Files
create/src/Gui/Command.h
forbes-0023 679aaec6d4
Some checks are pending
Build and Test / build (push) Has started running
feat(gui): add unified origin commands for PLM operations (#14)
- Create CommandOrigin.cpp with Origin_Commit, Origin_Pull, Origin_Push,
  Origin_Info, Origin_BOM commands
- Commands delegate to current origin's extended operations
- Commands auto-disable based on origin capabilities (supportsRevisions,
  supportsBOM, supportsPartNumbers)
- Add 'Origin Tools' toolbar with PLM operations
- Add origin commands to File menu
- Register commands via CreateOriginCommands() in Application startup

This implements Issue #14: Dynamic toolbar extension for Silo commands
2026-02-05 14:49:22 -06:00

1293 lines
41 KiB
C++

/***************************************************************************
* Copyright (c) 2002 Jürgen Riegel <juergen.riegel@web.de> *
* *
* This file is part of the FreeCAD CAx development system. *
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Library General Public *
* License as published by the Free Software Foundation; either *
* version 2 of the License, or (at your option) any later version. *
* *
* This library 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 Library General Public License for more details. *
* *
* You should have received a copy of the GNU Library General Public *
* License along with this library; see the file COPYING.LIB. If not, *
* write to the Free Software Foundation, Inc., 59 Temple Place, *
* Suite 330, Boston, MA 02111-1307, USA *
* *
***************************************************************************/
#ifndef GUI_COMMAND_H
#define GUI_COMMAND_H
#include <list>
#include <map>
#include <string>
#include <vector>
#include <fastsignals/signal.h>
#include <Base/Type.h>
#include <Gui/Application.h>
/** @defgroup CommandMacros Helper macros for running commands through Python interpreter */
//@{
/** Runs a command for accessing document attribute or method
* @param _type: type of document, Gui or App
* @param _doc: pointer to a document
* @param _cmd: command string, streamable
*
* Example:
* @code{.cpp}
* _FCMD_DOC_CMD(Gui,doc,"getObject('" << objName << "')");
* @endcode
*
* Translates to command (assuming doc's name is 'DocName', and
* and objName contains value 'ObjName'):
* @code{.py}
* Gui.getDocument('DocName').getObject('ObjName')
* @endcode
*/
#define _FCMD_DOC_CMD(_type, _doc, _cmd) \
do { \
auto __doc = _doc; \
if (__doc && __doc->getName()) { \
std::ostringstream _str; \
_str << #_type ".getDocument('" << __doc->getName() << "')." << _cmd; \
Gui::Command::runCommand(Gui::Command::Doc, _str.str().c_str()); \
} \
} while (0)
/** Runs a command for accessing App.Document attribute or method
*
* @param _doc: pointer to a document
* @param _cmd: command string, streamable
* @sa _FCMD_DOC_CMD()
*/
#define FCMD_DOC_CMD(_doc, _cmd) _FCMD_DOC_CMD(App, _doc, _cmd)
/** Runs a command for accessing an object's document attribute or method
* @param _type: type of the document, Gui or App
* @param _obj: pointer to a DocumentObject
* @param _cmd: command string, streamable
*/
#define _FCMD_OBJ_DOC_CMD(_type, _obj, _cmd) \
do { \
auto __obj = _obj; \
if (__obj) \
_FCMD_DOC_CMD(_type, __obj->getDocument(), _cmd); \
} while (0)
/** Runs a command for accessing an object's App::Document attribute or method
* @param _obj: pointer to a DocumentObject
* @param _cmd: command string, streamable
*/
#define FCMD_OBJ_DOC_CMD(_obj, _cmd) _FCMD_OBJ_DOC_CMD(App, _obj, _cmd)
/** Runs a command for accessing an object's Gui::Document attribute or method
* @param _obj: pointer to a DocumentObject
* @param _cmd: command string, streamable
*/
#define FCMD_VOBJ_DOC_CMD(_obj, _cmd) _FCMD_OBJ_DOC_CMD(Gui, _obj, _cmd)
/** Runs a command for accessing a document/view object's attribute or method
* @param _type: type of the object, Gui or App
* @param _obj: pointer to a DocumentObject
* @param _cmd: command string, streamable
*
* Example:
* @code{.cpp}
* _FCMD_OBJ_CMD(Gui,obj,"Visibility = " << (visible?"True":"False"));
* @endcode
*
* Translates to command (assuming obj's document name is 'DocName', obj's name
* is 'ObjName', and visible is true):
* @code{.py}
* Gui.getDocument('DocName').getObject('ObjName').Visibility = True
* @endcode
*/
#define _FCMD_OBJ_CMD(_type, _cmd_type, _obj, _cmd) \
do { \
auto __obj = _obj; \
if (__obj && __obj->isAttachedToDocument()) { \
std::ostringstream _str; \
_str << #_type ".getDocument('" << __obj->getDocument()->getName() << "').getObject('" \
<< __obj->getNameInDocument() << "')." << _cmd; \
Gui::Command::runCommand(Gui::Command::_cmd_type, _str.str().c_str()); \
} \
} while (0)
/** Runs a command for accessing an document object's attribute or method
* @param _obj: pointer to a DocumentObject
* @param _cmd: command string, streamable
* @sa _FCMD_OBJ_CMD()
*/
#define FCMD_OBJ_CMD(_obj, _cmd) _FCMD_OBJ_CMD(App, Doc, _obj, _cmd)
/** Runs a command for accessing an view object's attribute or method
* @param _obj: pointer to a DocumentObject
* @param _cmd: command string, streamable
* @sa _FCMD_OBJ_CMD()
*/
#define FCMD_VOBJ_CMD(_obj, _cmd) _FCMD_OBJ_CMD(Gui, Gui, _obj, _cmd)
/** Runs a command for accessing a document object's attribute or method
* @param _cmd: command string, supporting printf like formatter
* @param _obj: pointer to a DocumentObject
*
* Example:
* @code{.cpp}
* FCMD_OBJ_CMD2("Visibility = %s", obj, visible?"True":"False");
* @endcode
*
* Translates to command (assuming obj's document name is 'DocName', obj's name
* is 'ObjName', and visible is true):
* @code{.py}
* App.getDocument('DocName').getObject('ObjName').Visibility = True
* @endcode
*/
#define FCMD_OBJ_CMD2(_cmd, _obj, ...) \
do { \
auto __obj = _obj; \
if (__obj && __obj->isAttachedToDocument()) { \
Gui::Command::doCommand( \
Gui::Command::Doc, \
"App.getDocument('%s').getObject('%s')." _cmd, \
__obj->getDocument()->getName(), \
__obj->getNameInDocument(), \
##__VA_ARGS__ \
); \
} \
} while (0)
/** Runs a command for accessing a view object's attribute or method
* @param _cmd: command string, supporting printf like formatter
* @param _obj: pointer to a DocumentObject
* @sa FCMD_OBJ_CMD2()
*/
#define FCMD_VOBJ_CMD2(_cmd, _obj, ...) \
do { \
auto __obj = _obj; \
if (__obj && __obj->isAttachedToDocument()) { \
Gui::Command::doCommand( \
Gui::Command::Gui, \
"Gui.getDocument('%s').getObject('%s')." _cmd, \
__obj->getDocument()->getName(), \
__obj->getNameInDocument(), \
##__VA_ARGS__ \
); \
} \
} while (0)
/** Runs a command to start editing a give object
* @param _obj: pointer to a DocumentObject
*
* Unlike other FCMD macros, this macro editing the object using the current
* active document, instead of the object's owner document. This allows
* in-place editing an object, which may be brought in through linking to an
* external group.
*/
#define FCMD_SET_EDIT(_obj) \
do { \
auto __obj = _obj; \
if (__obj && __obj->isAttachedToDocument()) { \
Gui::Command::doCommand( \
Gui::Command::Gui, \
"Gui.ActiveDocument.setEdit(App.getDocument('%s').getObject('%s'), %i)", \
__obj->getDocument()->getName(), \
__obj->getNameInDocument(), \
0 \
); \
} \
} while (0)
/// Hides an object
#define FCMD_OBJ_HIDE(_obj) FCMD_OBJ_CMD(_obj, "Visibility = False")
/// Shows an object
#define FCMD_OBJ_SHOW(_obj) FCMD_OBJ_CMD(_obj, "Visibility = True")
//@}
class QWidget;
class QByteArray;
using PyObject = struct _object;
namespace App
{
class Document;
class DocumentObject;
} // namespace App
namespace Gui
{
class Action;
class Application;
class CommandManager;
class Command;
class ActionGroup;
class Document;
class SelectionSingleton;
class MDIView;
void CreateStdCommands();
void CreateDocCommands();
void CreateFeatCommands();
void CreateMacroCommands();
void CreateViewStdCommands();
void CreateWindowStdCommands();
void CreateStructureCommands();
void CreateTestCommands();
void CreateLinkCommands();
void CreateOriginCommands();
/** The CommandBase class
* This lightweight class is the base class of all commands in FreeCAD. It represents the link
* between the FreeCAD command framework and the QAction world of Qt.
* @author Werner Mayer
*/
class GuiExport CommandBase
{
protected:
explicit CommandBase(
const char* sMenu,
const char* sToolTip = nullptr,
const char* sWhat = nullptr,
const char* sStatus = nullptr,
const char* sPixmap = nullptr,
const char* sAccel = nullptr
);
virtual ~CommandBase();
public:
/**
* Returns the Action object of this command, or 0 if it doesn't exist.
*/
Action* getAction() const;
/** @name Methods to override when creating a new command */
//@{
protected:
/// Creates the used Action when adding to a widget. The default implementation does nothing.
virtual Action* createAction();
public:
/// Reassigns QAction stuff after the language has changed.
virtual void languageChange() = 0;
/// Updates the QAction with respect to the passed mode.
virtual void updateAction(int mode) = 0;
/// The C++ class name is needed as context for the translation framework
virtual const char* className() const = 0;
//@}
/** @name Methods to get the properties of the command */
//@{
virtual const char* getMenuText() const
{
return sMenuText;
}
virtual const char* getToolTipText() const
{
return sToolTipText;
}
virtual const char* getStatusTip() const
{
return sStatusTip;
}
virtual const char* getWhatsThis() const
{
return sWhatsThis;
}
virtual const char* getPixmap() const
{
return sPixmap;
}
virtual const char* getAccel() const
{
return sAccel;
}
//@}
/** @name Methods to set the properties of the command */
//@{
void setWhatsThis(const char*);
void setMenuText(const char*);
void setToolTipText(const char*);
void setStatusTip(const char*);
void setPixmap(const char*);
void setAccel(const char*);
//@}
protected:
/** @name Attributes set by the inherited constructor.
*
* They set up the most important properties of the command.
* In the constructor are set default values.
* The real values should be set in the constructor of the inheriting class.
*/
//@{
const char* sMenuText;
const char* sToolTipText;
const char* sWhatsThis;
const char* sStatusTip;
const char* sPixmap;
const char* sAccel;
//@}
protected:
Action* _pcAction; /**< The Action item. */
std::string displayText;
};
/** The Command class.
*
* This class is mostly used for commands implemented directly in C++ (see PythonCommand).
* It contains also a lot of helper methods to make implementing commands for FreeCAD as easy as
* possible.
*
* @note This class is intended to handle the GUI interaction like:
* - starting a dialog
* - doing view and window stuff
* - anything else, especially altering the document must be done on application level. See
* doCommand() for details.
*
* @see CommandManager
* @author Jürgen Riegel
*/
class GuiExport Command: public CommandBase
{
protected:
explicit Command(const char* name);
~Command() override;
protected:
/** @name Methods to override when creating a new command
*/
//@{
/// Methods which gets called when activated, needs to be reimplemented!
virtual void activated(int iMsg) = 0;
/// Creates the used Action
Action* createAction() override;
/// Applies the menu text, tool and status tip to the passed action object
void applyCommandData(const char* context, Action*);
const char* keySequenceToAccel(int) const;
void printConflictingAccelerators() const;
//@}
public:
/** @name interface used by the CommandManager and the Action */
//@{
/// CommandManager is a friend
friend class CommandManager;
/// Override this method if your Cmd is not always active
virtual bool isActive()
{
return true;
}
/// Get somtile called to check the state of the command
void testActive();
/// Enables or disables the command
void setEnabled(bool);
/// Command trigger source
enum TriggerSource
{
/// No external trigger, e.g. invoked through Python
TriggerNone,
/// Command triggered by an action
TriggerAction,
/// Command triggered by a child action inside an action group
TriggerChildAction,
};
/// Return the current command trigger source
TriggerSource triggerSource() const
{
return _trigger;
}
/** Called to invoke the command
*
* @param index: in case of group command, this is the index of the child
* command. For checkable command, this indicates the
* checkable state.
* @param trigger: indicate the command triggering source, see TriggerSource.
*/
void invoke(int index, TriggerSource trigger = TriggerNone);
/// adds this command to arbitrary widgets
void addTo(QWidget*);
void addToGroup(ActionGroup*, bool checkable);
void addToGroup(ActionGroup*);
/// Create the action if not exist
void initAction();
//@}
/** @name Helper methods to get important classes */
//@{
/// Get pointer to the Application Window
static Application* getGuiApplication();
/// Get a reference to the selection
static Gui::SelectionSingleton& getSelection();
/// Get pointer to the active app document
App::Document* getActiveDocument() const;
/// Get pointer to the active gui document
Gui::Document* getActiveGuiDocument() const;
/** Get pointer to the named or active App document
* Returns a pointer to the named document or the active
* document when no name is given. NULL is returned
* when the name does not exist or no document is active!
*/
App::Document* getDocument(const char* Name = nullptr) const;
/// checks if the active view is of a special type or derived
bool isViewOfType(Base::Type t) const;
/// returns the named feature or the active one from the active document or NULL
App::DocumentObject* getObject(const char* Name) const;
/// returns a python command string to retrieve an object from a document
static std::string getObjectCmd(
const char* Name,
const App::Document* doc = nullptr,
const char* prefix = nullptr,
const char* postfix = nullptr,
bool gui = false
);
/// returns a python command string to retrieve the given object
static std::string getObjectCmd(
const App::DocumentObject* obj,
const char* prefix = nullptr,
const char* postfix = nullptr,
bool gui = false
);
/** Get unique Feature name from the active document
*
* @param BaseName: the base name
* @param obj: if not zero, then request the unique name in the document of
* the given object.
*/
std::string getUniqueObjectName(const char* BaseName, const App::DocumentObject* obj = nullptr) const;
//@}
/** @name Helper methods for the Undo/Redo and Update handling */
//@{
/// Open a new Undo transaction on the active document
static void openCommand(const char* sName = nullptr);
/// Commit the Undo transaction on the active document
static void commitCommand();
/// Abort the Undo transaction on the active document
static void abortCommand();
/// Check if an Undo transaction is open on the active document
static bool hasPendingCommand();
/// Updates the (active) document (propagate changes)
static void updateActive();
/// Checks if the active object of the active document is valid
static bool isActiveObjectValid();
/// Translate command
void languageChange() override;
/// Updates the QAction with respect to the passed mode.
void updateAction(int mode) override;
/// Setup checkable actions based on current TriggerSource
void setupCheckable(int iMsg);
//@}
/** @name Helper methods for issuing commands to the Python interpreter */
//@{
/// types of application level actions for DoCommand()
enum DoCmd_Type
{
/// Action alters the document
Doc,
/// Action alters only the application
App,
/// Action alters only the Gui
Gui
};
/// Blocks all command objects
static void blockCommand(bool);
/// Print to Python console the current Python calling source file and line number
static void printPyCaller();
/// Print to Python console the current calling source file and line number
static void printCaller(const char* file, int line);
// ISO C++11 requires at least one argument for the "..." in a variadic macro
// https://en.wikipedia.org/wiki/Variadic_macro#Example
/** Convenience macro to run a command with printf like formatter
*
* @sa Command::_doCommand()
*/
#ifdef _MSC_VER
# define doCommand(_type, ...) _doCommand(__FILE__, __LINE__, _type, ##__VA_ARGS__)
#else
# define doCommand(...) _doCommand(__FILE__, __LINE__, __VA_ARGS__)
#endif
/** Run a command with printf like formatter
*
* @param file: the calling file path (for debugging purpose)
* @param line: the calling line number (for debugging purpose)
* @param eType: command type, See DoCmd_Type
* @param sCmd: command string that supports printf like formatter
*
* You can use the convenience macro doCommand() to automate \c file and \c
* line arguments. You may also want to use various helper @ref CommandMacros.
*/
static void _doCommand(const char* file, int line, DoCmd_Type eType, const char* sCmd, ...);
/** Convenience macro to run a command
*
* @sa Command::_runCommand()
*/
#define runCommand(_type, _cmd) _runCommand(__FILE__, __LINE__, _type, _cmd)
/** Run a command
*
* @param file: the calling file path (for debugging purpose)
* @param line: the calling line number (for debugging purpose)
* @param eType: command type, See DoCmd_Type
* @param sCmd: command string
*
* @sa _doCommand()
*/
static void _runCommand(const char* file, int line, DoCmd_Type eType, const char* sCmd);
/** Run a command
*
* @param file: the calling file path (for debugging purpose)
* @param line: the calling line number (for debugging purpose)
* @param eType: command type, See DoCmd_Type
* @param sCmd: command string
*
* @sa _doCommand()
*/
static void _runCommand(const char* file, int line, DoCmd_Type eType, const QByteArray& sCmd);
/// import an external (or own) module only once
static void addModule(DoCmd_Type eType, const char* sModuleName);
/** Convenience macro to assure the switch to a certain workbench
*
* @sa _assureWorkbench()
*/
#define assureWorkbench(_name) _assureWorkbench(__FILE__, __LINE__, _name)
/** Assures the switch to a certain workbench
*
* @param file: the calling file path (for debugging purpose)
* @param line: the calling line number (for debugging purpose)
* @param sName: workbench name
*
* @return Return the current active workbench name before switching.
*
* If already in the workbench, does nothing.
*/
static std::string _assureWorkbench(const char* file, int line, const char* sName);
//@}
/** @name Methods for copying visiual properties */
//@{
/// Convenience macro to copy visual properties
#define copyVisual(...) _copyVisual(__FILE__, __LINE__, __VA_ARGS__)
static void _copyVisual(const char* file, int line, const char* to, const char* attr, const char* from);
static void _copyVisual(
const char* file,
int line,
const char* to,
const char* attr_to,
const char* from,
const char* attr_from
);
static void _copyVisual(
const char* file,
int line,
const App::DocumentObject* to,
const char* attr,
const App::DocumentObject* from
);
static void _copyVisual(
const char* file,
int line,
const App::DocumentObject* to,
const char* attr_to,
const App::DocumentObject* from,
const char* attr_from
);
//@}
/// Get Python tuple from object and sub-elements
static std::string getPythonTuple(const std::string& name, const std::vector<std::string>& subnames);
/// translate a string to a python string literal (needed e.g. in file names for windows...)
const std::string strToPython(const char* Str);
const std::string strToPython(const std::string& Str)
{
return strToPython(Str.c_str());
}
/** @name Helper methods to generate help pages */
//@{
/// returns the begin of a online help page
const char* beginCmdHelp();
/// returns the end of a online help page
const char* endCmdHelp();
/// Get the help URL
virtual const char* getHelpUrl() const
{
return sHelpUrl;
}
//@}
/** @name Helper methods for the Active tests */
//@{
/// true when there is a document
bool hasActiveDocument() const;
/// true when there is a document and a Feature with Name
bool hasObject(const char* Name);
//@}
/** @name checking of internal state */
//@{
/// returns the name to which the command belongs
const char* getAppModuleName() const
{
return sAppModule;
}
void setAppModuleName(const char*);
/// Get the command name
const char* getName() const
{
return sName;
}
/// Get the name of the grouping of the command
const char* getGroupName() const
{
return sGroup;
}
void setGroupName(const char*);
QString translatedGroupName() const;
//@}
/// Override shortcut of this command
virtual void setShortcut(const QString&);
/// Obtain the current shortcut of this command
virtual QString getShortcut() const;
/// Helper class to disable python console log
class LogDisabler
{
public:
LogDisabler()
{
++Command::_busy;
}
~LogDisabler()
{
--Command::_busy;
}
};
friend class LogDisabler;
private:
void _invoke(int, bool disablelog);
protected:
enum CmdType
{
AlterDoc = 1, /**< Command change the Document */
Alter3DView = 2, /**< Command change the Gui */
AlterSelection = 4, /**< Command change the Selection */
ForEdit = 8, /**< Command is in a special edit mode active */
NoTransaction = 16, /**< Do not setup auto transaction */
};
/** @name Attributes
* Set by the inherited constructor to set up the most important properties
* of the command. In the Command constructor are set default values!
* The real values should be set in the constructor of the inheriting class.
*/
//@{
const char* sAppModule;
const char* sGroup;
const char* sName;
const char* sHelpUrl;
int eType;
/// Indicate if the command shall log to MacroManager
bool bCanLog;
//@}
private:
static int _busy;
bool bEnabled;
static bool _blockCmd;
/// For storing the current command trigger source
TriggerSource _trigger = TriggerNone;
};
/** Class to help implement a group command
*
* To use this class, simply add children command in the constructor of your
* derived class by calling addCommand();
*/
class GuiExport GroupCommand: public Command
{
public:
/// Constructor
explicit GroupCommand(const char* name);
/** Add child command
* @param cmd: child command. Pass null pointer to add a separator.
* @param reg: whether to register the command with CommandManager
* @return Return the command index.
*/
int addCommand(Command* cmd = nullptr, bool reg = true);
/** Add child command
* @param cmd: child command name.
* @return Return the found command, or NULL if not found.
*/
Command* addCommand(const char* cmdName);
Command* getCommand(int idx) const;
protected:
bool isCheckable() const;
void setCheckable(bool);
bool isExclusive() const;
void setExclusive(bool);
bool doesRememberLast() const;
void setRememberLast(bool);
bool hasDropDownMenu() const;
void setDropDownMenu(bool);
void activated(int iMsg) override;
Gui::Action* createAction() override;
void languageChange() override;
void setup(Action*);
protected:
bool checkable = true;
bool exclusive = false;
bool rememberLast = true;
bool dropDownMenu = true;
std::vector<std::pair<Command*, size_t>> cmds;
};
/** The Python command class
* This is a special type of command class. It's used to bind a Python command class into the
* FreeCAD command framework.
* An object of this class gets a reference to the Python command object and manages all the
* passing between the C++ and the Python world. This includes everything like setting resources
* such as bitmaps, activation or bindings to the user interface.
* @see CommandManager
* @author Jürgen Riegel
*/
class PythonCommand: public Command
{
public:
PythonCommand(const char* name, PyObject* pcPyCommand, const char* pActivationString);
~PythonCommand() override;
protected:
/** @name Methods reimplemented for Command Framework */
//@{
/// Method which gets called when activated
void activated(int iMsg) override;
/// if the command is not always active
bool isActive() override;
/// Get the help URL
const char* getHelpUrl() const override;
//@}
public:
/** @name Methods to get the properties of the command */
//@{
/// Reassigns QAction stuff after the language has changed.
void languageChange() override;
const char* className() const override
{
return "PythonCommand";
}
const char* getWhatsThis() const override;
const char* getMenuText() const override;
const char* getToolTipText() const override;
const char* getStatusTip() const override;
const char* getPixmap() const override;
const char* getAccel() const override;
bool isCheckable() const;
bool isChecked() const;
//@}
protected:
/// Returns the resource values
const char* getResource(const char* sName) const;
/// Creates the used Action
Action* createAction() override;
/// a pointer to the Python command object
PyObject* _pcPyCommand;
/// the command object resource dictionary
PyObject* _pcPyResourceDict;
/// the activation sequence
std::string Activation;
//// set the parameters on action creation
void onActionInit();
fastsignals::connection connPyCmdInitialized;
};
/** The Python group command class
* @see CommandManager
* @author Werner Mayer
*/
class PythonGroupCommand: public Command
{
public:
PythonGroupCommand(const char* name, PyObject* pcPyCommand);
~PythonGroupCommand() override;
protected:
/** @name Methods reimplemented for Command Framework */
//@{
/// Method which gets called when activated
void activated(int iMsg) override;
/// if the command is not always active
bool isActive() override;
/// Get the help URL
const char* getHelpUrl() const override;
/// Creates the used Action
Action* createAction() override;
//@}
public:
/** @name Methods to get the properties of the command */
//@{
/// Reassigns QAction stuff after the language has changed.
void languageChange() override;
const char* className() const override
{
return "PythonGroupCommand";
}
const char* getWhatsThis() const override;
const char* getMenuText() const override;
const char* getToolTipText() const override;
const char* getStatusTip() const override;
const char* getPixmap() const override;
const char* getAccel() const override;
bool isExclusive() const;
bool hasDropDownMenu() const;
//@}
protected:
/// Returns the resource values
const char* getResource(const char* sName) const;
//// set the parameters on action creation
void onActionInit();
/// a pointer to the Python command object
PyObject* _pcPyCommand;
/// the command object resources
PyObject* _pcPyResource;
fastsignals::connection connPyCmdInitialized;
};
/** The script command class
* This is a special type of command class. Its used to bind a macro or Python script to the
* FreeCAD command framework.
* An object of this class gets a string to the place where the script is in the file system.
* Unlike the other commands the resources can be set by several methods.
* @see Command
* @see CommandManager
* @author Werner Mayer
*/
class MacroCommand: public Command
{
public:
explicit MacroCommand(const char* name, bool system = false);
~MacroCommand() override;
protected:
/** @name methods reimplemented for Command Framework */
//@{
/// Method which get called when activated
void activated(int iMsg) override;
/// Creates the used Action
Action* createAction() override;
//@}
public:
/// Returns the script name
const char* getScriptName() const
{
return sScriptName;
}
/// Ignore when language has changed.
void languageChange() override
{}
const char* className() const override
{
return "Gui::MacroCommand";
}
/** @name Methods to set the properties of the Script Command */
//@{
/// Sets the script name
void setScriptName(const char*);
//@}
/** @name Methods to load and save macro commands. */
//@{
/** Loads all macros command from the preferences. */
static void load();
/** Saves all macros command to the preferences. */
static void save();
//@}
protected:
const char* sScriptName;
bool systemMacro;
};
/** The CommandManager class
* This class manage all available commands in FreeCAD. All
* Commands will registered here, also commands from Application
* modules. Also activation / deactivation, Icons Tooltips and so
* on are handles here. Further the Building of Toolbars and (Context)
* menus (connecting to a QAction) is done here.
* @see Command
* @author Jürgen Riegel
*/
class GuiExport CommandManager
{
public:
/// Construction
CommandManager();
/// Destruction
~CommandManager();
/// Insert a new command into the manager
void addCommand(Command* pCom);
/// Remove a command from the manager
void removeCommand(Command* pCom);
/// Adds the given command to a given widget
bool addTo(const char* Name, QWidget* pcWidget);
/** Returns all commands of a special App Module
* delivers a vector of all commands in the given application module. When no
* name is given the standard commands (build in ) are returned.
* @see Command
*/
std::vector<Command*> getModuleCommands(const char* sModName) const;
/** Returns all commands registered in the manager
* delivers a vector of all commands. If you intereted in commands of
* of a special app module use GetModuleCommands()
* @see Command
*/
std::vector<Command*> getAllCommands() const;
/** Returns all commands of a group
* delivers a vector of all commands in the given group.
*/
std::vector<Command*> getGroupCommands(const char* sGrpName) const;
/** Returns the command registered in the manager with the name sName
* If nothing is found it returns a null pointer
* @see Command
*/
Command* getCommandByName(const char* sName) const;
/**
* Runs the command
*/
void runCommandByName(const char* sName) const;
/// method is OBSOLETE use GetModuleCommands() or GetAllCommands()
const std::map<std::string, Command*>& getCommands() const
{
return _sCommands;
}
/// get frequently called by the AppWnd to check the commands are active.
void testActive();
void addCommandMode(const char* sContext, const char* sName);
void updateCommands(const char* sContext, int mode);
/// Return a revision number to check for addition or removal of any command
int getRevision() const
{
return _revision;
}
/// Signal on any addition or removal of command
fastsignals::signal<void()> signalChanged;
/// Signal to Python command on first workbench activation
fastsignals::signal<void()> signalPyCmdInitialized;
/**
* Returns a pointer to a conflicting command, or nullptr if there is no conflict.
* In the case of multiple conflicts, only the first is returned.
* \param accel The accelerator to check
* \param ignore (optional) A command to ignore matches with
*/
const Command* checkAcceleratorForConflicts(const char* accel, const Command* ignore = nullptr) const;
/**
* Returns the first available command name for a new macro (e.g. starting from 1,
* examines the existing user preferences for Std_Macro_%1 and returns the lowest
* available numbered string).
*/
std::string newMacroName() const;
private:
/// Destroys all commands in the manager and empties the list.
void clearCommands();
std::map<std::string, Command*> _sCommands;
std::map<std::string, std::list<std::string>> _sCommandModes;
int _revision = 0;
};
} // namespace Gui
/** The Command Macro Standard
* This macro makes it easier to define a new command.
* The parameters are the class name.
* @author Jürgen Riegel
*/
#define DEF_STD_CMD(X) \
class X: public Gui::Command \
{ \
public: \
X(); \
virtual ~X() \
{} \
virtual const char* className() const \
{ \
return #X; \
} \
\
protected: \
virtual void activated(int iMsg); \
\
private: \
X(const X&) = delete; \
X(X&&) = delete; \
X& operator=(const X&) = delete; \
X& operator=(X&&) = delete; \
};
/** The Command Macro Standard + isActive()
* This macro makes it easier to define a new command.
* The parameters are the class name
* @author Jürgen Riegel
*/
#define DEF_STD_CMD_A(X) \
class X: public Gui::Command \
{ \
public: \
X(); \
virtual ~X() \
{} \
virtual const char* className() const \
{ \
return #X; \
} \
\
protected: \
virtual void activated(int iMsg); \
virtual bool isActive(void); \
\
private: \
X(const X&) = delete; \
X(X&&) = delete; \
X& operator=(const X&) = delete; \
X& operator=(X&&) = delete; \
};
/** The Command Macro Standard + createAction()
* This macro makes it easier to define a new command.
* The parameters are the class name
* @author Jürgen Riegel
*/
#define DEF_STD_CMD_C(X) \
class X: public Gui::Command \
{ \
public: \
X(); \
virtual ~X() \
{} \
virtual const char* className() const \
{ \
return #X; \
} \
\
protected: \
virtual void activated(int iMsg); \
virtual Gui::Action* createAction(void); \
\
private: \
X(const X&) = delete; \
X(X&&) = delete; \
X& operator=(const X&) = delete; \
X& operator=(X&&) = delete; \
};
/** The Command Macro Standard + isActive() + createAction()
* This macro makes it easier to define a new command.
* The parameters are the class name
* @author Werner Mayer
*/
#define DEF_STD_CMD_AC(X) \
class X: public Gui::Command \
{ \
public: \
X(); \
virtual ~X() \
{} \
virtual const char* className() const \
{ \
return #X; \
} \
\
protected: \
virtual void activated(int iMsg); \
virtual bool isActive(void); \
virtual Gui::Action* createAction(void); \
\
private: \
X(const X&) = delete; \
X(X&&) = delete; \
X& operator=(const X&) = delete; \
X& operator=(X&&) = delete; \
};
/** The Command Macro Standard + isActive() + updateAction()
* This macro makes it easier to define a new command.
* The parameters are the class name
* @author Werner Mayer
*/
#define DEF_STD_CMD_AU(X) \
class X: public Gui::Command \
{ \
public: \
X(); \
virtual ~X() \
{} \
virtual void updateAction(int mode); \
virtual const char* className() const \
{ \
return #X; \
} \
\
protected: \
virtual void activated(int iMsg); \
virtual bool isActive(void); \
\
private: \
X(const X&) = delete; \
X(X&&) = delete; \
X& operator=(const X&) = delete; \
X& operator=(X&&) = delete; \
};
/** The Command Macro Standard + isActive() + createAction()
* + languageChange()
* This macro makes it easier to define a new command.
* The parameters are the class name
* @author Werner Mayer
*/
#define DEF_STD_CMD_ACL(X) \
class X: public Gui::Command \
{ \
public: \
X(); \
virtual ~X() \
{} \
virtual void languageChange(); \
virtual const char* className() const \
{ \
return #X; \
} \
\
protected: \
virtual void activated(int iMsg); \
virtual bool isActive(void); \
virtual Gui::Action* createAction(void); \
\
private: \
X(const X&) = delete; \
X(X&&) = delete; \
X& operator=(const X&) = delete; \
X& operator=(X&&) = delete; \
};
/** The Command Macro Standard + isActive() + createAction()
* + languageChange() + updateAction()
* This macro makes it easier to define a new command.
* The parameters are the class name
* @author Werner Mayer
*/
#define DEF_STD_CMD_ACLU(X) \
class X: public Gui::Command \
{ \
public: \
X(); \
virtual ~X() \
{} \
virtual void languageChange(); \
virtual void updateAction(int mode); \
virtual const char* className() const \
{ \
return #X; \
} \
\
protected: \
virtual void activated(int iMsg); \
virtual bool isActive(void); \
virtual Gui::Action* createAction(void); \
\
private: \
X(const X&) = delete; \
X(X&&) = delete; \
X& operator=(const X&) = delete; \
X& operator=(X&&) = delete; \
};
/** The Command Macro view
* This macro makes it easier to define a new command for the 3D View
* It activate the command only when a 3DView is active.
* The parameters are the class name
* @author Jürgen Riegel
*/
#define DEF_3DV_CMD(X) \
class X: public Gui::Command \
{ \
public: \
X(); \
virtual ~X() \
{} \
virtual const char* className() const \
{ \
return #X; \
} \
\
protected: \
virtual void activated(int iMsg); \
virtual bool isActive(void) \
{ \
Gui::MDIView* view = Gui::getMainWindow()->activeWindow(); \
return view && view->isDerivedFrom<Gui::View3DInventor>(); \
} \
\
private: \
X(const X&) = delete; \
X(X&&) = delete; \
X& operator=(const X&) = delete; \
X& operator=(X&&) = delete; \
};
#endif // GUI_COMMAND_H