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authorCaolán McNamara <caolanm@redhat.com>2019-08-03 20:31:00 +0100
committerCaolán McNamara <caolanm@redhat.com>2019-08-17 16:31:30 +0200
commit07083030e3f6f6b1ab1b91bdb1f8a0ea72361396 (patch)
tree5f3ff975fbf75e3fc9350707be00d3ff3c0cce2b /include/svtools/roadmapwizard.hxx
parentd30ab819b80e67119e17d3e4243cab88c508ebae (diff)
move RoadmapWizard to vcl
Change-Id: Iae2f5e0ac52dcf862035508db3a22cfd86d02d8f Reviewed-on: https://gerrit.libreoffice.org/76903 Tested-by: Jenkins Reviewed-by: Caolán McNamara <caolanm@redhat.com> Tested-by: Caolán McNamara <caolanm@redhat.com>
Diffstat (limited to 'include/svtools/roadmapwizard.hxx')
-rw-r--r--include/svtools/roadmapwizard.hxx223
1 files changed, 0 insertions, 223 deletions
diff --git a/include/svtools/roadmapwizard.hxx b/include/svtools/roadmapwizard.hxx
deleted file mode 100644
index 2ff7c6146273..000000000000
--- a/include/svtools/roadmapwizard.hxx
+++ /dev/null
@@ -1,223 +0,0 @@
-/* -*- 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 .
- */
-
-#ifndef INCLUDED_SVTOOLS_ROADMAPWIZARD_HXX
-#define INCLUDED_SVTOOLS_ROADMAPWIZARD_HXX
-
-#include <memory>
-#include <svtools/svtdllapi.h>
-#include <vcl/wizardmachine.hxx>
-
-
-namespace svt
-{
- struct RoadmapWizardImpl;
- class RoadmapWizard;
-
- struct RoadmapWizardTypes
- {
- public:
- typedef sal_Int16 PathId;
- typedef ::std::vector< vcl::WizardTypes::WizardState > WizardPath;
- typedef VclPtr<TabPage> (* RoadmapPageFactory)( RoadmapWizard& );
- };
-
-
- //= RoadmapWizard
-
- /** is - no, not a wizard for a roadmap, but the base class for wizards
- <em>supporting</em> a roadmap.
-
- The basic new concept introduced is a <em>path</em>:<br/>
- A <em>path</em> is a sequence of states, which are to be executed in a linear order.
- Elements in the path can be skipped, depending on choices the user makes.
-
- In the most simple wizards, you will have only one path consisting of <code>n</code> elements,
- which are to be visited successively.
-
- In a slightly more complex wizard, you will have one linear path, were certain
- steps might be skipped due to user input. For instance, the user may decide to not specify
- certain aspects of the to-be-created object (e.g. by unchecking a check box),
- and the wizard then will simply disable the step which corresponds to this step.
-
- In a yet more advanced wizards, you will have several paths of length <code>n1</code> and
- <code>n2</code>, which share at least the first <code>k</code> states (where <code>k</code>
- is at least 1), and an arbitrary number of other states.
- */
- class SVT_DLLPUBLIC RoadmapWizard : public vcl::OWizardMachine, public RoadmapWizardTypes
- {
- private:
- std::unique_ptr<RoadmapWizardImpl> m_pImpl;
-
- public:
- RoadmapWizard(
- vcl::Window* _pParent
- );
- virtual ~RoadmapWizard( ) override;
- virtual void dispose() override;
-
- void SetRoadmapHelpId( const OString& _rId );
-
- void SetRoadmapInteractive( bool _bInteractive );
-
- // returns whether a given state is enabled
- bool isStateEnabled( WizardState _nState ) const;
-
- // WizardDialog overridables
- virtual bool canAdvance() const override;
- virtual void updateTravelUI() override;
-
- protected:
- /** declares a valid path in the wizard
-
- The very first path which is declared is automatically activated.
-
- Note that all paths which are declared must have the very first state in
- common. Also note that due to a restriction of the very base class (WizardDialog),
- this common first state must be 0.
-
- You cannot declare new paths once the wizard started, so it's recommended that
- you do all declarations within your derivee's constructor.
-
- @see activatePath
-
- @param _nId
- the unique id you wish to give this path. This id can later on be used
- to refer to the path which you just declared
- */
- void declarePath( PathId _nPathId, const WizardPath& _lWizardStates);
-
- /** provides basic information about a state
-
- The given display name is used in the default implementation of getStateDisplayName,
- and the given factory is used in the default implementation of createPage.
- */
- void describeState( WizardState _nState, const OUString& _rStateDisplayName, RoadmapPageFactory _pPageFactory );
-
- /** activates a path which has previously been declared with <member>declarePath</member>
-
- You can only activate paths which share the first <code>k</code> states with the path
- which is previously active (if any), where <code>k</code> is the index of the
- current state within the current path.
-
- <example>
- Say you have paths, <code>(0,1,2,5)</code> and <code>(0,1,4,5)</code>. This means that after
- step <code>1</code>, you either continue with state <code>2</code> or state <code>4</code>,
- and after this, you finish in state <code>5</code>.<br/>
- Now if the first path is active, and your current state is <code>1</code>, then you can
- easily switch to the second path, since both paths start with <code>(0,1)</code>.<br/>
- However, if your current state is <code>2</code>, then you can not switch to the second
- path anymore.
- </example>
-
- @param _nPathId
- the id of the path. The path must have been declared (under this id) with
- <member>declarePath</member> before it can be activated.
-
- @param _bDecideForIt
- If <TRUE/>, the path will be completely activated, even if it is a conflicting path
- (i.e. there is another path which shares the first <code>k</code> states with
- the to-be-activated path.)<br/>
- If <FALSE/>, then the new path is checked for conflicts with other paths. If such
- conflicts exists, the path is not completely activated, but only up to the point
- where it does <em>not</em> conflict.<br/>
- With the paths in the example above, if you activate the second path (when both are
- already declared), then only steps <code>0</code> and <code>1</code> are activated,
- since they are common to both paths.
- */
- void activatePath( PathId _nPathId, bool _bDecideForIt = false );
-
- /** determine the next state to travel from the given one
-
- This method (which is declared in OWizardMachine and overwritten here)
- ensures that traveling happens along the active path.
-
- @see activatePath
- */
- virtual WizardState determineNextState( WizardState _nCurrentState ) const override;
-
- /** en- or disables a state
-
- In the wizard's roadmap, states to travel to can be freely chosen. To prevent
- users from selecting a state which is currently not available, you can declare this
- state as being disabled.
-
- A situation where you need this may be when you have a checkbox which, when checked
- by the user, enables a page with additional settings. As long as this checkbox is
- not checked, the respective state would be disabled.
-
- Note that in theory, you can declare multiple paths, instead of disabling states.
- For instance, if you have a path where one state can be potentially disabled, then
- you could declare a second path, which does not contain this state. However, the
- disadvantage is that then, not the complete path would be visible in the roadmap,
- but only all steps up to the point where the both paths diverge.<br/>
- Another disadvantage is that the number of needed paths grows exponentially with
- the number of states which can be potentially disabled.
-
- @see declarePath
- */
- void enableState( WizardState _nState, bool _bEnable = true );
-
- /** returns true if and only if the given state is known in at least one declared path
- */
- bool knowsState( WizardState _nState ) const;
-
- // OWizardMachine overriables
- virtual void enterState( WizardState _nState ) override;
-
- /** returns a human readable name for a given state
-
- There is a default implementation for this method, which returns the display name
- as given in a call to describeState. If there is no description for the given state,
- this is worth an assertion in a non-product build, and then an empty string is
- returned.
- */
- virtual OUString getStateDisplayName( WizardState _nState ) const;
-
- /** creates a page for a given state
-
- This member is inherited from OWizardMachine, and default-implemented in this class
- for all states which have been described using describeState.
- */
- virtual VclPtr<TabPage> createPage( WizardState _nState ) override;
-
- /** asks for a new label of the wizard page
-
- */
- void updateRoadmapItemLabel( WizardState _nState );
-
- private:
- DECL_DLLPRIVATE_LINK( OnRoadmapItemSelected, LinkParamNone*, void );
-
- /** updates the roadmap control to show the given path, as far as possible
- (modulo conflicts with other paths)
- */
- SVT_DLLPRIVATE void implUpdateRoadmap( );
-
- private:
- SVT_DLLPRIVATE void impl_construct();
- };
-
-
-} // namespace svt
-
-
-#endif // OOO_ INCLUDED_SVTOOLS_ROADMAPWIZARD_HXX
-
-/* vim:set shiftwidth=4 softtabstop=4 expandtab: */