/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* * This file is part of the LibreOffice project. * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. * * This file incorporates work covered by the following license notice: * * Licensed to the Apache Software Foundation (ASF) under one or more * contributor license agreements. See the NOTICE file distributed * with this work for additional information regarding copyright * ownership. The ASF licenses this file to you under the Apache * License, Version 2.0 (the "License"); you may not use this file * except in compliance with the License. You may obtain a copy of * the License at http://www.apache.org/licenses/LICENSE-2.0 .
*/ #pragma once
// wizard states #define WZS_INVALID_STATE (::vcl::WizardTypes::WizardState(-1))
namespace vcl
{ //= WizardTypes namespace WizardTypes
{ typedef sal_Int16 WizardState; enum CommitPageReason
{
eTravelForward, // traveling forward (maybe with skipping pages)
eTravelBackward, // traveling backward (maybe with skipping pages)
eFinish, // the wizard is about to be finished
eValidate // the data should be validated only, no traveling will happen
};
};
class SAL_NO_VTABLE SAL_LOPLUGIN_ANNOTATE("crosscast") IWizardPageController
{ public:
// This methods behave somewhat different than ActivatePage/DeactivatePage // The latter are handled by the base class itself whenever changing the pages is in the offing, // i.e., when it's already decided which page is the next. // We may have situations where the next page depends on the state of the current, which needs // to be committed for this. // So initializePage and commitPage are designated to initializing/committing data on the page. virtualvoid initializePage() = 0; virtualbool commitPage( WizardTypes::CommitPageReason _eReason ) = 0;
/** determines whether or not it is allowed to advance to a next page
You should make this dependent on the current state of the page only, not on states on other pages of the whole dialog.
/** updates the travel-related UI elements of the OWizardMachine we live in (if any)
If the parent of the tab page is an OWizardMachine, then updateTravelUI at this instance is called. Otherwise, nothing happens.
*/ void updateDialogTravelUI();
};
//= OWizardMachine struct WizardMachineImplData; /** implements some kind of finite automata, where the states of the automata exactly correlate with tab pages.
That is, the machine can have up to n states, where at each point in time exactly one state is the current one. A state being current is represented as one of n tab pages being displayed currently.
The class handles the UI for traveling between the states (e.g. it administrates the <em>Next</em> and <em>Previous</em> buttons which you usually find in a wizard.
Derived classes have to implement the travel logic by overriding <member>determineNextState</member>, which has to determine the state which follows the current state. Since this may depend on the actual data presented in the wizard (e.g. checkboxes checked, or something like this), they can implement non-linear traveling this way.
*/ class VCL_DLLPUBLIC WizardMachine : public weld::AssistantController
{ protected:
BuilderPage* m_pCurTabPage; private:
WizardTypes::WizardState m_nCurState;
WizPageData* m_pFirstPage;
/// enable (or disable) buttons void enableButtons(WizardButtonFlags _nWizardButtonFlags, bool _bEnable); /// set the default style for a button void defaultButton(WizardButtonFlags _nWizardButtonFlags); /// set the default style for a button void defaultButton(weld::Button* _pNewDefButton);
/// set the base of the title to use - the title of the current page is appended void setTitleBase(const OUString& _rTitleBase);
/// determines whether there is a next state to which we can advance virtualbool canAdvance() const;
/** updates the user interface which deals with traveling in the wizard
The default implementation simply checks whether both the current page and the wizard itself allow to advance to the next state (<code>canAdvance</code>), and enables the "Next" button if and only if this is the case.
*/ virtualvoid updateTravelUI();
/// to override to create new pages virtual std::unique_ptr<BuilderPage> createPage(WizardTypes::WizardState _nState) = 0;
/// will be called when a new page is about to be displayed virtualvoid enterState(WizardTypes::WizardState _nState);
/** will be called when the current state is about to be left for the given reason
The base implementation in this class will simply call <member>OWizardPage::commitPage</member> for the current page, and return whatever this call returns.
@param _eReason The reason why the state is to be left. @return <TRUE/> if and only if the page is allowed to be left
*/ virtualbool prepareLeaveCurrentState( WizardTypes::CommitPageReason eReason );
/** will be called when the given state is left
This is the very last possibility for derived classes to veto the deactivation of a page.
@todo Normally, we would not need the return value here - derived classes now have the possibility to veto page deactivations in <member>prepareLeaveCurrentState</member>. However, changing this return type is too incompatible at the moment ...
@return <TRUE/> if and only if the page is allowed to be left
*/ virtualbool leaveState(WizardTypes::WizardState nState);
/** determine the next state to travel from the given one
The default behaviour is linear traveling, overwrite this to change it
/** called when the finish button is pressed <p>By default, only the base class' Finish method (which is not virtual) is called</p>
*/ virtualbool onFinish();
/// travel to the next state bool travelNext();
/// travel to the previous state bool travelPrevious();
/** enables the automatic enabled/disabled state of the "Next" button
If this is <TRUE/>, then upon entering a new state, the "Next" button will automatically be enabled if and only if determineNextState does not return WZS_INVALID_STATE.
*/ void enableAutomaticNextButtonState();
SAL_DLLPRIVATE bool isAutomaticNextButtonStateEnabled() const;
/** removes a page from the history. Should be called when the page is being disabled
*/
SAL_DLLPRIVATE void removePageFromHistory(WizardTypes::WizardState nToRemove);
/** skip a state
The method behaves as if from the current state, <arg>_nSteps</arg> <method>travelNext</method>s were called, but without actually creating or displaying the \EDntermediate pages. Only the (<arg>_nSteps</arg> + 1)th page is created.
The skipped states appear in the state history, so <method>travelPrevious</method> will make use of them.
A very essential precondition for using this method is that your <method>determineNextState</method> method is able to determine the next state without actually having the page of the current state.
/** skips one or more states, until a given state is reached
The method behaves as if from the current state, <method>travelNext</method>s were called successively, until <arg>_nTargetState</arg> is reached, but without actually creating or displaying the \EDntermediate pages.
The skipped states appear in the state history, so <method>travelPrevious</method> will make use of them.
@return <TRUE/> if and only if traveling was successful
/** moves back one or more states, until a given state is reached
This method allows traveling backwards more than one state without actually showing the intermediate states.
For instance, if you want to travel two steps backward at a time, you could used two travelPrevious calls, but this would <em>show</em> both pages, which is not necessary, since you're interested in the target page only. Using <member>skipBackwardUntil</member> relieves you of this.
@return <TRUE/> if and only if traveling was successful
/** retrieves a copy of the state history, i.e. all states we already visited
*/
SAL_DLLPRIVATE void getStateHistory(std::vector<WizardTypes::WizardState>& out_rHistory);
/// helper class to temporarily suspend any traveling in the wizard class WizardTravelSuspension
{ public:
WizardTravelSuspension(WizardMachine& rWizard)
: m_pWizard(&rWizard)
{
m_pWizard->suspendTraveling(WizardMachine::AccessGuard());
}
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