kicad/include/kiway_player.h

277 lines
9.7 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2014 SoftPLC Corporation, Dick Hollenbeck <dick@softplc.com>
* Copyright (C) 2017-2023 KiCad Developers, see change_log.txt for contributors.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifndef KIWAY_PLAYER_H_
#define KIWAY_PLAYER_H_
#include <wx/frame.h>
#include <vector>
#include <kiway_holder.h>
#include <eda_base_frame.h>
class KIWAY;
class PROJECT;
struct KIFACE;
class KIFACE_BASE;
class TOOL_MANAGER;
class KIWAY_EXPRESS;
#define WX_EVENT_LOOP wxGUIEventLoop
class WX_EVENT_LOOP;
class wxSocketServer;
class wxSocketBase;
class wxSocketEvent;
class wxCmdLineParser;
/**
* A wxFrame capable of the OpenProjectFiles function, meaning it can load a portion of
* a KiCad project.
*
* Because this class provides a dummy implementation,it is not a certainty that all
* classes which inherit from this class intend to participate in a #KIWAY. Those that
* do must actually interact with the provided #KIWAY.
*
* #EDA_BASE_FRAME would not have sufficed because #BM2CMP_FRAME_BASE is not derived
* from it.
*/
#ifdef SWIG
class KIWAY_PLAYER : public wxFrame, public KIWAY_HOLDER
#else
class KIWAY_PLAYER : public EDA_BASE_FRAME
#endif
{
public:
KIWAY_PLAYER( KIWAY* aKiway, wxWindow* aParent, FRAME_T aFrameType,
const wxString& aTitle, const wxPoint& aPos, const wxSize& aSize,
long aStyle, const wxString& aFrameName, const EDA_IU_SCALE& aIuScale );
~KIWAY_PLAYER() throw();
// For the aCtl argument of OpenProjectFiles()
#define KICTL_EAGLE_BRD (1<<0) ///< chosen *.brd file is Eagle according to user.
#define KICTL_CREATE (1<<1) ///< caller thinks requested project files may not exist.
#define KICTL_IMPORT_LIB (1<<2) ///< import all footprints into a project library.
/**
* Open a project or set of files given by @a aFileList.
*
* This is generalized in the direction of worst case. In a typical case @a aFileList
* will only hold a single file, like "myboard.kicad_pcb" because any #KIWAY_PLAYER
* is only in one #KIWAY and the #KIWAY owns the #PROJECT. Therefore opening files
* from multiple projects into the same #KIWAY_PLAYER is precluded.
*
* Each derived class should handle this in a way specific to its needs. No filename
* prompting is done inside here for any file or project. There should be no need to
* call this with \a aFileList which is empty. However, calling it with a single
* filename which does not exist should indicate to the implementer that a new session
* is being started and that the given name is the desired name for the data file at
* time of save.
*
* This function does not support "appending". Use a different function for that. Any
* prior project data tree should be cleared before loading the new stuff. Therefore,
* one of the first things an implementation should do is test for existence of the first
* file in the list, and if it does not exist, treat it as a new session, possibly with
* a UI notification to that effect.
*
* After loading the window should update its Title as part of this operation. If the
* #KIWAY_PLAYER needs to, it can load the *.pro file as part of this operation.
*
* If the KIWAY_PLAYER cannot load any of the file(s) in the list, then it should say
* why through some GUI interface, and return false.
*
* @param aFileList includes files that this frame should open according to the knowledge
* in the derived wxFrame. In almost every case, the list will have only
* a single file in it.
* @param aCtl is a set of bit flags ORed together from the set of KICTL_* \#defined above.
* @return true if all requested files were opened OK, else false.
*/
virtual bool OpenProjectFiles( const std::vector<wxString>& aFileList, int aCtl = 0 )
{
// overload me for your wxFrame type.
// Any overload should probably do this also:
// Prj().MaybeLoadProjectSettings();
// Then update the window title.
return false;
}
/**
* Show this wxFrame as if it were a modal dialog, with all other instantiated wxFrames
* disabled until this #KIWAY_PLAYER derivative calls DismissModal().
*
* This is behavior is similar to a modal dialog window. Not all KIWAY_PLAYERs use this
* interface, so don't call this unless the implementation knows how to call DismissModal()
* on a button click or double click or some special event which ends the modal behavior.
*
* @param aResult if not NULL, indicates a place to put a resultant string.
* @param aResultantFocusWindow if not NULL, indicates what window to pass focus to on return.
* @return true if frame implementation called KIWAY_PLAYER::DismissModal() with aRetVal
* of true.
*/
virtual bool ShowModal( wxString* aResult = nullptr,
wxWindow* aResultantFocusWindow = nullptr );
/**
* Receive #KIWAY_EXPRESS messages from other players.
*
* Override it in derived classes.
*/
virtual void KiwayMailIn( KIWAY_EXPRESS& aEvent );
/**
* Our version of Destroy() which is virtual from wxWidgets.
*/
bool Destroy() override;
bool IsModal() const override { return m_modal; }
void SetModal( bool aIsModal ) { m_modal = aIsModal; }
/**
* @return false only if both the frame is acting in modal mode and it has not been
* dismissed yet with DismissModal(). True if the dialog is not modal or if
* it is modal and has been dismissed.
*/
bool IsDismissed();
void DismissModal( bool aRetVal, const wxString& aResult = wxEmptyString );
/* interprocess communication */
void CreateServer( int service, bool local = true );
void OnSockRequest( wxSocketEvent& evt );
void OnSockRequestServer( wxSocketEvent& evt );
/**
* Execute a remote command sent via socket (to port KICAD_PCB_PORT_SERVICE_NUMBER,
* currently 4242).
*
* Subclasses should override to implement actual command handlers.
*/
virtual void ExecuteRemoteCommand( const char* cmdline ){}
private:
friend class BM2CMP_FRAME_BASE;
friend class SIMULATOR_FRAME_BASE;
/// Don't use this one, only wxformbuilder uses it, and it must be augmented with correcting
/// m_ident and calling a SetKiway() early in derived constructor.
KIWAY_PLAYER( wxWindow* aParent, wxWindowID aId, const wxString& aTitle,
const wxPoint& aPos, const wxSize& aSize, long aStyle,
const wxString& aWdoName = wxFrameNameStr );
protected:
/// event handler, routes to derivative specific virtual KiwayMailIn()
void kiway_express( KIWAY_EXPRESS& aEvent );
/**
* An event handler called on a language menu selection.
*/
void language_change( wxCommandEvent& event );
// variables for modal behavior support, only used by a few derivatives.
bool m_modal; // true if frame is intended to be modal, not modeless
///< Points to nested event_loop. NULL means not modal and dismissed.
WX_EVENT_LOOP* m_modal_loop;
wxWindow* m_modal_resultant_parent; // the window caller in modal mode
wxString m_modal_string;
bool m_modal_ret_val; // true if a selection was made
wxSocketServer* m_socketServer;
std::vector<wxSocketBase*> m_sockets; ///< interprocess communication
#ifndef SWIG
DECLARE_EVENT_TABLE()
#endif
};
// pseudo code for OpenProjectFiles
#if 0
bool OpenProjectFiles( const std::vector<wxString>& aFileList, int aCtl = 0 )
{
if( aFileList.size() != 1 )
{
complain via UI.
return false
}
assert( aFileList[0] is absolute ) // bug in single_top.cpp or project manager.
if( !Pgm().LockFile( fullFileName ) )
{
DisplayError( this, _( "This file is already open." ) );
return false;
}
if current open project files have been modified
{
ask if user wants to save them and if yes save.
}
unload any currently open project files.
Prj().SetProjectFullName( )
if( aFileList[0] does not exist )
{
notify user file does not exist and ask if he wants to create it
if( yes )
{
create empty project file(s)
mark file as modified.
use the default project config file.
}
else
return false
}
else
{
load aFileList[0]
use the project config file for project given by aFileList[0]s full path.
}
UpdateFileHistory( g_RootSheet->GetScreen()->GetFileName() );
/* done in ReDraw typically:
UpdateTitle();
*/
show contents.
}
#endif
#endif // KIWAY_PLAYER_H_