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If not, see * * for a copy of the LGPLv3 License. * ************************************************************************/ #ifndef _SFXSTATCACH_HXX #define _SFXSTATCACH_HXX #include #include #include #include #include #include #include #include #include #include #ifndef _SFXBINDINGS_HXX #include #endif #ifndef _SFXMSGSERV_HXX #include "slotserv.hxx" #endif #include class SfxControllerItem; class SfxDispatcher; class BindDispatch_Impl : public ::com::sun::star::frame::XStatusListener , public ::com::sun::star::lang::XTypeProvider , public ::cppu::OWeakObject { friend class SfxStateCache; ::com::sun::star::uno::Reference< ::com::sun::star::frame::XDispatch > xDisp; ::com::sun::star::util::URL aURL; ::com::sun::star::frame::FeatureStateEvent aStatus; SfxStateCache* pCache; const SfxSlot* pSlot; public: BindDispatch_Impl( const ::com::sun::star::uno::Reference< ::com::sun::star::frame::XDispatch > & rDisp, const ::com::sun::star::util::URL& rURL, SfxStateCache* pStateCache, const SfxSlot* pSlot ); SFX_DECL_XINTERFACE_XTYPEPROVIDER virtual void SAL_CALL statusChanged( const ::com::sun::star::frame::FeatureStateEvent& Event ) throw ( ::com::sun::star::uno::RuntimeException ); virtual void SAL_CALL disposing( const ::com::sun::star::lang::EventObject& Source ) throw ( ::com::sun::star::uno::RuntimeException ); void Release(); const ::com::sun::star::frame::FeatureStateEvent& GetStatus() const; void Dispatch( com::sun::star::uno::Sequence < com::sun::star::beans::PropertyValue > aProps, sal_Bool bForceSynchron = sal_False ); }; class SfxStateCache { friend class BindDispatch_Impl; BindDispatch_Impl* pDispatch; sal_uInt16 nId; // Slot-Id SfxControllerItem* pInternalController; com::sun::star::uno::Reference < com::sun::star::frame::XDispatch > xMyDispatch; SfxControllerItem* pController; // Ptr auf 1. gebundenen Controller (untereinander verkettet) SfxSlotServer aSlotServ; // SlotServer, SlotPtr = 0 -> Nicht auf Stack SfxPoolItem* pLastItem; // zuletzt verschicktes Item, nie -1 SfxItemState eLastState; // zuletzt verschickter State sal_Bool bCtrlDirty:1; // Controller aktualisiert? sal_Bool bSlotDirty:1; // Funktion gfs. vorhanden, muss aktualisiert werden sal_Bool bItemVisible:1;// item visibility sal_Bool bItemDirty; // G"ultigkeit von pLastItem private: SfxStateCache( const SfxStateCache& rOrig ); // n.i. void SetState_Impl( SfxItemState, const SfxPoolItem*, BOOL bMaybeDirty=FALSE ); public: SfxStateCache( sal_uInt16 nFuncId ); ~SfxStateCache(); sal_uInt16 GetId() const; const SfxSlotServer* GetSlotServer( SfxDispatcher &rDispat, const ::com::sun::star::uno::Reference< ::com::sun::star::frame::XDispatchProvider > & xProv ); const SfxSlotServer* GetSlotServer( SfxDispatcher &rDispat ) { return GetSlotServer( rDispat, ::com::sun::star::uno::Reference< ::com::sun::star::frame::XDispatchProvider > () ); } ::com::sun::star::uno::Reference< ::com::sun::star::frame::XDispatch > GetDispatch() const; void Dispatch( const SfxItemSet* pSet, sal_Bool bForceSynchron = sal_False ); sal_Bool IsControllerDirty() const { return bCtrlDirty ? sal_True : sal_False; } SfxPoolItem* GetItem() const { return pLastItem; } void ClearCache(); void SetState( SfxItemState, const SfxPoolItem*, BOOL bMaybeDirty=FALSE ); void SetCachedState(BOOL bAlways = FALSE); void DeleteFloatingWindows(); void Invalidate( sal_Bool bWithSlot ); void SetVisibleState( BOOL bShow=TRUE ); SfxControllerItem* ChangeItemLink( SfxControllerItem* pNewBinding ); SfxControllerItem* GetItemLink() const; void SetInternalController( SfxControllerItem* pCtrl ) { DBG_ASSERT( !pInternalController, "Only one internal controller allowed!" ); pInternalController = pCtrl; } void ReleaseInternalController() { pInternalController = 0; } SfxControllerItem* GetInternalController() const { return pInternalController; } com::sun::star::uno::Reference < com::sun::star::frame::XDispatch > GetInternalDispatch() const { return xMyDispatch; } void SetInternalDispatch( const com::sun::star::uno::Reference < com::sun::star::frame::XDispatch >& rDisp ) { xMyDispatch = rDisp; } }; //-------------------------------------------------------------------- // checks wheather this function is in the stack of active SfxObjectInterface //inline sal_Bool SfxStateCache::IsCallable( SfxDispatcher &rDispat ) //{ // return GetSlotServer(rDispat) != 0; //} //-------------------------------------------------------------------- // clears Cached-Item inline void SfxStateCache::ClearCache() { bItemDirty = sal_True; } //-------------------------------------------------------------------- // registeres a item representing this function inline SfxControllerItem* SfxStateCache::ChangeItemLink( SfxControllerItem* pNewBinding ) { SfxControllerItem* pOldBinding = pController; pController = pNewBinding; if ( pNewBinding ) { bCtrlDirty = sal_True; bItemDirty = sal_True; } return pOldBinding; } //-------------------------------------------------------------------- // returns the func binding which becomes called on spreading states inline SfxControllerItem* SfxStateCache::GetItemLink() const { return pController; } //-------------------------------------------------------------------- inline sal_uInt16 SfxStateCache::GetId() const { return nId; } #endif