392 lines
12 KiB
C++
392 lines
12 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) 2012 Torsten Hueter, torstenhtr <at> gmx.de
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* Copyright (C) 2013 CERN
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* Copyright (C) 2013-2021 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* @author Tomasz Wlostowski <tomasz.wlostowski@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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*/
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#ifndef __VIEW_CONTROLS_H
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#define __VIEW_CONTROLS_H
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#include <math/box2.h>
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#include <settings/common_settings.h>
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namespace KIGFX
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{
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class VIEW;
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///< Structure to keep VIEW_CONTROLS settings for easy store/restore operations
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struct VC_SETTINGS
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{
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VC_SETTINGS()
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{
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Reset();
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}
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///< Restore the default settings.
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void Reset();
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///< Flag determining the cursor visibility.
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bool m_showCursor;
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///< Forced cursor position (world coordinates).
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VECTOR2D m_forcedPosition;
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///< Is the forced cursor position enabled.
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bool m_forceCursorPosition;
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///< Should the cursor be locked within the parent window area.
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bool m_cursorCaptured;
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///< Should the cursor snap to grid or move freely.
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bool m_snappingEnabled;
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///< Flag for grabbing the mouse cursor.
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bool m_grabMouse;
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///< Flag for automatic focus switching between Schematic and PCB editors.
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bool m_focusFollowSchPcb;
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///< Flag for turning on autopanning.
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bool m_autoPanEnabled;
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///< Flag for turning on autopanning.
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bool m_autoPanSettingEnabled;
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///< Distance from cursor to VIEW edge when panning is active.
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float m_autoPanMargin;
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///< How fast is panning when in auto mode.
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float m_autoPanSpeed;
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///< How fast does panning accelerate when approaching the window boundary.
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float m_autoPanAcceleration;
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///< If the cursor is allowed to be warped.
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bool m_warpCursor;
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///< Enable horizontal panning with the horizontal scroll/trackpad input.
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bool m_horizontalPan;
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///< Enable the accelerating zoom controller.
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bool m_zoomAcceleration;
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///< Zoom speed for the non-accelerating zoom controller.
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int m_zoomSpeed;
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///< When true, ignore zoom_speed and pick a platform-specific default.
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bool m_zoomSpeedAuto;
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///< What modifier key to enable zoom with the (vertical) scroll wheel.
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int m_scrollModifierZoom;
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///< What modifier key to enable horizontal pan with the (vertical) scroll wheel.
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int m_scrollModifierPanH;
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///< What modifier key to enable vertical with the (vertical) scroll wheel.
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int m_scrollModifierPanV;
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MOUSE_DRAG_ACTION m_dragLeft;
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MOUSE_DRAG_ACTION m_dragMiddle;
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MOUSE_DRAG_ACTION m_dragRight;
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///< Is last cursor motion event coming from keyboard arrow cursor motion action.
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bool m_lastKeyboardCursorPositionValid;
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///< ACTIONS::CURSOR_UP, ACTIONS::CURSOR_DOWN, etc.
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long m_lastKeyboardCursorCommand;
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///< Position of the above event.
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VECTOR2D m_lastKeyboardCursorPosition;
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///< Wether to invert the scroll wheel movement for horizontal pan
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bool m_scrollReversePanH;
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};
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/**
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* An interface for classes handling user events controlling the view behavior such as
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* zooming, panning, mouse grab, etc.
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*/
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class VIEW_CONTROLS
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{
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public:
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VIEW_CONTROLS( VIEW* aView ) :
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m_view( aView ), m_cursorWarped( false )
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{
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}
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virtual ~VIEW_CONTROLS()
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{
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}
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/**
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* Turn on/off mouse grabbing.
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* When the mouse is grabbed, it cannot go outside the VIEW.
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*
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* @param aEnabled tells if mouse should be grabbed or not.
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*/
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virtual void SetGrabMouse( bool aEnabled )
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{
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m_settings.m_grabMouse = aEnabled;
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}
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/**
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* Turn on/off auto panning (this feature is used when there is a tool active (eg. drawing a
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* track) and user moves mouse to the VIEW edge - then the view can be translated or not).
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*
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* @param aEnabled tells if the autopanning should be active.
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*/
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virtual void SetAutoPan( bool aEnabled )
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{
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m_settings.m_autoPanEnabled = aEnabled;
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}
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/**
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* Turn on/off auto panning (user setting to disable it entirely).
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*
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* @param aEnabled tells if the autopanning should be enabled.
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*/
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virtual void EnableAutoPan( bool aEnabled )
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{
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m_settings.m_autoPanSettingEnabled = aEnabled;
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}
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/**
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* Set the speed of autopanning.
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*
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* @param aSpeed is a new speed for autopanning.
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*/
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virtual void SetAutoPanSpeed( float aSpeed )
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{
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m_settings.m_autoPanSpeed = aSpeed;
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}
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/**
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* Set the speed of autopanning.
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*
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* @param aSpeed is a new speed for autopanning.
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*/
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virtual void SetAutoPanAcceleration( float aAcceleration )
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{
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m_settings.m_autoPanAcceleration = aAcceleration;
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}
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/**
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* Set the margin for autopanning (ie. the area when autopanning becomes active).
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*
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* @param aMargin is a new margin for autopanning.
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*/
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virtual void SetAutoPanMargin( float aMargin )
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{
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m_settings.m_autoPanMargin = aMargin;
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}
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virtual void PinCursorInsideNonAutoscrollArea( bool aWarpMouseCursor ) = 0;
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/**
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* Return the current mouse pointer position.
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*
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* @note The position may be different from the cursor position if snapping is
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* enabled (@see GetCursorPosition()).
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*
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* @note The position is clamped if outside of coordinates representation limits.
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*
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* @param aWorldCoordinates if true, the result is given in world coordinates, otherwise
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* it is given in screen coordinates.
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* @return The current mouse pointer position in either world or screen coordinates.
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*/
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virtual VECTOR2D GetMousePosition( bool aWorldCoordinates = true ) const = 0;
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/**
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* Return the current cursor position in world coordinates.
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*
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* @note The position may be different from the mouse pointer position if snapping is
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* enabled or cursor position is forced to a specific point.
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*
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* @note The position is clamped if outside of coordinates representation limits.
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*
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* @return The current cursor position in world coordinates.
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*/
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VECTOR2D GetCursorPosition() const
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{
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return GetCursorPosition( m_settings.m_snappingEnabled );
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}
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/**
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* Return the current cursor position in world coordinates ignoring the cursorUp
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* position force mode.
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*
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* @return The current cursor position in world coordinates.
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*/
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virtual VECTOR2D GetRawCursorPosition( bool aSnappingEnabled = true ) const = 0;
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/**
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* Return the current cursor position in world coordinates.
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*
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* @note The position may be different from the mouse pointer position if snapping is
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* enabled or cursor position is forced to a specific point.
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*
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* @note The position is clamped if outside of coordinates representation limits.
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*
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* @param aEnableSnapping selects whether cursor position should be snapped to the grid.
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* @return The current cursor position in world coordinates.
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*/
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virtual VECTOR2D GetCursorPosition( bool aEnableSnapping ) const = 0;
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/**
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* Place the cursor immediately at a given point. Mouse movement is ignored.
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*
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* @note The position is clamped if outside of coordinates representation limits.
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*
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* @param aEnabled enable forced cursor position
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* @param aPosition the position (world coordinates).
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*/
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virtual void ForceCursorPosition( bool aEnabled, const VECTOR2D& aPosition = VECTOR2D( 0, 0 ) )
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{
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m_settings.m_forceCursorPosition = aEnabled;
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m_settings.m_forcedPosition = aPosition;
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}
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/**
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* Move cursor to the requested position expressed in world coordinates.
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*
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* The position is not forced and will be overridden with the next mouse motion event.
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* Mouse cursor follows the world cursor.
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*
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* @note The position is clamped if outside of coordinates representation limits.
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*
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* @param aPosition is the requested cursor position in the world coordinates.
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* @param aWarpView enables/disables view warp if the cursor is outside the current viewport.
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*/
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virtual void SetCursorPosition( const VECTOR2D& aPosition, bool aWarpView = true,
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bool aTriggeredByArrows = false, long aArrowCommand = 0 ) = 0;
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/**
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* Move the graphic crosshair cursor to the requested position expressed in world coordinates.
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*
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* @note The position is clamped if outside of coordinates representation limits.
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*
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* @param aPosition is the requested cursor position in the world coordinates.
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* @param aWarpView enables/disables view warp if the cursor is outside the current viewport.
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*/
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virtual void SetCrossHairCursorPosition( const VECTOR2D& aPosition, bool aWarpView = true ) = 0;
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/**
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* Enable or disables display of cursor.
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*
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* @param aEnabled decides if the cursor should be shown.
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*/
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virtual void ShowCursor( bool aEnabled );
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/**
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* Return true when cursor is visible.
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*
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* @return True if cursor is visible.
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*/
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bool IsCursorShown() const;
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/**
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* Force the cursor to stay within the drawing panel area.
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*
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* @param aEnabled determines if the cursor should be captured.
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*/
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virtual void CaptureCursor( bool aEnabled )
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{
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m_settings.m_cursorCaptured = aEnabled;
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}
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/**
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* If enabled (@see SetEnableCursorWarping(), warps the cursor to the specified position,
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* expressed either in the screen coordinates or the world coordinates.
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*
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* @note The position is clamped if outside of coordinates representation limits.
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*
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* @param aPosition is the position where the cursor should be warped.
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* @param aWorldCoordinates if true treats aPosition as the world coordinates, otherwise it
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* uses it as the screen coordinates.
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* @param aWarpView determines if the view can be warped too (only matters if the position is
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* specified in the world coordinates and its not visible in the current
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* viewport).
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*/
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virtual void WarpMouseCursor( const VECTOR2D& aPosition, bool aWorldCoordinates = false,
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bool aWarpView = false ) = 0;
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/**
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* Enable or disable warping the cursor.
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*
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* @param aEnable is true if the cursor is allowed to be warped.
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*/
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void EnableCursorWarping( bool aEnable )
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{
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m_settings.m_warpCursor = aEnable;
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}
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/**
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* @return the current setting for cursor warping.
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*/
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bool IsCursorWarpingEnabled() const
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{
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return m_settings.m_warpCursor;
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}
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/**
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* Set the viewport center to the current cursor position and warps the cursor to the
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* screen center.
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*/
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virtual void CenterOnCursor() = 0;
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/**
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* Restore the default VIEW_CONTROLS settings.
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*/
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virtual void Reset();
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///< Return the current VIEW_CONTROLS settings.
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const VC_SETTINGS& GetSettings() const
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{
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return m_settings;
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}
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///< Apply VIEW_CONTROLS settings from an object.
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void ApplySettings( const VC_SETTINGS& aSettings );
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///< Load new settings from program common settings.
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virtual void LoadSettings() {}
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protected:
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///< Pointer to controlled VIEW.
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VIEW* m_view;
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///< Application warped the cursor, not the user (keyboard).
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bool m_cursorWarped;
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///< Current VIEW_CONTROLS settings.
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VC_SETTINGS m_settings;
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};
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} // namespace KIGFX
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#endif
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