200 lines
6.4 KiB
C++
200 lines
6.4 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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* Copyright (C) 2020 KiCad Developers, see AUTHORS.txt for contributors.
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*
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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 ACTION_MANAGER_H_
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#define ACTION_MANAGER_H_
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#include <list>
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#include <map>
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#include <string>
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#include <set>
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#include <tool/selection_conditions.h>
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class TOOL_BASE;
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class TOOL_MANAGER;
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class TOOL_ACTION;
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/**
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* Functors that can be used to figure out how the action controls should be displayed in the UI
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* and if an action should be enabled given the current selection.
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*
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* @note @c checkCondition is also used for determining the state of a toggled toolbar item
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* (the item is toggled when the condition is true).
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*/
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struct ACTION_CONDITIONS
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{
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ACTION_CONDITIONS()
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{
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checkCondition = SELECTION_CONDITIONS::ShowNever; // Never check by default
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enableCondition = SELECTION_CONDITIONS::ShowAlways; // Always enable by default
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showCondition = SELECTION_CONDITIONS::ShowAlways; // Always show by default
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}
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ACTION_CONDITIONS& Check( const SELECTION_CONDITION& aCondition )
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{
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checkCondition = aCondition;
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return *this;
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}
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ACTION_CONDITIONS& Enable( const SELECTION_CONDITION& aCondition )
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{
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enableCondition = aCondition;
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return *this;
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}
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ACTION_CONDITIONS& Show( const SELECTION_CONDITION& aCondition )
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{
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showCondition = aCondition;
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return *this;
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}
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SELECTION_CONDITION checkCondition; ///< Returns true if the UI control should be checked
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SELECTION_CONDITION enableCondition; ///< Returns true if the UI control should be enabled
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SELECTION_CONDITION showCondition; ///< Returns true if the UI control should be shown
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};
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/**
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* Manage #TOOL_ACTION objects.
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*
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* Registering them and allows one to run them using associated hot keys, names or ids.
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*/
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class ACTION_MANAGER
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{
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public:
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/**
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* @param aToolManager is a tool manager instance that is used to pass events to tools.
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*/
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ACTION_MANAGER( TOOL_MANAGER* aToolManager );
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/**
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* Unregister every registered action.
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*/
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~ACTION_MANAGER();
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/**
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* Add a tool action to the manager and sets it up. After that it is possible to invoke
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* the action using hotkeys or sending a command event with its name.
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*
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* @param aAction: action to be added. Ownership is not transferred.
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*/
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void RegisterAction( TOOL_ACTION* aAction );
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/**
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* Generate an unique ID from for an action with given name.
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*/
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static int MakeActionId( const std::string& aActionName );
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/**
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* Get a list of currently-registered actions mapped by their name.
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*/
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const std::map<std::string, TOOL_ACTION*>& GetActions() const;
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/**
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* Find an action with a given name (if there is one available).
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*
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* @param aActionName is the searched action.
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* @return Pointer to a TOOL_ACTION object or NULL if there is no such action.
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*/
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TOOL_ACTION* FindAction( const std::string& aActionName ) const;
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/**
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* Run an action associated with a hotkey (if there is one available).
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*
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* @param aHotKey is the hotkey to be handled.
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* @return True if there was an action associated with the hotkey, false otherwise.
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*/
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bool RunHotKey( int aHotKey ) const;
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/**
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* Return the hot key associated with a given action or 0 if there is none.
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*
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* @param aAction is the queried action.
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*/
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int GetHotKey( const TOOL_ACTION& aAction ) const;
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/**
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* Optionally read the hotkey config files and then rebuilds the internal hotkey maps.
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*/
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void UpdateHotKeys( bool aFullUpdate );
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/**
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* Return list of TOOL_ACTIONs.
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*
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* #TOOL_ACTIONs add themselves to the list upon their creation.
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*
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* @return List of TOOL_ACTIONs.
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*/
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static std::list<TOOL_ACTION*>& GetActionList()
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{
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static std::list<TOOL_ACTION*> actionList;
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return actionList;
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}
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/**
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* Set the conditions the UI elements for activating a specific tool action should use
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* for determining the current UI state (e.g. checked, enabled, shown)
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*
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* @param aAction is the tool action using these conditions.
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* @param aConditions are the conditions to use for the action.
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*/
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void SetConditions( const TOOL_ACTION& aAction, const ACTION_CONDITIONS& aConditions );
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/**
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* Get the conditions to use for a specific tool action.
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*
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* @param aAction is the tool action.
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* @return the action conditions, returns nullptr if no conditions are registered.
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*/
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const ACTION_CONDITIONS* GetCondition( const TOOL_ACTION& aAction ) const;
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private:
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// Resolve a hotkey by applying legacy and current settings over the action's
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// default hotkey.
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int processHotKey( TOOL_ACTION* aAction, const std::map<std::string, int>& aLegacyMap,
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const std::map<std::string, int>& aHotKeyMap );
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///< Tool manager needed to run actions
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TOOL_MANAGER* m_toolMgr;
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///< Map for indexing actions by their names
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std::map<std::string, TOOL_ACTION*> m_actionNameIndex;
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///< Map for indexing actions by their hotkeys
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typedef std::map<int, std::list<TOOL_ACTION*> > HOTKEY_LIST;
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HOTKEY_LIST m_actionHotKeys;
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///< Quick action<->hot key lookup
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std::map<int, int> m_hotkeys;
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/// Map the command ID that wx uses for the action to the UI conditions for the
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/// menu/toolbar items
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std::map<int, ACTION_CONDITIONS> m_uiConditions;
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};
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#endif /* ACTION_MANAGER_H_ */
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