예제 #1
0
void EDIT_TOOL::updateRatsnest( bool aRedraw )
{
    const SELECTION& selection = m_selectionTool->GetSelection();
    RN_DATA* ratsnest = getModel<BOARD>()->GetRatsnest();

    ratsnest->ClearSimple();
    for( unsigned int i = 0; i < selection.items.GetCount(); ++i )
    {
        BOARD_ITEM* item = selection.Item<BOARD_ITEM>( i );

        ratsnest->Update( item );

        if( aRedraw )
            ratsnest->AddSimple( item );
    }
}
int PCB_EDITOR_CONTROL::UpdateSelectionRatsnest( const TOOL_EVENT& aEvent )
{
    SELECTION_TOOL* selTool = m_toolMgr->GetTool<SELECTION_TOOL>();
    const SELECTION& selection = selTool->GetSelection();
    RN_DATA* ratsnest = getModel<BOARD>()->GetRatsnest();

    // Update "simple" ratsnest, computed for currently modified items
    ratsnest->ClearSimple();

    for( auto item : selection )
    {
        ratsnest->Update( static_cast<BOARD_ITEM*>( item ) );
        ratsnest->AddSimple( static_cast<BOARD_ITEM*>( item ) );
    }

    return 0;
}
예제 #3
0
파일: edit_tool.cpp 프로젝트: OpenEE/micad
int EDIT_TOOL::Main( const TOOL_EVENT& aEvent )
{
    KIGFX::VIEW_CONTROLS* controls = getViewControls();
    PCB_BASE_EDIT_FRAME* editFrame = getEditFrame<PCB_BASE_EDIT_FRAME>();

    VECTOR2I originalCursorPos = controls->GetCursorPosition();
    const SELECTION& selection = m_selectionTool->GetSelection();

    // Shall the selection be cleared at the end?
    bool unselect = selection.Empty();

    // Be sure that there is at least one item that we can modify. If nothing was selected before,
    // try looking for the stuff under mouse cursor (i.e. Kicad old-style hover selection)
    if( !hoverSelection( selection ) )
        return 0;

    Activate();

    m_dragging = false;         // Are selected items being dragged?
    bool restore = false;       // Should items' state be restored when finishing the tool?
    bool lockOverride = false;

    // By default, modified items need to update their geometry
    m_updateFlag = KIGFX::VIEW_ITEM::GEOMETRY;

    controls->ShowCursor( true );

    // cumulative translation
    wxPoint totalMovement( 0, 0 );

    GRID_HELPER grid( editFrame );
    OPT_TOOL_EVENT evt = aEvent;

    // Main loop: keep receiving events
    do
    {
        if( evt->IsCancel() )
        {
            restore = true; // Cancelling the tool means that items have to be restored
            break;          // Finish
        }

        else if( evt->Action() == TA_UNDO_REDO )
        {
            unselect = true;
            break;
        }

        else if( evt->IsAction( &COMMON_ACTIONS::editActivate )
                 || evt->IsMotion() || evt->IsDrag( BUT_LEFT ) )
        {
            BOARD_ITEM* item = selection.Item<BOARD_ITEM>( 0 );

            if( m_dragging && evt->Category() == TC_MOUSE )
            {
                m_cursor = grid.BestSnapAnchor( evt->Position(), item );
                controls->ForceCursorPosition( true, m_cursor );

                wxPoint movement = wxPoint( m_cursor.x, m_cursor.y ) - item->GetPosition();
                totalMovement += movement;

                // Drag items to the current cursor position
                for( unsigned int i = 0; i < selection.items.GetCount(); ++i )
                    selection.Item<BOARD_ITEM>( i )->Move( movement + m_offset );

                updateRatsnest( true );
            }
            else if( !m_dragging )    // Prepare to start dragging
            {
                if( !invokeInlineRouter() )
                {
                    m_selectionTool->SanitizeSelection();

                    if( selection.Empty() )
                        break;

                    // deal with locked items (override lock or abort the operation)
                    SELECTION_LOCK_FLAGS lockFlags = m_selectionTool->CheckLock();

                    if( lockFlags == SELECTION_LOCKED )
                        break;
                    else if( lockFlags == SELECTION_LOCK_OVERRIDE )
                        lockOverride = true;

                    // Save items, so changes can be undone
                    if( !isUndoInhibited() )
                    {
                        editFrame->OnModify();
                        editFrame->SaveCopyInUndoList( selection.items, UR_CHANGED );
                    }

                    m_cursor = controls->GetCursorPosition();

                    if( selection.Size() == 1 )
                    {
                        // Set the current cursor position to the first dragged item origin, so the
                        // movement vector could be computed later
                        m_cursor = grid.BestDragOrigin( originalCursorPos, item );
                        grid.SetAuxAxes( true, m_cursor );
                    }
                    else
                    {
                        m_cursor = grid.Align( m_cursor );
                    }

                    controls->ForceCursorPosition( true, m_cursor );
                    controls->WarpCursor( m_cursor, true );

                    VECTOR2I o = VECTOR2I( item->GetPosition() );
                    m_offset.x = o.x - m_cursor.x;
                    m_offset.y = o.y - m_cursor.y;

                    controls->SetAutoPan( true );
                    m_dragging = true;
                    incUndoInhibit();
                }
            }

            selection.group->ViewUpdate( KIGFX::VIEW_ITEM::GEOMETRY );
            m_toolMgr->RunAction( COMMON_ACTIONS::pointEditorUpdate, true );
        }

        // Dispatch TOOL_ACTIONs
        else if( evt->Category() == TC_COMMAND )
        {
            if( evt->IsAction( &COMMON_ACTIONS::rotate ) )
            {
                Rotate( aEvent );
            }
            else if( evt->IsAction( &COMMON_ACTIONS::flip ) )
            {
                Flip( aEvent );

                // Flip causes change of layers
                enableUpdateFlag( KIGFX::VIEW_ITEM::LAYERS );
            }
            else if( evt->IsAction( &COMMON_ACTIONS::remove ) )
            {
                Remove( aEvent );

                break;       // exit the loop, as there is no further processing for removed items
            }
            else if( evt->IsAction( &COMMON_ACTIONS::duplicate ) )
            {
                // On duplicate, stop moving this item
                // The duplicate tool should then select the new item and start
                // a new move procedure
                break;
            }
            else if( evt->IsAction( &COMMON_ACTIONS::moveExact ) )
            {
                // Can't do this, because the selection will then contain
                // stale pointers and it will all go horribly wrong...
                //editFrame->RestoreCopyFromUndoList( dummy );
                //
                // So, instead, reset the position manually
                for( unsigned int i = 0; i < selection.items.GetCount(); ++i )
                {
                    BOARD_ITEM* item = selection.Item<BOARD_ITEM>( i );
                    item->SetPosition( item->GetPosition() - totalMovement );

                    // And what about flipping and rotation?
                    // for now, they won't be undone, but maybe that is how
                    // it should be, so you can flip and move exact in the
                    // same action?
                }

                // This causes a double event, so we will get the dialogue
                // correctly, somehow - why does Rotate not?
                //MoveExact( aEvent );
                break;      // exit the loop - we move exactly, so we have finished moving
            }
        }

        else if( evt->IsMouseUp( BUT_LEFT ) || evt->IsClick( BUT_LEFT ) )
        {
            if( !lockOverride )
                break; // Finish

            lockOverride = false;
        }
    } while( evt = Wait() );

    if( m_dragging )
        decUndoInhibit();

    m_dragging = false;
    m_offset.x = 0;
    m_offset.y = 0;

    if( restore )
    {
        // Modifications have to be rollbacked, so restore the previous state of items
        wxCommandEvent dummy;
        editFrame->RestoreCopyFromUndoList( dummy );
    }
    else
    {
        // Changes are applied, so update the items
        selection.group->ItemsViewUpdate( m_updateFlag );
    }

    if( unselect )
        m_toolMgr->RunAction( COMMON_ACTIONS::selectionClear, true );

    RN_DATA* ratsnest = getModel<BOARD>()->GetRatsnest();
    ratsnest->ClearSimple();
    ratsnest->Recalculate();

    controls->ShowCursor( false );
    controls->SetAutoPan( false );

    return 0;
}
예제 #4
0
int EDIT_TOOL::Main( TOOL_EVENT& aEvent )
{
    const SELECTION& selection = m_selectionTool->GetSelection();

    // Shall the selection be cleared at the end?
    bool unselect = selection.Empty();

    // Be sure that there is at least one item that we can modify
    if( !makeSelection( selection ) )
    {
        setTransitions();

        return 0;
    }

    Activate();

    m_dragging = false;         // Are selected items being dragged?
    bool restore = false;       // Should items' state be restored when finishing the tool?

    // By default, modified items need to update their geometry
    m_updateFlag = KIGFX::VIEW_ITEM::GEOMETRY;

    KIGFX::VIEW_CONTROLS* controls = getViewControls();
    PCB_BASE_EDIT_FRAME* editFrame = getEditFrame<PCB_BASE_EDIT_FRAME>();
    controls->ShowCursor( true );
    controls->SetSnapping( true );
    controls->ForceCursorPosition( false );

    // Main loop: keep receiving events
    while( OPT_TOOL_EVENT evt = Wait() )
    {
        if( evt->IsCancel() )
        {
            restore = true; // Cancelling the tool means that items have to be restored
            break;          // Finish
        }

        else if( evt->Action() == TA_UNDO_REDO )
        {
            unselect = true;
            break;
        }

        // Dispatch TOOL_ACTIONs
        else if( evt->Category() == TC_COMMAND )
        {
            if( evt->IsAction( &COMMON_ACTIONS::rotate ) )
            {
                Rotate( aEvent );
            }
            else if( evt->IsAction( &COMMON_ACTIONS::flip ) )
            {
                Flip( aEvent );

                // Flip causes change of layers
                enableUpdateFlag( KIGFX::VIEW_ITEM::LAYERS );
            }
            else if( evt->IsAction( &COMMON_ACTIONS::remove ) )
            {
                Remove( aEvent );

                break;       // exit the loop, as there is no further processing for removed items
            }
        }

        else if( evt->IsMotion() || evt->IsDrag( BUT_LEFT ) )
        {
            m_cursor = controls->GetCursorPosition();

            if( m_dragging )
            {
                wxPoint movement = wxPoint( m_cursor.x, m_cursor.y ) -
                                   selection.Item<BOARD_ITEM>( 0 )->GetPosition();

                // Drag items to the current cursor position
                for( unsigned int i = 0; i < selection.items.GetCount(); ++i )
                    selection.Item<BOARD_ITEM>( i )->Move( movement + m_offset );

                updateRatsnest( true );
            }
            else    // Prepare to start dragging
            {
                if( m_selectionTool->CheckLock() || selection.Empty() )
                    break;

                // Save items, so changes can be undone
                editFrame->OnModify();
                editFrame->SaveCopyInUndoList( selection.items, UR_CHANGED );

                if( selection.Size() == 1 )
                {
                    // Set the current cursor position to the first dragged item origin, so the
                    // movement vector could be computed later
                    m_cursor = VECTOR2I( selection.Item<BOARD_ITEM>( 0 )->GetPosition() );
                    m_offset.x = 0;
                    m_offset.y = 0;
                }
                else
                {
                    VECTOR2D origin;

                    if( evt->IsDrag( BUT_LEFT ) )
                        origin = getView()->GetGAL()->GetGridPoint( evt->DragOrigin() );
                    else
                        origin = getViewControls()->GetCursorPosition();

                    // Update dragging offset (distance between cursor and the first dragged item)
                    m_offset = static_cast<BOARD_ITEM*>( selection.items.GetPickedItem( 0 ) )->GetPosition() -
                                                         wxPoint( origin.x, origin.y );
                }

                controls->SetAutoPan( true );
                m_dragging = true;
            }

            selection.group->ViewUpdate( KIGFX::VIEW_ITEM::GEOMETRY );
            m_toolMgr->RunAction( COMMON_ACTIONS::pointEditorUpdate, true );
        }

        else if( evt->IsMouseUp( BUT_LEFT ) || evt->IsClick( BUT_LEFT ) )
            break; // Finish
    }

    m_dragging = false;
    m_offset.x = 0;
    m_offset.y = 0;

    if( restore )
    {
        // Modifications have to be rollbacked, so restore the previous state of items
        wxCommandEvent dummy;
        editFrame->RestoreCopyFromUndoList( dummy );
    }
    else
    {
        // Changes are applied, so update the items
        selection.group->ItemsViewUpdate( m_updateFlag );
    }

    if( unselect )
        m_toolMgr->RunAction( COMMON_ACTIONS::selectionClear, true );

    RN_DATA* ratsnest = getModel<BOARD>()->GetRatsnest();
    ratsnest->ClearSimple();
    ratsnest->Recalculate();

    controls->ShowCursor( false );
    controls->SetSnapping( false );
    controls->SetAutoPan( false );

    setTransitions();

    return 0;
}