kicad/include/view/view_controls.h

389 lines
12 KiB
C++

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