/* -*- 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_VCL_WIZARDMACHINE_HXX #define INCLUDED_VCL_WIZARDMACHINE_HXX #include #include #include namespace weld { class Builder; class Container; } struct WizPageData; struct ImplWizButtonData; // 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 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. virtual void initializePage() = 0; virtual bool 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. The default implementation always returns . */ virtual bool canAdvance() const = 0; protected: ~IWizardPageController() {} }; //= OWizardPage class VCL_DLLPUBLIC OWizardPage : public BuilderPage, public IWizardPageController { public: OWizardPage(weld::Container* pPage, weld::DialogController* pController, const OUString& rUIXMLDescription, const OString& rID); virtual ~OWizardPage() override; // IWizardPageController overridables virtual void initializePage() override; virtual bool commitPage( WizardTypes::CommitPageReason _eReason ) override; virtual bool canAdvance() const override; protected: // BuilderPage overridables virtual void Activate() override; /** 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 Next and Previous buttons which you usually find in a wizard. Derived classes have to implement the travel logic by overriding determineNextState, 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; protected: std::unique_ptr m_xFinish; std::unique_ptr m_xCancel; std::unique_ptr m_xNextPage; std::unique_ptr m_xPrevPage; std::unique_ptr m_xHelp; private: // hold members in this structure to allow keeping compatible when members are added std::unique_ptr m_pImpl; public: WizardMachine(weld::Window* _pParent, WizardButtonFlags _nButtonFlags ); virtual ~WizardMachine() override; bool Finish(short nResult = RET_CANCEL); bool ShowPage(WizardTypes::WizardState nState); bool ShowNextPage(); bool ShowPrevPage(); void AddPage( std::unique_ptr xPage ); void RemovePage( const BuilderPage* pPage ); void SetPage( WizardTypes::WizardState nLevel, std::unique_ptr xPage ); BuilderPage* GetPage( WizardTypes::WizardState eState ) const; /// 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 virtual bool 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 (canAdvance), and enables the "Next" button if and only if this is the case. */ virtual void updateTravelUI(); protected: virtual void ActivatePage(); virtual bool DeactivatePage(); // our own overridables /// to override to create new pages virtual std::unique_ptr createPage(WizardTypes::WizardState _nState) = 0; /// will be called when a new page is about to be displayed virtual void 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 OWizardPage::commitPage for the current page, and return whatever this call returns. @param _eReason The reason why the state is to be left. @return if and only if the page is allowed to be left */ virtual bool 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 prepareLeaveCurrentState. However, changing this return type is too incompatible at the moment ... @return if and only if the page is allowed to be left */ virtual bool 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 Return WZS_INVALID_STATE to prevent traveling. */ virtual WizardTypes::WizardState determineNextState(WizardTypes::WizardState nCurrentState) const; /** called when the finish button is pressed

By default, only the base class' Finish method (which is not virtual) is called

*/ virtual bool 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 , 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(); bool isAutomaticNextButtonStateEnabled() const; /** removes a page from the history. Should be called when the page is being disabled */ void removePageFromHistory(WizardTypes::WizardState nToRemove); /** skip a state The method behaves as if from the current state, _nSteps travelNexts were called, but without actually creating or displaying the \EDntermediate pages. Only the (_nSteps + 1)th page is created. The skipped states appear in the state history, so travelPrevious will make use of them. A very essential precondition for using this method is that your determineNextState method is able to determine the next state without actually having the page of the current state. @see skipUntil @see skipBackwardUntil */ void skip(); /** skips one or more states, until a given state is reached The method behaves as if from the current state, travelNexts were called successively, until _nTargetState is reached, but without actually creating or displaying the \EDntermediate pages. The skipped states appear in the state history, so travelPrevious will make use of them. @return if and only if traveling was successful @see skip @see skipBackwardUntil */ bool skipUntil(WizardTypes::WizardState nTargetState); /** 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 show both pages, which is not necessary, since you're interested in the target page only. Using skipBackwardUntil relieves you of this. @return if and only if traveling was successful @see skipUntil @see skip */ bool skipBackwardUntil(WizardTypes::WizardState nTargetState); /** returns the current state of the machine Vulgo, this is the identifier of the current tab page :) */ WizardTypes::WizardState getCurrentState() const { return m_nCurState; } virtual IWizardPageController* getPageController(BuilderPage* pCurrentPage) const; /** retrieves a copy of the state history, i.e. all states we already visited */ void getStateHistory(std::vector& out_rHistory); public: class AccessGuard { friend class WizardTravelSuspension; private: AccessGuard() { } }; void suspendTraveling( AccessGuard ); void resumeTraveling( AccessGuard ); bool isTravelingSuspended() const; protected: BuilderPage* GetOrCreatePage(const WizardTypes::WizardState i_nState); private: DECL_DLLPRIVATE_LINK(OnNextPage, weld::Button&, void); DECL_DLLPRIVATE_LINK(OnPrevPage, weld::Button&, void); DECL_DLLPRIVATE_LINK(OnFinish, weld::Button&, void); DECL_DLLPRIVATE_LINK(OnCancel, weld::Button&, void); VCL_DLLPRIVATE void implUpdateTitle(); VCL_DLLPRIVATE void implConstruct( const WizardButtonFlags _nButtonFlags ); }; /// helper class to temporarily suspend any traveling in the wizard class WizardTravelSuspension { public: WizardTravelSuspension(WizardMachine& rWizard) : m_pWizard(&rWizard) { m_pWizard->suspendTraveling(WizardMachine::AccessGuard()); } ~WizardTravelSuspension() { m_pWizard->resumeTraveling(WizardMachine::AccessGuard()); } private: WizardMachine* m_pWizard; }; } // namespace vcl #define WIZARDDIALOG_BUTTON_STDOFFSET_X 6 #define WIZARDDIALOG_BUTTON_SMALLSTDOFFSET_X 3 #endif // INCLUDED_VCL_WIZARDMACHINE_HXX /* vim:set shiftwidth=4 softtabstop=4 expandtab: */