kicad/include/tool/action_manager.h

208 lines
6.7 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2013 CERN
* Copyright (C) 2020 KiCad Developers, see AUTHORS.txt for contributors.
*
* @author Maciej Suminski <maciej.suminski@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 ACTION_MANAGER_H_
#define ACTION_MANAGER_H_
#include <list>
#include <map>
#include <string>
#include <set>
#include <tool/selection_conditions.h>
class TOOL_BASE;
class TOOL_MANAGER;
class TOOL_ACTION;
/**
* Functors that can be used to figure out how the action controls should be displayed in the UI
* and if an action should be enabled given the current selection.
*
* @note @c checkCondition is also used for determining the state of a toggled toolbar item
* (the item is toggled when the condition is true).
*/
struct ACTION_CONDITIONS
{
ACTION_CONDITIONS()
{
checkCondition = SELECTION_CONDITIONS::ShowNever; // Never check by default
enableCondition = SELECTION_CONDITIONS::ShowAlways; // Always enable by default
showCondition = SELECTION_CONDITIONS::ShowAlways; // Always show by default
}
ACTION_CONDITIONS& Check( const SELECTION_CONDITION& aCondition )
{
checkCondition = aCondition;
return *this;
}
ACTION_CONDITIONS& Enable( const SELECTION_CONDITION& aCondition )
{
enableCondition = aCondition;
return *this;
}
ACTION_CONDITIONS& Show( const SELECTION_CONDITION& aCondition )
{
showCondition = aCondition;
return *this;
}
SELECTION_CONDITION checkCondition; ///< Returns true if the UI control should be checked
SELECTION_CONDITION enableCondition; ///< Returns true if the UI control should be enabled
SELECTION_CONDITION showCondition; ///< Returns true if the UI control should be shown
};
/**
* Manage #TOOL_ACTION objects.
*
* Registering them and allows one to run them using associated hot keys, names or ids.
*/
class ACTION_MANAGER
{
public:
/**
* @param aToolManager is a tool manager instance that is used to pass events to tools.
*/
ACTION_MANAGER( TOOL_MANAGER* aToolManager );
/**
* Unregister every registered action.
*/
~ACTION_MANAGER();
/**
* Add a tool action to the manager and sets it up. After that it is possible to invoke
* the action using hotkeys or sending a command event with its name.
*
* @param aAction: action to be added. Ownership is not transferred.
*/
void RegisterAction( TOOL_ACTION* aAction );
/**
* Generate an unique ID from for an action with given name.
*/
static int MakeActionId( const std::string& aActionName );
/**
* Get a list of currently-registered actions mapped by their name.
*/
const std::map<std::string, TOOL_ACTION*>& GetActions() const;
/**
* Test if a UI ID corresponds to an action ID in our system.
*/
bool IsActionUIId( int aId ) const;
/**
* Find an action with a given name (if there is one available).
*
* @param aActionName is the searched action.
* @return Pointer to a TOOL_ACTION object or NULL if there is no such action.
*/
TOOL_ACTION* FindAction( const std::string& aActionName ) const;
/**
* Run an action associated with a hotkey (if there is one available).
*
* @param aHotKey is the hotkey to be handled.
* @return True if there was an action associated with the hotkey, false otherwise.
*/
bool RunHotKey( int aHotKey ) const;
/**
* Return the hot key associated with a given action or 0 if there is none.
*
* @param aAction is the queried action.
*/
int GetHotKey( const TOOL_ACTION& aAction ) const;
/**
* Optionally read the hotkey config files and then rebuilds the internal hotkey maps.
*/
void UpdateHotKeys( bool aFullUpdate );
/**
* Return list of TOOL_ACTIONs.
*
* #TOOL_ACTIONs add themselves to the list upon their creation.
*
* @return List of TOOL_ACTIONs.
*/
static std::list<TOOL_ACTION*>& GetActionList()
{
static std::list<TOOL_ACTION*> actionList;
return actionList;
}
/**
* Set the conditions the UI elements for activating a specific tool action should use
* for determining the current UI state (e.g. checked, enabled, shown)
*
* @param aAction is the tool action using these conditions.
* @param aConditions are the conditions to use for the action.
*/
void SetConditions( const TOOL_ACTION& aAction, const ACTION_CONDITIONS& aConditions );
/**
* Get the conditions to use for a specific tool action.
*
* @param aAction is the tool action.
* @return the action conditions, returns nullptr if no conditions are registered.
*/
const ACTION_CONDITIONS* GetCondition( const TOOL_ACTION& aAction ) const;
private:
// Resolve a hotkey by applying legacy and current settings over the action's
// default hotkey.
void processHotKey( TOOL_ACTION* aAction, const std::map<std::string, int>& aLegacyMap,
const std::map<std::string, std::pair<int, int>>& aHotKeyMap );
///< Tool manager needed to run actions
TOOL_MANAGER* m_toolMgr;
///< Map for indexing actions by their names
std::map<std::string, TOOL_ACTION*> m_actionNameIndex;
///< Map for recording actions that have custom UI IDs
std::map<int, TOOL_ACTION*> m_customUIIdIndex;
///< Map for indexing actions by their hotkeys
typedef std::map<int, std::list<TOOL_ACTION*> > HOTKEY_LIST;
HOTKEY_LIST m_actionHotKeys;
///< Quick action<->hot key lookup
std::map<int, int> m_hotkeys;
/// Map the command ID that wx uses for the action to the UI conditions for the
/// menu/toolbar items
std::map<int, ACTION_CONDITIONS> m_uiConditions;
};
#endif /* ACTION_MANAGER_H_ */