kicad/include/view/view_controls.h

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13 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) 2013-2019 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
*
*/
/**
* @file view_controls.h
* @brief VIEW_CONTROLS class definition.
*/
#ifndef __VIEW_CONTROLS_H
#define __VIEW_CONTROLS_H
#include <math/box2.h>
namespace KIGFX
{
class VIEW;
///> Action to perform when the mouse is dragged
enum class MOUSE_DRAG_ACTION
{
SELECT,
ZOOM,
PAN,
NONE
};
///> Structure to keep VIEW_CONTROLS settings for easy store/restore operations
struct VC_SETTINGS
{
VC_SETTINGS()
{
Reset();
}
///> Restores 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 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;
///> What drag action to perform when the middle button is pressed
MOUSE_DRAG_ACTION m_dragMiddle;
///> What drag action to perform when the right button is pressed
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;
};
/**
* VIEW_CONTROLS
* is an interface for classes handling user events controlling the view behaviour
* (such as zooming, panning, mouse grab, etc.)
*/
class VIEW_CONTROLS
{
public:
VIEW_CONTROLS( VIEW* aView ) :
m_view( aView ), m_cursorWarped( false )
{
}
virtual ~VIEW_CONTROLS()
{
}
/**
* Function SetSnapping()
* Enables/disables snapping cursor to grid.
*
* @param aEnabled says whether the opion should be enabled or disabled.
*/
virtual void SetSnapping( bool aEnabled )
{
m_settings.m_snappingEnabled = aEnabled;
}
/**
* @return the current state of the snapping cursor to grid.
*/
virtual bool GetSnappingState()
{
return m_settings.m_snappingEnabled;
}
/**
* Function SetGrabMouse
* Turns 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;
}
/**
* Function SetAutoPan
* Turns 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;
}
/**
* Function EnableAutoPan
* Turns 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;
}
/**
* Function SetAutoPanSpeed()
* Sets speed of autopanning.
* @param aSpeed is a new speed for autopanning.
*/
virtual void SetAutoPanSpeed( float aSpeed )
{
m_settings.m_autoPanSpeed = aSpeed;
}
/**
* Function SetAutoPanSpeed()
* Sets speed of autopanning.
* @param aSpeed is a new speed for autopanning.
*/
virtual void SetAutoPanAcceleration( float aAcceleration )
{
m_settings.m_autoPanAcceleration = aAcceleration;
}
/**
* Function SetAutoPanMArgin()
* Sets 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;
}
/**
* Function GetMousePosition()
* Returns the current mouse pointer position. Note, that it may be
* different from the cursor position if snapping is enabled (@see GetCursorPosition()).
*
* @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;
/**
* Returns the current cursor position in world coordinates. Note, that it may be
* different from the mouse pointer position if snapping is enabled or cursor position
* is forced to a specific point.
*
* @return The current cursor position in world coordinates.
*/
VECTOR2D GetCursorPosition() const
{
return GetCursorPosition( m_settings.m_snappingEnabled );
}
/**
* Returns the current cursor position in world coordinates - ingoring the cursorUp
* position force mode.
*
* @return The current cursor position in world coordinates.
*/
virtual VECTOR2D GetRawCursorPosition( bool aSnappingEnabled = true ) const = 0;
/**
* Returns the current cursor position in world coordinates. Note, that it may be
* different from the mouse pointer position if snapping is enabled or cursor position
* is forced to a specific point.
*
* @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;
/**
* Function ForceCursorPosition()
* Places the cursor immediately at a given point. Mouse movement is ignored.
* @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;
}
/**
* Moves 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.
* @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;
/**
* Moves the graphic crosshair cursor to the requested position expressed in world coordinates.
* @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;
/**
* Function ForcedCursorPosition()
* Returns true if the current cursor position is forced to a specific location, ignoring
* the mouse cursor position.
*/
bool ForcedCursorPosition() const
{
return m_settings.m_forceCursorPosition;
}
/**
* Function ShowCursor()
* Enables or disables display of cursor.
* @param aEnabled decides if the cursor should be shown.
*/
virtual void ShowCursor( bool aEnabled );
/**
* Function IsCursorShown()
* Returns true when cursor is visible.
* @return True if cursor is visible.
*/
bool IsCursorShown() const;
/**
* Function CaptureCursor()
* Forces 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;
}
/**
* Function IsCursorPositionForced()
* Returns true if the cursor position is set by one of the tools. Forced cursor position
* means it does not react to mouse movement.
*/
inline bool IsCursorPositionForced() const
{
return m_settings.m_forceCursorPosition;
}
/**
* Function WarpCursor()
* If enabled (@see SetEnableCursorWarping(), warps the cursor to the specified position,
* expressed either in the screen coordinates or the world coordinates.
* @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 WarpCursor( const VECTOR2D& aPosition, bool aWorldCoordinates = false,
bool aWarpView = false ) = 0;
/**
* Function EnableCursorWarping()
* Enables or disables warping the cursor.
* @param aEnable is true if the cursor is allowed to be warped.
*/
void EnableCursorWarping( bool aEnable )
{
m_settings.m_warpCursor = aEnable;
}
/**
* Function IsCursorWarpingEnabled()
* @return the current setting for cursor warping.
*/
bool IsCursorWarpingEnabled() const
{
return m_settings.m_warpCursor;
}
/**
* Function CenterOnCursor()
* Sets the viewport center to the current cursor position and warps the cursor to the
* screen center.
*/
virtual void CenterOnCursor() const = 0;
/**
* Function Reset()
* Restores the default VIEW_CONTROLS settings.
*/
virtual void Reset();
///> Returns the current VIEW_CONTROLS settings
const VC_SETTINGS& GetSettings() const
{
return m_settings;
}
///> Applies 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