480 lines
16 KiB
Markdown
480 lines
16 KiB
Markdown
# Tool Framework #
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This document briefly outlines the structure of the tool system in the
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GAL canvases.
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[TOC]
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# Introduction # {#intro}
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The GAL framework provides a powerful method of easily adding tools to
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KiCad. A GAL "tool" is a class which provides one or more "actions"
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to perform. An action can be a simple one-off action (e.g. "zoom in"
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or "flip object"), or an interactive process (e.g. "manually edit
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polygon points").
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Some examples of tools in the Pcbnew GAL are:
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* The selection tool - the "normal" tool. This tool enters a state where
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items can be added to a list of selected objects, which are then made
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available for other tools to act on.
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(pcbnew/tools/selection_tool.cpp, pcbnew/tools/selection_tool.h)
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* The edit tool - this tool is active when a component is "picked up",
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and tracks the mouse position to allow the user to move a component.
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Aspects of editing (e.g. flip) are also make available for use by
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hotkeys or other tools.
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(pcbnew/tools/edit_tool.cpp,pcbnew/tools/edit_tool.h)
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* The drawing tool - this tool controls the process of drawing graphics
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elements such as line segments and circles.
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(pcbnew/tools/drawing_tool.cpp,pcbnew/tools/drawing_tool.h)
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* The zoom tool - allows the user to zoom in and out
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## Major parts of a tool
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There are two main aspects to tools: the actions and the the tool class.
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### Tool actions
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The `TOOL_ACTION` class acts as a handle for the GAL framework to
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call on actions provided by tools. Generally, every action, interactive
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or not, has a `TOOL_ACTION` instance. This provides:
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* A "name", which is of the format `pcbnew.ToolName.actionName`, which
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is used internally to dispatch the action
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* A "scope", which determines when the tools is available:
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* `AS_CONTEXT`, when the action is specific to a particular tool. For
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example, `pcbnew.InteractiveDrawing.incWidth` increases the width
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of a line while the line is still being drawn.
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* `AS_GLOBAL`, when the tool can always be invoked, by a hotkey, or
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during the execution of a different tool. For example, the zoom
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actions can be accessed from the selection tool's menu during the
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interactive selection process.
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* A "default hotkey", which is used if the user doesn't provide their
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own configuration.
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* A "menu item", which is the (translatable) string shown when this tool
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is accessed from a menu.
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* A "menu description", which is the string shown in the menu item's
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tooltip and provides a more detailed description if needed.
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* An "icon", which is shown in menus and on buttons for the action
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* "Flags" which include:
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* `AF_ACTIVATE` which indicates that the tool enters an active state
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* A parameter, which allows different actions to call the same function
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with different effects, for example "step left" and "step right".
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### The tool class
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GAL tools inherit the `TOOL_BASE` class. A Pcbnew tool will generally
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inherit from `PCB_TOOL`, which is a `TOOL_INTERACTIVE`, which is
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a `TOOL_BASE`. In the future, Eeschema tools will be developed in a similar
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manner.
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The tool class for a tool can be fairly lightweight - much of the
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functionality is inherited from the tool's base classes. These base
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classes provide access to several things, particularly:
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* Access to the `PCB_EDIT_FRAME`, which can be used to modify the
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viewport, set cursors and status bar content, etc.
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* Access to the `TOOL_MANAGER` which can be used to access other tools'
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actions.
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* Access to the `BOARD` object which is used to modify the PCB content.
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* Access to the `KIGFX::VIEW`, which is used to manipulate the GAL canvas.
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The major parts of tool's implementation are the functions used by the
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`TOOL_MANAGER` to set up and manage the tool:
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* Constructor and destructor to establish whatever class members are
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required.
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* The TOOL_BASE class requires a string to be passed for the
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tool name, which normally looks like `pcbnew.ToolName`.
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* `Init()` function (optional), which is commonly used to fill in
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a context menu, either belonging to this tool, or access another
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tool's menu and add items to that. This function is called once, when
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the tool is registered with the tool manager.
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* `Reset()` function, called when the model (e.g. the `BOARD`) is reloaded,
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when the GAL canvas is switched, and also just after tool registration.
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Any resource claimed from the GAL view or the model must be released
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in this function, as they could become invalid.
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* `SetTransitions()` function, which maps tool actions to functions
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within the tool class.
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* One or more functions to call when actions are invoked. Many actions
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can invoke the same function if desired. The functions have the
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following signature:
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* int TOOL_CLASS::FunctionName( const TOOL_EVENT& aEvent )
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* Returning 0 means success.
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* These functions are called by the `TOOL_MANAGER` in case an associated
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event arrives (association is created with TOOL_INTERACTIVE::Go() function).
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* These can generally be private, as they are not called directly
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by any other code, but are invoked by the tool manager's coroutine
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framework according to the `SetTransitions()` map.
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#### Interactive actions
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The action handlers for an interactive actions handle repeated actions
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from the tool manager in a loop, until an action indicating that the
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tool should exit.
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Interactive tools also normally indicate that they are active with
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a cursor change and by setting a status string.
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int TOOL_NAME::someAction( const TOOL_EVENT& aEvent )
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{
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auto& frame = *getEditFrame<PCB_EDIT_FRAME>();
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// set tool hint and cursor (actually looks like a crosshair)
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frame.SetToolID( ID_PCB_SHOW_1_RATSNEST_BUTT,
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wxCURSOR_PENCIL, _( "Select item to move left" ) );
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getViewControls()->ShowCursor( true );
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// activate the tool, now it will be the first one to receive events
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// you can skip this, if you are writing a handler for a single action
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// (e.g. zoom in), opposed to interactive tool that requires further
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// events to operate (e.g. dragging a component)
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Activate();
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// the main event loop
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while( OPT_TOOL_EVENT evt = Wait() )
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{
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if( evt->IsCancel() || evt->IsActivate() )
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{
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// end of interactive tool
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break;
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}
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else if( evt->IsClick( BUT_LEFT ) )
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{
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// do something here
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}
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// other events...
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}
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// reset the PCB frame to how it was when we got it
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frame.SetToolID( ID_NO_TOOL_SELECTED, wxCURSOR_DEFAULT, wxEmptyString );
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getViewControls()->ShowCursor( false );
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return 0;
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}
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### The tool menu
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Top level tools, i.e. tools that the user enters directly, usually
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provide their own context menu. Tools that are called only from other
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tools' interactive modes add their menu items to those tools' menus.
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To use a `TOOL_MENU` in a top level tool, simply add one as a member
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and initialise it with a reference to the tools at construction time:
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TOOL_NAME: public PCB_TOOL
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{
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public:
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TOOL_NAME() :
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PCB_TOOL( "pcbnew.MyNewTool" ),
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m_menu( *this )
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{}
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private:
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TOOL_MENU m_menu;
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}
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You can then add a menu accessor, or provide a custom function to
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allow other tools to add any other actions, or a subset that you
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think appropriate.
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You can then invoke the menu from an interactive tool loop by
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calling `m_menu.ShowContextMenu()`. Clicking on the tool's entry in
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this menu will trigger the action - there is no further action
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needed in your tool's event loop.
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# Tutorial: Adding a new tool
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Without getting too heavily into the details of how the GAL tool framework
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is implemented under the surface, let's look at how you could add a
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brand new tool to Pcbnew. Our tool will have the following (rather
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useless) functions:
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* An interactive tool which will allow the user to select a point,
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choose from the items at that point and then move that item 10mm to
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the left.
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* While in this mode, the context menu will have more options:
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* Use of the "normal" canvas zoom and grid options
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* A non-interactive tool which will add a fixed circle at a fixed point.
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* A way to invoke the non-interactive "unfill all zones" tool from
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the PCB_EDITOR_CONTROL tool.
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## Add tool actions
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The first step is to add tool actions. We will implement two actions
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named:
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* `Pcbnew.UselessTool.MoveItemLeft` - the interactive tool
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* `Pcbnew.UselessTool.FixedCircle` - the non-interactive tool.
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The "unfill tool" already exists with the name
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`pcbnew.EditorControl.zoneUnfillAll`.
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In `pcbnew/tools/common_action.h`, we add the following to the
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`COMMON_ACTION` class, which declares our tools:
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static TOOL_ACTION uselessMoveItemLeft;
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static TOOL_ACTION uselessFixedCircle;
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In `pcbnew/tools/common_action.cpp`, we then define the actions:
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TOOL_ACTION COMMON_ACTIONS::uselessMoveItemLeft(
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"pcbnew.UselessTool.MoveItemLeft",
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AS_GLOBAL, MD_CTRL + MD_SHIFT + int( 'L' ),
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_( "Move item left" ), _( "Select and move item left" ) );
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TOOL_ACTION COMMON_ACTIONS::uselessFixedCircle(
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"pcbnew.UselessTool.FixedCircle",
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AS_GLOBAL, MD_CTRL + MD_SHIFT + int( 'C' ),
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_( "Fixed circle" ), _( "Add a fixed size circle in a fixed place" ),
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add_circle_xpm );
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We have defined hotkeys for each action, and they are both global. This
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means you can use `Shift+Ctrl+L` and `Shift-Ctrl-R` to access each tool
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respectively.
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We defined an icon for one of the tools, which should appear in any
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menu the item is added to.
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We now have two actions defined, but they are not connected to anything.
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We need to define a functions which implement the right actions.
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You can add these to an existing tool (for example `PCB_EDITOR_CONTROL`,
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which deals with many general PCB modification operation like zone
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filling), or you can write a whole new tool to keep things separate
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and give you more scope for adding tool state.
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We will write our own tool to demonstrate the process.
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## Add tool class declaration
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Add a new tool class header `pcbnew/tools/useless_tool.h` containing
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the following class:
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class USELESS_TOOL : public PCB_TOOL
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{
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public:
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USELESS_TOOL();
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~USELESS_TOOL();
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///> React to model/view changes
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void Reset( RESET_REASON aReason ) override;
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///> Basic initalization
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bool Init() override;
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///> Bind handlers to corresponding TOOL_ACTIONs
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void SetTransitions() override;
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private:
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///> 'Move selected left' interactive tool
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int moveLeft( const TOOL_EVENT& aEvent );
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///> Internal function to perform the move left action
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void moveLeftInt();
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///> Add a fixed size circle
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int fixedCircle( const TOOL_EVENT& aEvent );
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///> Menu model displayed by the tool.
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TOOL_MENU m_menu;
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};
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## Implement tool class methods:
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In the `pcbnew/tools/useless_tool.cpp`, implement the required methods.
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In this file, you might also add free function helpers, other classes,
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and so on.
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You will need to add this file to the `pcbnew/CMakeLists.txt` to
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build it.
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Below you will find the contents of useless_tool.cpp:
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#include "useless_tool.h"
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#include <wxPcbStruct.h>
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#include <class_draw_panel_gal.h>
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#include <view/view_controls.h>
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#include <view/view.h>
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#include <tool/tool_manager.h>
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#include <pcbnew_id.h>
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#include <class_board_item.h>
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#include <class_drawsegment.h>
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#include <board_commit.h>
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#include "common_actions.h"
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#include "selection_tool.h"
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USELESS_TOOL::USELESS_TOOL() :
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PCB_TOOL( "pcbnew.UselessTool" ),
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m_menu( *this )
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{
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}
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USELESS_TOOL::~USELESS_TOOL()
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{}
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void USELESS_TOOL::Reset( RESET_REASON aReason )
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{
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}
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bool USELESS_TOOL::Init()
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{
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auto& menu = m_menu.GetMenu();
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// add our own tool's action
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menu.AddItem( COMMON_ACTIONS::uselessFixedCircle);
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// add the PCB_EDITOR_CONTROL's zone unfill all action
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menu.AddItem( COMMON_ACTIONS::zoneUnfillAll);
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// Add standard zoom and grid tool actions
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m_menu.AddStandardSubMenus( *getEditFrame<PCB_BASE_FRAME>() );
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return true;
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}
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void USELESS_TOOL::moveLeftInt()
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{
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// we will call actions on the selection tool to get the current
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// selection. The selection tools will handle item deisambiguation
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SELECTION_TOOL* selectionTool = m_toolMgr->GetTool<SELECTION_TOOL>();
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assert( selectionTool );
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// call the actions
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m_toolMgr->RunAction( COMMON_ACTIONS::selectionClear, true );
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m_toolMgr->RunAction( COMMON_ACTIONS::selectionCursor, true );
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selectionTool->SanitizeSelection();
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const SELECTION& selection = selectionTool->GetSelection();
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// nothing selected, return to event loop
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if( selection.Empty() )
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return;
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// iterate BOARD_ITEM* container, moving each item
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for( auto item : selection )
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{
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item->Move( wxPoint(-5 * IU_PER_MM, 0) );
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}
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}
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int USELESS_TOOL::moveLeft( const TOOL_EVENT& aEvent )
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{
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auto& frame = *getEditFrame<PCB_EDIT_FRAME>();
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// set tool hint and cursor (actually looks like a crosshair)
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frame.SetToolID( ID_PCB_SHOW_1_RATSNEST_BUTT,
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wxCURSOR_PENCIL, _( "Select item to move left" ) );
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getViewControls()->ShowCursor( true );
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Activate();
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// handle tool events for as long as the tool is active
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while( OPT_TOOL_EVENT evt = Wait() )
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{
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if( evt->IsCancel() || evt->IsActivate() )
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{
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// end of interactive tool
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break;
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}
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else if( evt->IsClick( BUT_RIGHT ) )
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{
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m_menu.ShowContextMenu();
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}
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else if( evt->IsClick( BUT_LEFT ) )
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{
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// invoke the main action logic
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moveLeftInt();
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// keep showing the edit cursor
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getViewControls()->ShowCursor( true );
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}
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}
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// reset the PCB frame to how it was we got it
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frame.SetToolID( ID_NO_TOOL_SELECTED, wxCURSOR_DEFAULT, wxEmptyString );
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getViewControls()->ShowCursor( false );
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// exit action
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return 0;
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}
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int USELESS_TOOL::fixedCircle( const TOOL_EVENT& aEvent )
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{
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auto& frame = *getEditFrame<PCB_EDIT_FRAME>();
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// new circle to add (ideally use a smart pointer)
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DRAWSEGMENT* circle = new DRAWSEGMENT;
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// Set the circle attributes
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circle->SetShape( S_CIRCLE );
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circle->SetWidth( 5 * IU_PER_MM );
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circle->SetStart( wxPoint( 50 * IU_PER_MM, 50 * IU_PER_MM ) );
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circle->SetEnd( wxPoint( 80 * IU_PER_MM, 80 * IU_PER_MM ) );
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circle->SetLayer( LAYER_ID::F_SilkS );
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// commit the circle to the BOARD
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BOARD_COMMIT commit( &frame );
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commit.Add( circle );
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commit.Push( _( "Draw a circle" ) );
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return 0;
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}
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void USELESS_TOOL::SetTransitions()
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{
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Go( &USELESS_TOOL::fixedCircle, COMMON_ACTIONS::uselessFixedCircle.MakeEvent() );
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Go( &USELESS_TOOL::moveLeft, COMMON_ACTIONS::uselessMoveItemLeft.MakeEvent() );
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}
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## Register the tool
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The last step is to register the tool in the tool manager.
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This is done by adding a new instance of the tool to the
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`registerAllTools()` function in `pcbnew/tools/tools_common.cpp`.
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// add your tool header
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#include <tools/useless_tool.h>
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void registerAllTools( TOOL_MANAGER *aToolManager )
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{
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....
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aToolManager->RegisterTool( new USELESS_TOOL );
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....
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}
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## Build and run
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When this is all done, you should have modified the following files:
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* `pcbnew/tools/common_actions.h` - action declarations
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* `pcbnew/tools/common_actions.cpp` - action definitions
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* `pcbnew/tools/useless_tool.h` - your tool header
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* `pcbnew/tools/useless_tool.cpp` - your tool implementation
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* `pcbnew/tools/tools_common.cpp` - registration of your tool
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* `pcbnew/CMakeLists.txt` - for building the new .cpp files
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When you run Pcbnew, you should be able to press `Shift+Ctrl+L` to
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enter the "move item left" tool - the cursor will change to a crosshair
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and "Select item to move left" appears in the bottom right corner.
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When you right-click, you get a menu, which contains an entry for
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our "create fixed circle" tool and one for the existing "unfill all
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zones" tool which we added to the menu. You can also use `Shift+Ctrl+R`
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to access the fixed circle action.
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Congratulations, you have just created your first KiCad tool!
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