBEDIT );
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void PushSymbolToUndoList( const wxString& aDescription, LIB_SYMBOL* aSymbolCopy,
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UNDO_REDO aUndoType = UNDO_REDO::LIBEDIT );
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void GetSymbolFromUndoList();
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void GetSymbolFromRedoList();
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/**
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* Free the undo or redo list from \a aList element.
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*
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* - Wrappers are deleted.
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* - data pointed by wrappers are deleted if not in use in schematic
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* i.e. when they are copy of a schematic item or they are no more in use (DELETED)
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*
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* @param whichList = the UNDO_REDO_CONTAINER to clear
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* @param aItemCount = the count of items to remove. < 0 for all items
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* items are removed from the beginning of the list.
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* So this function can be called to remove old commands
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*/
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void ClearUndoORRedoList( UNDO_REDO_LIST whichList, int aItemCount = -1 ) override;
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/**
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* Select the currently active library and loads the symbol from \a aLibId.
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*
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* @param aLibId is the #LIB_ID of the symbol to select.
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* @param aUnit the unit to show
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* @param aBodyStyle the DeMorgan variant to show
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* @return true if the symbol defined by \a aLibId was loaded.
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*/
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bool LoadSymbol( const LIB_ID& aLibId, int aUnit, int aBodyStyle );
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/**
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* Print a page.
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*/
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void PrintPage( const RENDER_SETTINGS* aSettings ) override;
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/**
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* Create the SVG print file for the current edited symbol.
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* @param aFullFileName is the full filename
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* @param aOffset is a plot offset, in iu
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*/
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void SVGPlotSymbol( const wxString& aFullFileName, VECTOR2I aOffset );
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/**
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* Synchronize the library manager to the symbol library table, and then the symbol tree
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* to the library manager. Optionally displays a progress dialog.
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*/
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void SyncLibraries( bool aShowProgress, bool aPreloadCancelled = false,
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const wxString& aForceRefresh = wxEmptyString );
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/**
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* Filter, sort, and redisplay the library tree.
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*
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* Does NOT synchronize it with libraries in disk.
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*/
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void RegenerateLibraryTree();
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/**
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* Redisplay the library tree. Used after changing modified states, descriptions, etc.
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*/
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void RefreshLibraryTree();
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/**
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* Update a symbol node in the library tree.
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*/
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void UpdateLibraryTree( const wxDataViewItem& aTreeItem, LIB_SYMBOL* aSymbol );
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/**
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* Return either the symbol selected in the symbol tree (if context menu is active) or the
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* symbol on the editor canvas.
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*/
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LIB_ID GetTargetLibId() const;
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/**
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* @return a list of selected items in the symbol tree
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*/
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std::vector<LIB_ID> GetSelectedLibIds() const;
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void FocusOnLibId( const LIB_ID& aLibID );
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/**
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* Called after the preferences dialog is run.
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*/
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void CommonSettingsChanged( bool aEnvVarsChanged, bool aTextVarsChanged ) override;
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void ShowChangedLanguage() override;
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void SetScreen( BASE_SCREEN* aScreen ) override;
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const BOX2I GetDocumentExtents( bool aIncludeAllVisible = true ) const override;
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void RebuildView();
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void UpdateItem( EDA_ITEM* aItem, bool isAddOrDelete = false,
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bool aUpdateRtree = false ) override;
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/**
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* Rebuild the GAL and redraw the screen. Call when something went wrong.
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*/
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void HardRedraw() override;
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void KiwayMailIn( KIWAY_EXPRESS& mail ) override;
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void FocusOnItem( LIB_ITEM* aItem );
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/**
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* Load a symbol from the schematic to edit in place.
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*
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* @param aSymbol the symbol to edit.
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*/
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void LoadSymbolFromSchematic( SCH_SYMBOL* aSymbol );
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/**
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* Test if a symbol is loaded and can be edited.
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*
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* The following conditions are required for a symbol to be editable:
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* - The symbol must selected from either a library or the schematic.
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* - The symbol must not be from a legacy library.
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*
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* Note that many things are not editable in a non-root symbol (ie: an alias), but others
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* are so this routine no longer returns false for an alias.
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*/
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bool IsSymbolEditable() const;
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bool IsSymbolAlias() const;
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///< Return true if \a aLibId is an alias for the editor screen symbol.
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bool IsCurrentSymbol( const LIB_ID& aLibId ) const;
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///< Restore the empty editor screen, without any symbol or library selected.
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void emptyScreen();
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protected:
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void setupUIConditions() override;
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void doReCreateMenuBar() override;
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void updateSelectionFilterVisbility() override;
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private:
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// Set up the tool framework
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void setupTools();
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void saveSymbolCopyAs();
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/**
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* Save the changes to the current library.
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*
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* A backup file of the current library is saved with the .bak extension before the
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* changes made to the library are saved.
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*
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* @param aLibrary is the library name.
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* @param aNewFile Ask for a new file name to save the library.
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* @return True if the library was successfully saved.
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*/
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bool saveLibrary( const wxString& aLibrary, bool aNewFile );
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/**
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* Set the current active library to \a aLibrary.
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*
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* @param aLibrary the nickname of the library in the symbol library table. If empty,
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* display list of available libraries to select from.
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*/
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void SelectActiveLibrary( const wxString& aLibrary = wxEmptyString );
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/**
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* Load a symbol from the current active library, optionally setting the selected unit
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* and convert.
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*
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* @param aAliasName The symbol alias name to load from the current library.
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* @param aUnit Unit to be selected
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* @param aBodyStyle Convert to be selected
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* @return true if the symbol loaded correctly.
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*/
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bool LoadSymbolFromCurrentLib( const wxString& aAliasName, int aUnit = 0, int aBodyStyle = 0 );
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/**
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* Create a copy of \a aLibEntry into memory.
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*
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* @param aLibEntry A pointer to the LIB_SYMBOL object to an already loaded symbol.
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* @param aLibrary the path to the library file that \a aLibEntry was loaded from. This is
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* for error messaging purposes only.
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* @param aUnit the initial unit to show.
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* @param aBodyStyle the initial DeMorgan variant to show.
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* @return True if a copy of \a aLibEntry was successfully copied.
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*/
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bool LoadOneLibrarySymbolAux( LIB_SYMBOL* aLibEntry, const wxString& aLibrary, int aUnit,
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int aBodyStyle );
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///< Create a backup copy of a file with requested extension.
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bool backupFile( const wxFileName& aOriginalFile, const wxString& aBackupExt );
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///< Return currently edited symbol.
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LIB_SYMBOL* getTargetSymbol() const;
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///< Return either the library selected in the symbol tree, if context menu is active or
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///< the library that is currently modified.
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wxString getTargetLib() const;
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void centerItemIdleHandler( wxIdleEvent& aEvent );
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/*
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* Return true when the operation has succeeded (all requested libraries have been saved
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* or none was selected and confirmed by OK).
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*
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* @param aRequireConfirmation when true, the user must be asked to confirm.
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*/
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bool saveAllLibraries( bool aRequireConfirmation );
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///< Save the current symbol.
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bool saveCurrentSymbol();
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///< Store the currently modified symbol in the library manager buffer.
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void storeCurrentSymbol();
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///< Rename LIB_SYMBOL aliases to avoid conflicts before adding a symbol to a library.
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void ensureUniqueName( LIB_SYMBOL* aSymbol, const wxString& aLibrary );
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enum TABLE_SCOPE
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{
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GLOBAL_LIB_TABLE,
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PROJECT_LIB_TABLE
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};
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/**
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* Add \a aLibFile to the symbol library table defined by \a aScope.
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*
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* @note The library defined by \a aLibFile must be a KiCad (s-expression) library.
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*
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* @param aLibFile is the full path and file name of the symbol library to add to the table.
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* @param aScope defines if \a aLibFile is added to the global or project library table.
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* @return true if successful or false if a failure occurs.
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*/
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bool addLibTableEntry( const wxString& aLibFile, TABLE_SCOPE aScope = GLOBAL_LIB_TABLE );
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/**
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* Replace the file path of the symbol library table entry \a aLibNickname with \a aLibFile.
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*
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* @note The library defined by \a aLibFile must be a KiCad (s-expression) library.
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*
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* @param aLibNickmane is the nickname of an existing library table entry.
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* @param aLibFile is the full path and file name of the symbol library to replace in the
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* table.
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* @return true if successful or false if a failure occurs.
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*/
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bool replaceLibTableEntry( const wxString& aLibNickname, const wxString& aLibFile );
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DECLARE_EVENT_TABLE()
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public:
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/**
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* Set to true to synchronize pins at the same position when editing symbols with multiple
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* units or multiple body styles. Deleting or moving pins will affect all pins at the same
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* location.
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* When units are interchangeable, synchronizing editing of pins is usually the best way,
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* because if units are interchangeable, it implies that all similar pins are at the same
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* location.
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* When units are not interchangeable, do not synchronize editing of pins, because each symbol
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* is specific, and there are no (or few) similar pins between units.
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*
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* Setting this to false allows editing each pin per symbol or body style regardless other
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* pins at the same location. This requires the user to open each symbol or body style to make
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* changes to the other pins at the same location.
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*
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* To know if others pins must be coupled when editing a pin, use SynchronizePins() instead
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* of m_syncPinEdit, because SynchronizePins() is more reliable (takes in account the fact
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* units are interchangeable, there are more than one unit).
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*
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* @todo Determine why this member variable is public when all the rest are private and
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* either make it private or document why it needs to be public.
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*/
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bool m_SyncPinEdit;
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private:
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///< Helper screen used when no symbol is loaded
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SCH_SCREEN* m_dummyScreen;
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LIB_SYMBOL* m_symbol; // a symbol I own, it is not in any library, but a
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// copy could be.
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wxComboBox* m_unitSelectBox; // a ComboBox to select a unit to edit (if the
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// symbol has multiple units)
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SYMBOL_TREE_PANE* m_treePane; // symbol search tree widget
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LIB_SYMBOL_LIBRARY_MANAGER* m_libMgr; // manager taking care of temporary modifications
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SYMBOL_EDITOR_SETTINGS* m_settings; // Handle to the settings
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LIB_ID m_centerItemOnIdle;
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// The unit number to edit and show
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int m_unit;
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// Show the normal shape (m_bodyStyle <= 1) or the DeMorgan converted shape (m_bodyStyle > 1)
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int m_bodyStyle;
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///< Flag if the symbol being edited was loaded directly from a schematic.
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bool m_isSymbolFromSchematic;
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KIID m_schematicSymbolUUID;
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///< RefDes of the symbol (only valid if symbol was loaded from schematic)
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wxString m_reference;
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// True to force DeMorgan/normal tools selection enabled.
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// They are enabled when the loaded symbol has graphic items for converted shape
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// But under some circumstances (New symbol created) these tools must left enabled
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static bool m_showDeMorgan;
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};
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#endif // SYMBOL_EDIT_FRAME_H
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