Commit b582162c authored by Maciej Suminski's avatar Maciej Suminski

Split rotate and flip operations into separate functions.

Added Properties action (display properties windows)
parent ad3cb1f3
......@@ -36,9 +36,13 @@ TOOL_ACTION COMMON_ACTIONS::moveActivate( "pcbnew.InteractiveMove",
"Move", "Moves the selected item(s)" );
TOOL_ACTION COMMON_ACTIONS::rotate( "pcbnew.InteractiveMove.rotate",
AS_CONTEXT, ' ',
AS_CONTEXT, 'R',
"Rotate", "Rotates selected item(s)" );
TOOL_ACTION COMMON_ACTIONS::flip( "pcbnew.InteractiveMove.flip",
AS_CONTEXT, 'F',
"Flip", "Flips selected item(s)" );
TOOL_ACTION COMMON_ACTIONS::properties( "pcbnew.InteractiveMove.properties",
AS_GLOBAL, 'E',
"Properties...", "Displays properties window" );
......@@ -24,7 +24,7 @@
#include <tool/tool_action.h>
class ACTION_MANAGER;
//class ACTION_MANAGER;
/**
* Class COMMON_ACTIONS
......@@ -46,4 +46,7 @@ public:
/// Flipping of selected objects
static TOOL_ACTION flip;
/// Activation of the edit tool
static TOOL_ACTION properties;
};
......@@ -24,6 +24,7 @@
#include <class_board.h>
#include <class_module.h>
#include <wxPcbStruct.h>
#include <tool/tool_manager.h>
#include <view/view_controls.h>
#include <confirm.h>
......@@ -41,38 +42,26 @@ MOVE_TOOL::MOVE_TOOL() :
}
MOVE_TOOL::~MOVE_TOOL()
{
}
void MOVE_TOOL::Reset()
{
// The tool launches upon reception of action event ("pcbnew.InteractiveMove")
Go( &MOVE_TOOL::Main, COMMON_ACTIONS::moveActivate.MakeEvent() );
}
bool MOVE_TOOL::Init()
{
// Find the selection tool, so they can cooperate
TOOL_BASE* selectionTool = m_toolMgr->FindTool( "pcbnew.InteractiveSelection" );
if( selectionTool )
{
m_selectionTool = static_cast<SELECTION_TOOL*>( selectionTool );
// Add context menu entries that are displayed when selection tool is active
m_selectionTool->AddMenuItem( COMMON_ACTIONS::moveActivate );
m_selectionTool->AddMenuItem( COMMON_ACTIONS::rotate );
m_selectionTool->AddMenuItem( COMMON_ACTIONS::flip );
}
else
m_selectionTool = static_cast<SELECTION_TOOL*>( selectionTool );
if( !selectionTool )
{
DisplayError( NULL, wxT( "pcbnew.InteractiveSelection tool is not available" ) );
return false;
}
// Add context menu entries that are displayed when selection tool is active
m_selectionTool->AddMenuItem( COMMON_ACTIONS::moveActivate );
m_selectionTool->AddMenuItem( COMMON_ACTIONS::rotate );
m_selectionTool->AddMenuItem( COMMON_ACTIONS::flip );
m_selectionTool->AddMenuItem( COMMON_ACTIONS::properties );
setTransitions();
return true;
}
......@@ -85,7 +74,7 @@ int MOVE_TOOL::Main( TOOL_EVENT& aEvent )
return 0; // there are no items to operate on
VECTOR2D dragPosition;
bool dragging = false;
m_dragging = false;
bool restore = false; // Should items' state be restored when finishing the tool?
VIEW_CONTROLS* controls = getViewControls();
......@@ -105,23 +94,15 @@ int MOVE_TOOL::Main( TOOL_EVENT& aEvent )
// Dispatch TOOL_ACTIONs
else if( evt->Category() == TC_COMMAND )
{
VECTOR2D cursorPos = getView()->ToWorld( getViewControls()->GetCursorPosition() );
if( evt->IsAction( &COMMON_ACTIONS::rotate ) ) // got rotation event?
{
m_state.Rotate( cursorPos, 900.0 );
selection.group->ViewUpdate( VIEW_ITEM::GEOMETRY );
}
else if( evt->IsAction( &COMMON_ACTIONS::flip ) ) // got flip event?
{
m_state.Flip( cursorPos );
selection.group->ViewUpdate( VIEW_ITEM::GEOMETRY );
}
if( evt->IsAction( &COMMON_ACTIONS::rotate ) )
Rotate( aEvent );
else if( evt->IsAction( &COMMON_ACTIONS::flip ) )
Flip( aEvent );
}
else if( evt->IsMotion() || evt->IsDrag( BUT_LEFT ) )
{
if( dragging )
if( m_dragging )
{
// Drag items to the current cursor position
VECTOR2D movement = ( evt->Position() - dragPosition );
......@@ -138,16 +119,19 @@ int MOVE_TOOL::Main( TOOL_EVENT& aEvent )
m_state.Save( *it );
}
dragging = true;
m_dragging = true;
}
selection.group->ViewUpdate( VIEW_ITEM::GEOMETRY );
dragPosition = evt->Position();
}
else if( evt->IsMouseUp( BUT_LEFT ) || evt->IsClick( BUT_LEFT ) )
break; // Finish
}
m_dragging = false;
if( restore )
{
// Modifications has to be rollbacked, so restore the previous state of items
......@@ -165,5 +149,91 @@ int MOVE_TOOL::Main( TOOL_EVENT& aEvent )
controls->SetSnapping( false );
controls->SetAutoPan( false );
setTransitions();
return 0;
}
int MOVE_TOOL::Properties( TOOL_EVENT& aEvent )
{
const SELECTION_TOOL::SELECTION& selection = m_selectionTool->GetSelection();
// Properties are displayed when there is only one item selected
if( selection.items.size() == 1 )
{
// Display properties dialog
PCB_EDIT_FRAME* editFrame = static_cast<PCB_EDIT_FRAME*>( m_toolMgr->GetEditFrame() );
BOARD_ITEM* item = *selection.items.begin();
editFrame->OnEditItemRequest( NULL, item );
item->ViewUpdate( KIGFX::VIEW_ITEM::GEOMETRY );
}
setTransitions();
return 0;
}
int MOVE_TOOL::Rotate( TOOL_EVENT& aEvent )
{
const SELECTION_TOOL::SELECTION& selection = m_selectionTool->GetSelection();
VECTOR2D cursorPos = getView()->ToWorld( getViewControls()->GetCursorPosition() );
if( m_dragging )
{
m_state.Rotate( cursorPos, 900.0 );
selection.group->ViewUpdate( VIEW_ITEM::GEOMETRY );
}
else
{
std::set<BOARD_ITEM*>::iterator it;
for( it = selection.items.begin(); it != selection.items.end(); ++it )
{
(*it)->Rotate( wxPoint( cursorPos.x, cursorPos.y ), 900.0 );
(*it)->ViewUpdate( KIGFX::VIEW_ITEM::GEOMETRY );
}
setTransitions();
}
return 0;
}
int MOVE_TOOL::Flip( TOOL_EVENT& aEvent )
{
const SELECTION_TOOL::SELECTION& selection = m_selectionTool->GetSelection();
VECTOR2D cursorPos = getView()->ToWorld( getViewControls()->GetCursorPosition() );
if( m_dragging )
{
m_state.Flip( cursorPos );
selection.group->ViewUpdate( VIEW_ITEM::GEOMETRY );
}
else
{
std::set<BOARD_ITEM*>::iterator it;
for( it = selection.items.begin(); it != selection.items.end(); ++it )
{
(*it)->Flip( wxPoint( cursorPos.x, cursorPos.y ) );
(*it)->ViewUpdate( KIGFX::VIEW_ITEM::LAYERS );
}
setTransitions();
}
return 0;
}
void MOVE_TOOL::setTransitions()
{
Go( &MOVE_TOOL::Main, COMMON_ACTIONS::moveActivate.MakeEvent() );
Go( &MOVE_TOOL::Rotate, COMMON_ACTIONS::rotate.MakeEvent() );
Go( &MOVE_TOOL::Flip, COMMON_ACTIONS::flip.MakeEvent() );
Go( &MOVE_TOOL::Properties, COMMON_ACTIONS::properties.MakeEvent() );
}
......@@ -49,10 +49,9 @@ class MOVE_TOOL : public TOOL_INTERACTIVE
{
public:
MOVE_TOOL();
~MOVE_TOOL();
/// @copydoc TOOL_INTERACTIVE::Reset()
void Reset();
void Reset() {};
/// @copydoc TOOL_INTERACTIVE::Init()
bool Init();
......@@ -61,15 +60,43 @@ public:
* Function Main()
*
* Main loop in which events are handled.
* @param aEvent is the handled event.
*/
int Main( TOOL_EVENT& aEvent );
/**
* Function Edit()
*
* Displays properties window for the selected object.
*/
int Properties( TOOL_EVENT& aEvent );
/**
* Function Rotate()
*
* Rotates currently selected items.
*/
int Rotate( TOOL_EVENT& aEvent );
/**
* Function Flip()
*
* Rotates currently selected items. The rotation point is the current cursor position.
*/
int Flip( TOOL_EVENT& aEvent );
private:
/// Saves the state of items and allows to restore them
///> Saves the state of items and allows to restore them
ITEM_STATE m_state;
/// Selection tool used for obtaining selected items
///> Selection tool used for obtaining selected items
SELECTION_TOOL* m_selectionTool;
///> Flag determining if anything is being dragged right now
bool m_dragging;
///> Sets up handlers for various events
void setTransitions();
};
#endif
......@@ -51,6 +51,7 @@ void PCB_EDIT_FRAME::setupTools()
m_toolManager->RegisterAction( &COMMON_ACTIONS::selectionActivate );
m_toolManager->RegisterAction( &COMMON_ACTIONS::rotate );
m_toolManager->RegisterAction( &COMMON_ACTIONS::flip );
m_toolManager->RegisterAction( &COMMON_ACTIONS::properties );
// Register tools
m_toolManager->RegisterTool( new SELECTION_TOOL );
......
......@@ -102,11 +102,25 @@ int SELECTION_TOOL::Main( TOOL_EVENT& aEvent )
}
// single click? Select single object
if( evt->IsClick( BUT_LEFT ) )
else if( evt->IsClick( BUT_LEFT ) )
{
if( !m_additive && m_selection.Size() > 1 )
clearSelection();
selectSingle( evt->Position() );
}
else if( evt->IsDblClick( BUT_LEFT ) )
{
if( m_selection.Empty() )
selectSingle( evt->Position() );
// Display properties window
m_toolMgr->RunAction( "pcbnew.InteractiveMove.properties" );
}
// drag with LMB? Select multiple objects (or at least draw a selection box) or drag them
if( evt->IsDrag( BUT_LEFT ) )
else if( evt->IsDrag( BUT_LEFT ) )
{
if( m_selection.Empty() || m_additive )
{
......
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