pcb-rnd devlog

Dynamic menus

by Igor2

Background

Before integrating gpmi scripting, pcb-rnd needs to be prepared to interface with the scripts. The engine is pretty much ready since ages: the action interface is ideal for scripts to register their actions or execute existing actions. This also means the command line and batch UI are instantly connected with scripts.

The only largely visible remaining portion is the GUI. pcb-gpmi supports building dialog boxes using the current HID (so called attribute dialogs, originally invented for exporter settings) and calling some simpler predefined dialogs like a progress bar or alert.

What's really missing is a way to create new menus on the fly. The user loads a script and the script makes up a menu with submenus, all bound to the proper actions.

This introduces a nice dilemma, tho: there is a real cool menu configuration file that makes the user able to reconfigure the menu system, hot keys, tool tips and whatnot (I wish more applications had this feature!). What if a script comes in and trolls the whole thing creating random menus at surprising places in the menu system? How the user can control what the script could do with his preciously crafted menu setup tailored to his own preferences?

I believe in sharp tools and careful users. I indeed plan to allow scripts to do whatever they want with the menu system but I invent some conventions too. As long as scripts stick to these conventions, the user retain control over the menu layout.

How it works

PCB reads *menu.res and builds the gui on startup; the menu system is static after that point. pcb-rnd does the same on startup but also stores all menus (referenced by their paths, like "/File/Save as") in a hash table. Later on a call to a new hid function (create_menu()) can create new menus or submenus, extending the menu tree at any point.

When a new menu "/File/foo" is created, using the hash create_menu() finds out that /File already exists and doesn't create it but use the existing widget from the hash. This means if the user creates menus from the res file that are also created by the script, the res file sort of overrides the script's later actions as all those menus will already exist by the time the script tries to create them.

And here comes the conventions part:

As long as plugins and scripts stick to this convention, the user can create all the menus for all the plugins and scripts in advance. Stock menu res files will have the /Plugin menu at least, so its place is fixed.