/* -*- 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_WIZDLG_HXX #define INCLUDED_VCL_WIZDLG_HXX #include #include #include #include #include struct ImplWizPageData { ImplWizPageData* mpNext; VclPtr mpPage; }; namespace vcl { struct RoadmapWizardImpl; class RoadmapWizard; namespace RoadmapWizardTypes { typedef VclPtr (* RoadmapPageFactory)( RoadmapWizard& ); }; //= RoadmapWizard /** wizard for a roadmap The basic new concept introduced is a path:
A path 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 n 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 n1 and n2, which share at least the first k states (where k is at least 1), and an arbitrary number of other states. */ class RoadmapWizard : public Dialog { private: Idle maWizardLayoutIdle; Size maPageSize; ImplWizPageData* mpFirstPage; ImplWizButtonData* mpFirstBtn; VclPtr mpCurTabPage; VclPtr mpPrevBtn; VclPtr mpNextBtn; VclPtr mpViewWindow; sal_uInt16 mnCurLevel; WindowAlign meViewAlign; sal_Int16 mnLeftAlignCount; bool mbEmptyViewMargin; DECL_LINK( ImplHandleWizardLayoutTimerHdl, Timer*, void ); // IMPORTANT: // traveling pages should not be done by calling these base class member, some mechanisms of this class // here (e.g. committing page data) depend on having full control over page traveling. // So use the travelXXX methods if you need to travel protected: long LogicalCoordinateToPixel(int iCoordinate); /**sets the number of buttons which should be left-aligned. Normally, buttons are right-aligned. only to be used during construction, before any layouting happened */ void SetLeftAlignedButtonCount( sal_Int16 _nCount ); /** declares the view area to have an empty margin Normally, the view area has a certain margin to the top/left/bottom/right of the dialog. By calling this method, you can reduce this margin to 0. */ void SetEmptyViewMargin(); void CalcAndSetSize(); public: VclPtr m_pFinish; VclPtr m_pCancel; VclPtr m_pNextPage; VclPtr m_pPrevPage; VclPtr m_pHelp; private: std::unique_ptr m_xWizardImpl; // hold members in this structure to allow keeping compatible when members are added std::unique_ptr m_xRoadmapImpl; public: RoadmapWizard(vcl::Window* pParent, WinBits nStyle = WB_STDDIALOG, InitFlag eFlag = InitFlag::Default); virtual ~RoadmapWizard( ) override; virtual void dispose() override; virtual void Resize() override; virtual void StateChanged( StateChangedType nStateChange ) override; virtual bool EventNotify( NotifyEvent& rNEvt ) override; void ActivatePage(); virtual void queue_resize(StateChangedType eReason = StateChangedType::Layout) override; bool ShowPage( sal_uInt16 nLevel ); bool Finish( long nResult = 0 ); sal_uInt16 GetCurLevel() const { return mnCurLevel; } void AddPage( TabPage* pPage ); void RemovePage( TabPage* pPage ); void SetPage( sal_uInt16 nLevel, TabPage* pPage ); TabPage* GetPage( sal_uInt16 nLevel ) const; void AddButton( Button* pButton, long nOffset = 0 ); void RemoveButton( Button* pButton ); void SetPrevButton( PushButton* pButton ) { mpPrevBtn = pButton; } void SetNextButton( PushButton* pButton ) { mpNextBtn = pButton; } void SetViewWindow( vcl::Window* pWindow ) { mpViewWindow = pWindow; } void SetViewAlign( WindowAlign eAlign ) { meViewAlign = eAlign; } void SetPageSizePixel( const Size& rSize ) { maPageSize = rSize; } const Size& GetPageSizePixel() const { return maPageSize; } /// enable (or disable) buttons void enableButtons(WizardButtonFlags _nWizardButtonFlags, bool _bEnable); /// determines whether there is a next state to which we can advance bool canAdvance() const; void SetRoadmapHelpId( const OString& _rId ); void InsertRoadmapItem(int nIndex, const OUString& rLabel, int nId, bool bEnabled); void DeleteRoadmapItems(); int GetCurrentRoadmapItemID() const; void SelectRoadmapItemByID(int nId); void SetItemSelectHdl( const Link& _rHdl ); void ShowRoadmap(bool bShow); protected: /// to override to create new pages VclPtr createPage(WizardTypes::WizardState nState); /// will be called when a new page is about to be displayed 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 */ bool prepareLeaveCurrentState( WizardTypes::CommitPageReason eReason ); /** determine the next state to travel from the given one This method ensures that traveling happens along the active path. Return WZS_INVALID_STATE to prevent traveling. @see activatePath */ 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

*/ 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. */ bool isAutomaticNextButtonStateEnabled() const; /** removes a page from the history. Should be called when the page is being disabled */ void removePageFromHistory(WizardTypes::WizardState nToRemove); /** 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 GetCurLevel(); } static IWizardPageController* getPageController( TabPage* _pCurrentPage ); /** 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. */ OUString getStateDisplayName(WizardTypes::WizardState nState) const; private: DECL_LINK( OnRoadmapItemSelected, LinkParamNone*, void ); /** updates the roadmap control to show the given path, as far as possible (modulo conflicts with other paths) */ void implUpdateRoadmap( ); void impl_construct(); public: class AccessGuard { friend class RoadmapWizardTravelSuspension; private: AccessGuard() { } }; void suspendTraveling( AccessGuard ); void resumeTraveling( AccessGuard ); bool isTravelingSuspended() const; protected: TabPage* GetOrCreatePage(const WizardTypes::WizardState i_nState); private: void ImplInitData(); void ImplCalcSize( Size& rSize ); void ImplPosCtrls(); void ImplPosTabPage(); void ImplShowTabPage( TabPage* pPage ); TabPage* ImplGetPage( sal_uInt16 nLevel ) const; DECL_LINK(OnNextPage, Button*, void); DECL_LINK(OnPrevPage, Button*, void); DECL_LINK(OnFinish, Button*, void); void implUpdateTitle(); void implConstruct( const WizardButtonFlags _nButtonFlags ); }; /// helper class to temporarily suspend any traveling in the wizard class RoadmapWizardTravelSuspension { public: RoadmapWizardTravelSuspension(RoadmapWizard& rWizard) : m_pOWizard(&rWizard) { m_pOWizard->suspendTraveling(RoadmapWizard::AccessGuard()); } ~RoadmapWizardTravelSuspension() { if (m_pOWizard) m_pOWizard->resumeTraveling(RoadmapWizard::AccessGuard()); } private: VclPtr m_pOWizard; }; } // namespace vcl #endif /* vim:set shiftwidth=4 softtabstop=4 expandtab: */