kicad-source/pcbnew/tools/selection_tool.cpp
Dick Hollenbeck 2c67c3ff80 * KIWAY Milestone A): Make major modules into DLL/DSOs.
!   The initial testing of this commit should be done using a Debug build so that
    all the wxASSERT()s are enabled.  Also, be sure and keep enabled the
    USE_KIWAY_DLLs option.  The tree won't likely build without it.  Turning it
    off is senseless anyways.  If you want stable code, go back to a prior version,
    the one tagged with "stable".

*   Relocate all functionality out of the wxApp derivative into more finely
    targeted purposes:
    a) DLL/DSO specific
    b) PROJECT specific
    c) EXE or process specific
    d) configuration file specific data
    e) configuration file manipulations functions.

    All of this functionality was blended into an extremely large wxApp derivative
    and that was incompatible with the desire to support multiple concurrently
    loaded DLL/DSO's ("KIFACE")s and multiple concurrently open projects.
    An amazing amount of organization come from simply sorting each bit of
    functionality into the proper box.

*   Switch to wxConfigBase from wxConfig everywhere except instantiation.
*   Add classes KIWAY, KIFACE, KIFACE_I, SEARCH_STACK, PGM_BASE, PGM_KICAD,
    PGM_SINGLE_TOP,
*   Remove "Return" prefix on many function names.
*   Remove obvious comments from CMakeLists.txt files, and from else() and endif()s.
*   Fix building boost for use in a DSO on linux.
*   Remove some of the assumptions in the CMakeLists.txt files that windows had
    to be the host platform when building windows binaries.
*   Reduce the number of wxStrings being constructed at program load time via
    static construction.
*   Pass wxConfigBase* to all SaveSettings() and LoadSettings() functions so that
    these functions are useful even when the wxConfigBase comes from another
    source, as is the case in the KICAD_MANAGER_FRAME.
*   Move the setting of the KIPRJMOD environment variable into class PROJECT,
    so that it can be moved into a project variable soon, and out of FP_LIB_TABLE.
*   Add the KIWAY_PLAYER which is associated with a particular PROJECT, and all
    its child wxFrames and wxDialogs now have a Kiway() member function which
    returns a KIWAY& that that window tree branch is in support of.  This is like
    wxWindows DNA in that child windows get this member with proper value at time
    of construction.
*   Anticipate some of the needs for milestones B) and C) and make code
    adjustments now in an effort to reduce work in those milestones.
*   No testing has been done for python scripting, since milestone C) has that
    being largely reworked and re-thought-out.
2014-03-19 19:42:08 -05:00

599 lines
17 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2013 CERN
* @author Tomasz Wlostowski <tomasz.wlostowski@cern.ch>
* @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
*/
#include <boost/foreach.hpp>
#include <boost/optional.hpp>
#include <cassert>
#include <class_drawpanel_gal.h>
#include <class_board.h>
#include <class_board_item.h>
#include <class_track.h>
#include <class_module.h>
#include <wxPcbStruct.h>
#include <collectors.h>
#include <view/view_controls.h>
#include <view/view_group.h>
#include <painter.h>
#include <tool/tool_event.h>
#include <tool/tool_manager.h>
#include "selection_tool.h"
#include "selection_area.h"
#include "bright_box.h"
#include "common_actions.h"
using namespace KIGFX;
using boost::optional;
SELECTION_TOOL::SELECTION_TOOL() :
TOOL_INTERACTIVE( "pcbnew.InteractiveSelection" ), m_multiple( false )
{
m_selArea = new SELECTION_AREA;
m_selection.group = new KIGFX::VIEW_GROUP;
}
SELECTION_TOOL::~SELECTION_TOOL()
{
delete m_selArea;
delete m_selection.group;
}
void SELECTION_TOOL::Reset()
{
// Reinsert the VIEW_GROUP, in case it was removed from the VIEW
getView()->Remove( m_selection.group );
getView()->Add( m_selection.group );
// The tool launches upon reception of action event ("pcbnew.InteractiveSelection")
Go( &SELECTION_TOOL::Main, COMMON_ACTIONS::selectionActivate.MakeEvent() );
}
int SELECTION_TOOL::Main( TOOL_EVENT& aEvent )
{
VIEW* view = getView();
assert( getModel<BOARD>( PCB_T ) != NULL );
view->Add( m_selection.group );
// Main loop: keep receiving events
while( OPT_TOOL_EVENT evt = Wait() )
{
// Should selected items be added to the current selection or
// become the new selection (discarding previously selected items)
m_additive = evt->Modifier( MD_SHIFT );
if( evt->IsCancel() )
{
if( !m_selection.Empty() ) // Cancel event deselects items...
clearSelection();
else // ...unless there is nothing selected
break; // then exit the tool
}
// single click? Select single object
if( evt->IsClick( BUT_LEFT ) )
selectSingle( evt->Position() );
// drag with LMB? Select multiple objects (or at least draw a selection box) or drag them
if( evt->IsDrag( BUT_LEFT ) )
{
if( m_selection.Empty() || m_additive )
{
// If nothings has been selected or user wants to select more
// draw the selection box
selectMultiple();
}
else
{
// Check if dragging has started within any of selected items bounding box
if( containsSelected( evt->Position() ) )
{
// Yes -> run the move tool and wait till it finishes
m_toolMgr->InvokeTool( "pcbnew.InteractiveMove" );
}
else
{
// No -> clear the selection list
clearSelection();
}
}
}
}
m_selection.group->Clear();
view->Remove( m_selection.group );
return 0;
}
void SELECTION_TOOL::AddMenuItem( const TOOL_ACTION& aAction )
{
assert( aAction.GetId() > 0 ); // Check if the action was registered before in ACTION_MANAGER
m_menu.Add( aAction );
}
void SELECTION_TOOL::toggleSelection( BOARD_ITEM* aItem )
{
if( m_selection.items.find( aItem ) != m_selection.items.end() )
{
deselectItem( aItem );
// If there is nothing selected, disable the context menu
if( m_selection.Empty() )
SetContextMenu( &m_menu, CMENU_OFF );
}
else
{
if( !m_additive )
clearSelection();
// Prevent selection of invisible or inactive items
if( selectable( aItem ) )
{
selectItem( aItem );
// Now the context menu should be enabled
SetContextMenu( &m_menu, CMENU_BUTTON );
}
}
}
void SELECTION_TOOL::clearSelection()
{
VIEW_GROUP::const_iter it, it_end;
for( it = m_selection.group->Begin(), it_end = m_selection.group->End(); it != it_end; ++it )
{
BOARD_ITEM* item = static_cast<BOARD_ITEM*>( *it );
item->ViewSetVisible( true );
item->ClearSelected();
}
m_selection.group->Clear();
m_selection.items.clear();
// Do not show the context menu when there is nothing selected
SetContextMenu( &m_menu, CMENU_OFF );
}
void SELECTION_TOOL::selectSingle( const VECTOR2I& aWhere )
{
BOARD* pcb = getModel<BOARD>( PCB_T );
BOARD_ITEM* item;
GENERAL_COLLECTORS_GUIDE guide = getEditFrame<PCB_EDIT_FRAME>()->GetCollectorsGuide();
GENERAL_COLLECTOR collector;
collector.Collect( pcb, GENERAL_COLLECTOR::AllBoardItems,
wxPoint( aWhere.x, aWhere.y ), guide );
switch( collector.GetCount() )
{
case 0:
if( !m_additive )
clearSelection();
break;
case 1:
toggleSelection( collector[0] );
break;
default:
// Remove modules, they have to be selected by clicking on area that does not
// contain anything but module footprint and not selectable items
for( int i = collector.GetCount() - 1; i >= 0 ; --i )
{
BOARD_ITEM* boardItem = ( collector )[i];
if( boardItem->Type() == PCB_MODULE_T || !selectable( boardItem ) )
collector.Remove( i );
}
// Let's see if there is still disambiguation in selection..
if( collector.GetCount() == 1 )
{
toggleSelection( collector[0] );
}
else if( collector.GetCount() > 1 )
{
item = disambiguationMenu( &collector );
if( item )
toggleSelection( item );
}
break;
}
}
BOARD_ITEM* SELECTION_TOOL::pickSmallestComponent( GENERAL_COLLECTOR* aCollector )
{
int count = aCollector->GetPrimaryCount(); // try to use preferred layer
if( 0 == count )
count = aCollector->GetCount();
for( int i = 0; i < count; ++i )
{
if( ( *aCollector )[i]->Type() != PCB_MODULE_T )
return NULL;
}
// All are modules, now find smallest MODULE
int minDim = 0x7FFFFFFF;
int minNdx = 0;
for( int i = 0; i < count; ++i )
{
MODULE* module = (MODULE*) ( *aCollector )[i];
int lx = module->GetBoundingBox().GetWidth();
int ly = module->GetBoundingBox().GetHeight();
int lmin = std::min( lx, ly );
if( lmin < minDim )
{
minDim = lmin;
minNdx = i;
}
}
return (*aCollector)[minNdx];
}
bool SELECTION_TOOL::selectMultiple()
{
bool cancelled = false; // Was the tool cancelled while it was running?
m_multiple = true; // Multiple selection mode is active
VIEW* view = getView();
getViewControls()->SetAutoPan( true );
view->Add( m_selArea );
while( OPT_TOOL_EVENT evt = Wait() )
{
if( evt->IsCancel() )
{
cancelled = true;
break;
}
if( evt->IsDrag( BUT_LEFT ) )
{
if( !m_additive )
clearSelection();
// Start drawing a selection box
m_selArea->SetOrigin( evt->DragOrigin() );
m_selArea->SetEnd( evt->Position() );
m_selArea->ViewSetVisible( true );
m_selArea->ViewUpdate( VIEW_ITEM::GEOMETRY );
}
if( evt->IsMouseUp( BUT_LEFT ) )
{
// End drawing the selection box
m_selArea->ViewSetVisible( false );
// Mark items within the selection box as selected
std::vector<VIEW::LAYER_ITEM_PAIR> selectedItems;
BOX2I selectionBox = m_selArea->ViewBBox();
view->Query( selectionBox, selectedItems ); // Get the list of selected items
std::vector<VIEW::LAYER_ITEM_PAIR>::iterator it, it_end;
for( it = selectedItems.begin(), it_end = selectedItems.end(); it != it_end; ++it )
{
BOARD_ITEM* item = static_cast<BOARD_ITEM*>( it->first );
// Add only those items that are visible and fully within the selection box
if( selectable( item ) && selectionBox.Contains( item->ViewBBox() ) )
selectItem( item );
}
// Now the context menu should be enabled
if( !m_selection.Empty() )
SetContextMenu( &m_menu, CMENU_BUTTON );
break;
}
}
view->Remove( m_selArea );
m_multiple = false; // Multiple selection mode is inactive
getViewControls()->SetAutoPan( false );
return cancelled;
}
BOARD_ITEM* SELECTION_TOOL::disambiguationMenu( GENERAL_COLLECTOR* aCollector )
{
BOARD_ITEM* current = NULL;
boost::shared_ptr<BRIGHT_BOX> brightBox;
CONTEXT_MENU menu;
int limit = std::min( 10, aCollector->GetCount() );
for( int i = 0; i < limit; ++i )
{
wxString text;
BOARD_ITEM* item = ( *aCollector )[i];
text = item->GetSelectMenuText();
menu.Add( text, i );
}
menu.SetTitle( _( "Clarify selection" ) );
SetContextMenu( &menu, CMENU_NOW );
while( OPT_TOOL_EVENT evt = Wait() )
{
if( evt->Action() == TA_CONTEXT_MENU_UPDATE )
{
if( current )
current->ClearBrightened();
int id = *evt->GetCommandId();
// User has pointed an item, so show it in a different way
if( id >= 0 && id < limit )
{
current = ( *aCollector )[id];
current->SetBrightened();
}
else
current = NULL;
}
else if( evt->Action() == TA_CONTEXT_MENU_CHOICE )
{
optional<int> id = evt->GetCommandId();
// User has selected an item, so this one will be returned
if( id && ( *id >= 0 ) )
current = ( *aCollector )[*id];
break;
}
// Draw a mark to show which item is available to be selected
if( current && current->IsBrightened() )
{
brightBox.reset( new BRIGHT_BOX( current ) );
getView()->Add( brightBox.get() );
}
}
// Removes possible brighten mark
getView()->MarkTargetDirty( TARGET_OVERLAY );
// Restore the original menu
SetContextMenu( &m_menu, CMENU_BUTTON );
return current;
}
bool SELECTION_TOOL::selectable( const BOARD_ITEM* aItem ) const
{
// Is high contrast mode enabled?
bool highContrast = getView()->GetPainter()->GetSettings()->GetHighContrast();
if( highContrast )
{
bool onActive = false; // Is the item on any of active layers?
int layers[KIGFX::VIEW::VIEW_MAX_LAYERS], layers_count;
// Filter out items that do not belong to active layers
std::set<unsigned int> activeLayers = getView()->GetPainter()->
GetSettings()->GetActiveLayers();
aItem->ViewGetLayers( layers, layers_count );
for( int i = 0; i < layers_count; ++i )
{
if( activeLayers.count( layers[i] ) > 0 ) // Item is on at least one of active layers
{
onActive = true;
break;
}
}
if( !onActive ) // We do not want to select items that are in the background
return false;
}
BOARD* board = getModel<BOARD>( PCB_T );
switch( aItem->Type() )
{
case PCB_VIA_T:
{
// For vias it is enough if only one of layers is visible
LAYER_NUM top, bottom;
static_cast<const SEGVIA*>( aItem )->LayerPair( &top, &bottom );
return board->IsLayerVisible( top ) || board->IsLayerVisible( bottom );
}
break;
case PCB_PAD_T:
{
// Pads are not selectable in multiple selection mode
if( m_multiple )
return false;
// Pads are supposed to be on top, bottom or both at the same time (THT)
if( aItem->IsOnLayer( LAYER_N_FRONT ) && board->IsLayerVisible( LAYER_N_FRONT ) )
return true;
if( aItem->IsOnLayer( LAYER_N_BACK ) && board->IsLayerVisible( LAYER_N_BACK ) )
return true;
return false;
}
break;
case PCB_MODULE_TEXT_T:
// Module texts are not selectable in multiple selection mode
if( m_multiple )
return false;
break;
// These are not selectable, otherwise silkscreen drawings would be easily destroyed
case PCB_MODULE_EDGE_T:
// and some other stuff that should be selected
case NOT_USED:
case TYPE_NOT_INIT:
return false;
default: // Suppress warnings
break;
}
// All other items are selected only if the layer on which they exist is visible
return board->IsLayerVisible( aItem->GetLayer() );
}
void SELECTION_TOOL::selectItem( BOARD_ITEM* aItem )
{
/// Selecting an item needs a few operations, so they are wrapped in a functor
class selectBase_
{
SELECTION& s;
public:
selectBase_( SELECTION& s_ ) : s( s_ ) {}
void operator()( BOARD_ITEM* item )
{
s.group->Add( item );
// Hide the original item, so it is shown only on overlay
item->ViewSetVisible( false );
item->SetSelected();
}
} selectBase( m_selection );
// Modules are treated in a special way - when they are moved, we have to
// move all the parts that make the module, not the module itself
if( aItem->Type() == PCB_MODULE_T )
{
MODULE* module = static_cast<MODULE*>( aItem );
// Add everything that belongs to the module (besides the module itself)
for( D_PAD* pad = module->Pads().GetFirst(); pad; pad = pad->Next() )
selectBase( pad );
for( BOARD_ITEM* drawing = module->GraphicalItems().GetFirst(); drawing;
drawing = drawing->Next() )
selectBase( drawing );
selectBase( &module->Reference() );
selectBase( &module->Value() );
}
// Add items to the VIEW_GROUP, so they will be displayed on the overlay
selectBase( aItem );
m_selection.items.insert( aItem );
}
void SELECTION_TOOL::deselectItem( BOARD_ITEM* aItem )
{
/// Deselecting an item needs a few operations, so they are wrapped in a functor
class deselectBase_
{
SELECTION& s;
public:
deselectBase_( SELECTION& s_ ) : s( s_ ) {}
void operator()( BOARD_ITEM* item )
{
s.group->Remove( item );
// Restore original item visibility
item->ViewSetVisible( true );
item->ClearSelected();
}
} deselectBase( m_selection );
// Modules are treated in a special way - when they are moved, we have to
// move all the parts that make the module, not the module itself
if( aItem->Type() == PCB_MODULE_T )
{
MODULE* module = static_cast<MODULE*>( aItem );
// Add everything that belongs to the module (besides the module itself)
for( D_PAD* pad = module->Pads().GetFirst(); pad; pad = pad->Next() )
deselectBase( pad );
for( BOARD_ITEM* drawing = module->GraphicalItems().GetFirst(); drawing;
drawing = drawing->Next() )
deselectBase( drawing );
deselectBase( &module->Reference() );
deselectBase( &module->Value() );
}
deselectBase( aItem );
m_selection.items.erase( aItem );
}
bool SELECTION_TOOL::containsSelected( const VECTOR2I& aPoint ) const
{
const unsigned GRIP_MARGIN = 500000;
// Check if the point is located within any of the currently selected items bounding boxes
std::set<BOARD_ITEM*>::iterator it, it_end;
for( it = m_selection.items.begin(), it_end = m_selection.items.end(); it != it_end; ++it )
{
BOX2I itemBox = (*it)->ViewBBox();
itemBox.Inflate( GRIP_MARGIN ); // Give some margin for gripping an item
if( itemBox.Contains( aPoint ) )
return true;
}
return false;
}