277 lines
9.7 KiB
C++
277 lines
9.7 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) 2014 SoftPLC Corporation, Dick Hollenbeck <dick@softplc.com>
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* Copyright (C) 2017-2023 KiCad Developers, see change_log.txt for contributors.
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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 KIWAY_PLAYER_H_
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#define KIWAY_PLAYER_H_
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#include <wx/frame.h>
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#include <vector>
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#include <kiway_holder.h>
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#include <eda_base_frame.h>
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class KIWAY;
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class PROJECT;
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struct KIFACE;
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class KIFACE_BASE;
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class TOOL_MANAGER;
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class KIWAY_EXPRESS;
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#define WX_EVENT_LOOP wxGUIEventLoop
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class WX_EVENT_LOOP;
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class wxSocketServer;
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class wxSocketBase;
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class wxSocketEvent;
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class wxCmdLineParser;
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/**
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* A wxFrame capable of the OpenProjectFiles function, meaning it can load a portion of
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* a KiCad project.
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*
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* Because this class provides a dummy implementation,it is not a certainty that all
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* classes which inherit from this class intend to participate in a #KIWAY. Those that
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* do must actually interact with the provided #KIWAY.
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*
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* #EDA_BASE_FRAME would not have sufficed because #BM2CMP_FRAME_BASE is not derived
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* from it.
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*/
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#ifdef SWIG
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class KIWAY_PLAYER : public wxFrame, public KIWAY_HOLDER
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#else
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class KIWAY_PLAYER : public EDA_BASE_FRAME
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#endif
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{
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public:
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KIWAY_PLAYER( KIWAY* aKiway, wxWindow* aParent, FRAME_T aFrameType,
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const wxString& aTitle, const wxPoint& aPos, const wxSize& aSize,
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long aStyle, const wxString& aFrameName, const EDA_IU_SCALE& aIuScale );
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~KIWAY_PLAYER() throw();
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// For the aCtl argument of OpenProjectFiles()
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#define KICTL_EAGLE_BRD (1<<0) ///< chosen *.brd file is Eagle according to user.
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#define KICTL_CREATE (1<<1) ///< caller thinks requested project files may not exist.
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#define KICTL_IMPORT_LIB (1<<2) ///< import all footprints into a project library.
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/**
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* Open a project or set of files given by @a aFileList.
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*
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* This is generalized in the direction of worst case. In a typical case @a aFileList
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* will only hold a single file, like "myboard.kicad_pcb" because any #KIWAY_PLAYER
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* is only in one #KIWAY and the #KIWAY owns the #PROJECT. Therefore opening files
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* from multiple projects into the same #KIWAY_PLAYER is precluded.
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*
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* Each derived class should handle this in a way specific to its needs. No filename
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* prompting is done inside here for any file or project. There should be no need to
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* call this with \a aFileList which is empty. However, calling it with a single
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* filename which does not exist should indicate to the implementer that a new session
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* is being started and that the given name is the desired name for the data file at
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* time of save.
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*
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* This function does not support "appending". Use a different function for that. Any
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* prior project data tree should be cleared before loading the new stuff. Therefore,
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* one of the first things an implementation should do is test for existence of the first
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* file in the list, and if it does not exist, treat it as a new session, possibly with
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* a UI notification to that effect.
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*
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* After loading the window should update its Title as part of this operation. If the
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* #KIWAY_PLAYER needs to, it can load the *.pro file as part of this operation.
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*
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* If the KIWAY_PLAYER cannot load any of the file(s) in the list, then it should say
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* why through some GUI interface, and return false.
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*
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* @param aFileList includes files that this frame should open according to the knowledge
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* in the derived wxFrame. In almost every case, the list will have only
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* a single file in it.
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* @param aCtl is a set of bit flags ORed together from the set of KICTL_* \#defined above.
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* @return true if all requested files were opened OK, else false.
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*/
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virtual bool OpenProjectFiles( const std::vector<wxString>& aFileList, int aCtl = 0 )
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{
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// overload me for your wxFrame type.
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// Any overload should probably do this also:
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// Prj().MaybeLoadProjectSettings();
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// Then update the window title.
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return false;
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}
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/**
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* Show this wxFrame as if it were a modal dialog, with all other instantiated wxFrames
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* disabled until this #KIWAY_PLAYER derivative calls DismissModal().
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*
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* This is behavior is similar to a modal dialog window. Not all KIWAY_PLAYERs use this
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* interface, so don't call this unless the implementation knows how to call DismissModal()
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* on a button click or double click or some special event which ends the modal behavior.
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*
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* @param aResult if not NULL, indicates a place to put a resultant string.
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* @param aResultantFocusWindow if not NULL, indicates what window to pass focus to on return.
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* @return true if frame implementation called KIWAY_PLAYER::DismissModal() with aRetVal
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* of true.
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*/
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virtual bool ShowModal( wxString* aResult = nullptr,
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wxWindow* aResultantFocusWindow = nullptr );
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/**
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* Receive #KIWAY_EXPRESS messages from other players.
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*
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* Override it in derived classes.
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*/
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virtual void KiwayMailIn( KIWAY_EXPRESS& aEvent );
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/**
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* Our version of Destroy() which is virtual from wxWidgets.
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*/
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bool Destroy() override;
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bool IsModal() const override { return m_modal; }
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void SetModal( bool aIsModal ) { m_modal = aIsModal; }
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/**
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* @return false only if both the frame is acting in modal mode and it has not been
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* dismissed yet with DismissModal(). True if the dialog is not modal or if
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* it is modal and has been dismissed.
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*/
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bool IsDismissed();
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void DismissModal( bool aRetVal, const wxString& aResult = wxEmptyString );
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/* interprocess communication */
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void CreateServer( int service, bool local = true );
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void OnSockRequest( wxSocketEvent& evt );
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void OnSockRequestServer( wxSocketEvent& evt );
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/**
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* Execute a remote command sent via socket (to port KICAD_PCB_PORT_SERVICE_NUMBER,
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* currently 4242).
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*
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* Subclasses should override to implement actual command handlers.
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*/
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virtual void ExecuteRemoteCommand( const char* cmdline ){}
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private:
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friend class BM2CMP_FRAME_BASE;
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friend class SIMULATOR_FRAME_BASE;
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/// Don't use this one, only wxformbuilder uses it, and it must be augmented with correcting
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/// m_ident and calling a SetKiway() early in derived constructor.
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KIWAY_PLAYER( wxWindow* aParent, wxWindowID aId, const wxString& aTitle,
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const wxPoint& aPos, const wxSize& aSize, long aStyle,
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const wxString& aWdoName = wxFrameNameStr );
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protected:
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/// event handler, routes to derivative specific virtual KiwayMailIn()
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void kiway_express( KIWAY_EXPRESS& aEvent );
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/**
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* An event handler called on a language menu selection.
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*/
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void language_change( wxCommandEvent& event );
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// variables for modal behavior support, only used by a few derivatives.
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bool m_modal; // true if frame is intended to be modal, not modeless
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///< Points to nested event_loop. NULL means not modal and dismissed.
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WX_EVENT_LOOP* m_modal_loop;
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wxWindow* m_modal_resultant_parent; // the window caller in modal mode
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wxString m_modal_string;
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bool m_modal_ret_val; // true if a selection was made
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wxSocketServer* m_socketServer;
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std::vector<wxSocketBase*> m_sockets; ///< interprocess communication
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#ifndef SWIG
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DECLARE_EVENT_TABLE()
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#endif
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};
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// pseudo code for OpenProjectFiles
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#if 0
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bool OpenProjectFiles( const std::vector<wxString>& aFileList, int aCtl = 0 )
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{
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if( aFileList.size() != 1 )
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{
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complain via UI.
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return false
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}
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assert( aFileList[0] is absolute ) // bug in single_top.cpp or project manager.
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if( !Pgm().LockFile( fullFileName ) )
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{
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DisplayError( this, _( "This file is already open." ) );
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return false;
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}
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if current open project files have been modified
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{
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ask if user wants to save them and if yes save.
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}
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unload any currently open project files.
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Prj().SetProjectFullName( )
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if( aFileList[0] does not exist )
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{
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notify user file does not exist and ask if he wants to create it
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if( yes )
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{
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create empty project file(s)
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mark file as modified.
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use the default project config file.
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}
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else
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return false
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}
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else
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{
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load aFileList[0]
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use the project config file for project given by aFileList[0]s full path.
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}
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UpdateFileHistory( g_RootSheet->GetScreen()->GetFileName() );
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/* done in ReDraw typically:
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UpdateTitle();
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*/
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show contents.
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}
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#endif
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#endif // KIWAY_PLAYER_H_
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