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|
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE script:module PUBLIC "-//OpenOffice.org//DTD OfficeDocument 1.0//EN" "module.dtd">
<script:module xmlns:script="http://openoffice.org/2000/script" script:name="SF_Menu" script:language="StarBasic" script:moduleType="normal">REM =======================================================================================================================
REM === The ScriptForge library and its associated libraries are part of the LibreOffice project. ===
REM === The SFWidgets library is one of the associated libraries. ===
REM === Full documentation is available on https://help.libreoffice.org/ ===
REM =======================================================================================================================
Option Compatible
Option ClassModule
Option Explicit
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
''' SF_Menu
''' =======
''' Display a menu in the menubar of a document or a form document.
''' After use, the menu will not be saved neither in the application settings, nor in the document.
'''
''' The menu will be displayed, as usual, when its header in the menubar is clicked.
''' When one of its items is selected, there are 3 alternative options:
''' - a UNO command (like ".uno:About") is triggered
''' - a user script is run receiving a standard argument defined in this service
''' - one of above combined with a toggle of the status of the item
'''
''' The menu is described from top to bottom. Each menu item receives a numeric and a string identifier.
'''
''' Menu items are either:
''' - usual items
''' - checkboxes
''' - radio buttons
''' - a menu separator
''' Menu items can be decorated with icons and tooltips.
'''
''' Definitions:
''' SubmenuCharacter: the character or the character string that identifies how menus are cascading
''' Default = ">"
''' Can be set when invoking the Menu service
''' ShortcutCharacter: the underline access key character
''' Default = "~"
'''
''' Menus and submenus
''' To create a menu with submenus, use the character defined in the
''' SubmenuCharacter property while creating the menu entry to define where it will be
''' placed. For instance, consider the following menu/submenu hierarchy.
''' Item A
''' Item B > Item B.1
''' Item B.2
''' ------ (line separator)
''' Item C > Item C.1 > Item C.1.1
''' Item C.1.2
''' Item C > Item C.2 > Item C.2.1
''' Item C.2.2
''' Next code will create the menu/submenu hierarchy
''' With myMenu
''' .AddItem("Item A")
''' .AddItem("Item B>Item B.1")
''' .AddItem("Item B>Item B.2")
''' .AddItem("---")
''' .AddItem("Item C>Item C.1>Item C.1.1")
''' .AddItem("Item C>Item C.1>Item C.1.2")
''' .AddItem("Item C>Item C.2>Item C.2.1")
''' .AddItem("Item C>Item C.2>Item C.2.2")
''' End With
'''
''' Service invocation:
''' Dim ui As Object, oDoc As Object, myMenu As Object
''' Set ui = CreateScriptService("UI")
''' Set oDoc = ui.GetDocument(ThisComponent)
''' Set myMenu = oDoc.CreateMenu("My own menu")
'''
'''
''' Detailed user documentation:
''' https://help.libreoffice.org/latest/en-US/text/sbasic/shared/03/sf_menu.html?DbPAR=BASIC
'''
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
REM ================================================================== EXCEPTIONS
REM ============================================================= PRIVATE MEMBERS
Private [Me] As Object
Private ObjectType As String ' Must be MENU
Private ServiceName As String
' Menu descriptors
Private Component As Object ' the com.sun.star.lang.XComponent hosting the menu in its menubar
Private MenuBar As Object ' com.sun.star.awt.XMenuBar or stardiv.Toolkit.VCLXMenuBar
Private SubmenuChar As String ' Delimiter in menu trees
Private MenuHeader As String ' Header of the menu
Private MenuId As Integer ' Menu numeric identifier in the menubar
Private MenuPosition As Integer ' Position of the menu on the menubar >= 1
Private PopupMenu As Object ' The underlying popup menu as a SF_PopupMenu object
REM ============================================================ MODULE CONSTANTS
Private Const _UnderlineAccessKeyChar = "~"
Private Const _DefaultSubmenuChar = ">"
Private Const cstUnoPrefix = ".uno:"
Private Const cstScriptArg = ":::"
Private Const cstNormal = "N"
Private Const cstCheck = "C"
Private Const cstRadio = "R"
REM ====================================================== CONSTRUCTOR/DESTRUCTOR
REM -----------------------------------------------------------------------------
Private Sub Class_Initialize()
Set [Me] = Nothing
ObjectType = "MENU"
ServiceName = "SFWidgets.Menu"
Set Component = Nothing
Set MenuBar = Nothing
SubmenuChar = _DefaultSubmenuChar
MenuHeader = ""
MenuId = -1
MenuPosition = 0
Set PopupMenu = Nothing
End Sub ' SFWidgets.SF_Menu Constructor
REM -----------------------------------------------------------------------------
Private Sub Class_Terminate()
Call Class_Initialize()
End Sub ' SFWidgets.SF_Menu Destructor
REM -----------------------------------------------------------------------------
Public Function Dispose() As Variant
PopupMenu.Dispose()
Call Class_Terminate()
Set Dispose = Nothing
End Function ' SFWidgets.SF_Menu Explicit Destructor
REM ================================================================== PROPERTIES
REM -----------------------------------------------------------------------------
Property Get ShortcutCharacter() As Variant
''' The ShortcutCharacter property specifies character preceding the underline access key
ShortcutCharacter = _PropertyGet("ShortcutCharacter")
End Property ' SFWidgets.SF_Menu.ShortcutCharacter (get)
REM -----------------------------------------------------------------------------
Property Get SubmenuCharacter() As Variant
''' The SubmenuCharacter property specifies the character string indicating
''' a sub-menu in a popup menu item
SubmenuCharacter = _PropertyGet("SubmenuCharacter")
End Property ' SFWidgets.SF_Menu.SubmenuCharacter (get)
REM ===================================================================== METHODS
REM -----------------------------------------------------------------------------
Public Function AddCheckBox(Optional ByVal MenuItem As Variant _
, Optional ByVal Name As Variant _
, Optional ByVal Status As Variant _
, Optional ByVal Icon As Variant _
, Optional ByVal Tooltip As Variant _
, Optional ByVal Command As Variant _
, Optional ByVal Script As Variant _
) As Integer
''' Insert in the popup menu a new entry as a checkbox
''' Args:
''' MenuItem: The text to be displayed in the menu entry.
''' It determines also the hierarchy of the popup menu
''' It is made up of all the components (separated by the "SubmenuCharacter") of the menu branch
''' Example: A>B>C means "C" is a new entry in submenu "A => B =>"
''' If the last component is equal to the "SeparatorCharacter", a line separator is inserted
''' Name: The name identifying the item. Default = the last component of MenuItem.
''' Status: when True the item is selected. Default = False
''' Icon: The path name of the icon to be displayed, without leading path separator
''' The icons are stored in one of the <install folder>/share/config/images_*.zip files
''' The exact file depends on the user options about the current icon set
''' Use the (normal) slash "/" as path separator
''' Example: "cmd/sc_cut.png"
''' Tooltip: The help text to be displayed as a tooltip
''' Command: A menu command like ".uno:About". The validity of the command is not checked.
''' Script: a Basic or Python script (determined by its URI notation) to be run when the item is clicked
''' Read https://wiki.documentfoundation.org/Documentation/DevGuide/Scripting_Framework#Scripting_Framework_URI_Specification
''' Next string argument will be passed to the called script : a comma-separated string of 4 components:
''' - the menu header
''' - the name of the clicked menu item
''' - the numeric identifier of the clicked menu item
''' - "1" when the status is "checked", otherwise "0"
''' Arguments Command and Script are mutually exclusive.
''' Returns:
''' The numeric identification of the newly inserted item
''' Examples:
''' Dim iId As Integer
''' iId = myMenu.AddCheckBox("Menu top>Checkbox item", Status := True, Command := "Bold")
Dim iId As Integer ' Return value
Dim sCommand As String ' Alias of either Command or Script
Const cstThisSub = "SFWidgets.Menu.AddCheckBox"
Const cstSubArgs = "MenuItem, [Name=""""], [Status=False], [Icon=""""], [Tooltip=""""], [Command=""""], [Script=""""]"
If ScriptForge.SF_Utils._ErrorHandling() Then On Local Error GoTo Catch
iId = 0
Check:
If IsMissing(Name) Or IsEmpty(Name) Then Name = ""
If IsMissing(Status) Or IsEmpty(Status) Then Status = False
If IsMissing(Icon) Or IsEmpty(Icon) Then Icon = ""
If IsMissing(Tooltip) Or IsEmpty(Tooltip) Then Tooltip = ""
If IsMissing(Command) Or IsEmpty(Command) Then Command = ""
If IsMissing(Script) Or IsEmpty(Script) Then Script = ""
If ScriptForge.SF_Utils._EnterFunction(cstThisSub, cstSubArgs) Then
If Not ScriptForge.SF_Utils._Validate(MenuItem, "MenuItem", V_STRING) Then GoTo Catch
If Not ScriptForge.SF_Utils._Validate(Name, "Name", V_STRING) Then GoTo Catch
If Not ScriptForge.SF_Utils._Validate(Status, "Status", ScriptForge.V_BOOLEAN) Then GoTo Catch
If Not ScriptForge.SF_Utils._Validate(Icon, "Icon", V_STRING) Then GoTo Catch
If Not ScriptForge.SF_Utils._Validate(Tooltip, "Tooltip", V_STRING) Then GoTo Catch
If Not ScriptForge.SF_Utils._Validate(Command, "Command", V_STRING) Then GoTo Catch
If Not ScriptForge.SF_Utils._Validate(Script, "Script", V_STRING) Then GoTo Catch
End If
If Len(Command) > 0 Then
If Left(Command, Len(cstUnoPrefix)) = cstUnoPrefix Then sCommand = Command Else sCommand = cstUnoPrefix & Command
Else
sCommand = Script & cstScriptArg & MenuHeader
End If
Try:
iId = PopupMenu._AddItem(MenuItem, Name, cstCheck, Status, Icon, Tooltip, sCommand)
Finally:
AddCheckBox = iId
ScriptForge.SF_Utils._ExitFunction(cstThisSub)
Exit Function
Catch:
GoTo Finally
End Function ' SFWidgets.SF_Menu.AddCheckBox
REM -----------------------------------------------------------------------------
Public Function AddItem(Optional ByVal MenuItem As Variant _
, Optional ByVal Name As Variant _
, Optional ByVal Icon As Variant _
, Optional ByVal Tooltip As Variant _
, Optional ByVal Command As Variant _
, Optional ByVal Script As Variant _
) As Integer
''' Insert in the popup menu a new entry
''' Args:
''' MenuItem: The text to be displayed in the menu entry.
''' It determines also the hierarchy of the popup menu
''' It is made up of all the components (separated by the "SubmenuCharacter") of the menu branch
''' Example: A>B>C means "C" is a new entry in submenu "A => B =>"
''' If the last component is equal to "---", a line separator is inserted and all other arguments are ignored
''' Name: The name identifying the item. Default = the last component of MenuItem.
''' Icon: The path name of the icon to be displayed, without leading path separator
''' The icons are stored in one of the <install folder>/share/config/images_*.zip files
''' The exact file depends on the user options about the current icon set
''' Use the (normal) slash "/" as path separator
''' Example: "cmd/sc_cut.png"
''' Tooltip: The help text to be displayed as a tooltip
''' Command: A menu command like ".uno:About". The validity of the command is not checked.
''' Script: a Basic or Python script (determined by its URI notation) to be run when the item is clicked
''' Read https://wiki.documentfoundation.org/Documentation/DevGuide/Scripting_Framework#Scripting_Framework_URI_Specification
''' Next string argument will be passed to the called script : a comma-separated string of 4 components:
''' - the menu header
''' - the name of the clicked menu item
''' - the numeric identifier of the clicked menu item
''' - "0"
''' Arguments Command and Script are mutually exclusive.
''' Returns:
''' The numeric identification of the newly inserted item
''' Examples:
''' Dim iId1 As Integer, iId2 As Integer
''' iId1 = myMenu.AddItem("Menu top>Normal item 1", Icon := "cmd.sc_cut.png", Command := "About")
''' iId2 = myMenu.AddItem("Menu top>Normal item 2", Script := "vnd.sun.star.script:myLib.Module1.ThisSub?language=Basic&location=document")
Dim iId As Integer ' Return value
Dim sCommand As String ' Alias of either Command or Script
Const cstThisSub = "SFWidgets.Menu.AddItem"
Const cstSubArgs = "MenuItem, [Name=""""], [Icon=""""], [Tooltip=""""], [Command=""""], [Script=""""]"
If ScriptForge.SF_Utils._ErrorHandling() Then On Local Error GoTo Catch
iId = 0
Check:
If IsMissing(Name) Or IsEmpty(Name) Then Name = ""
If IsMissing(Icon) Or IsEmpty(Icon) Then Icon = ""
If IsMissing(Tooltip) Or IsEmpty(Tooltip) Then Tooltip = ""
If IsMissing(Command) Or IsEmpty(Command) Then Command = ""
If IsMissing(Script) Or IsEmpty(Script) Then Script = ""
If ScriptForge.SF_Utils._EnterFunction(cstThisSub, cstSubArgs) Then
If Not ScriptForge.SF_Utils._Validate(MenuItem, "MenuItem", V_STRING) Then GoTo Catch
If Not ScriptForge.SF_Utils._Validate(Name, "Name", V_STRING) Then GoTo Catch
If Not ScriptForge.SF_Utils._Validate(Icon, "Icon", V_STRING) Then GoTo Catch
If Not ScriptForge.SF_Utils._Validate(Tooltip, "Tooltip", V_STRING) Then GoTo Catch
If Not ScriptForge.SF_Utils._Validate(Command, "Command", V_STRING) Then GoTo Catch
If Not ScriptForge.SF_Utils._Validate(Script, "Script", V_STRING) Then GoTo Catch
End If
If Len(Command) > 0 Then
If Left(Command, Len(cstUnoPrefix)) = cstUnoPrefix Then sCommand = Command Else sCommand = cstUnoPrefix & Command
Else
sCommand = Script & cstScriptArg & MenuHeader
End If
Try:
iId = PopupMenu._AddItem(MenuItem, Name, cstNormal, False, Icon, Tooltip, sCommand)
Finally:
AddItem = iId
ScriptForge.SF_Utils._ExitFunction(cstThisSub)
Exit Function
Catch:
GoTo Finally
End Function ' SFWidgets.SF_Menu.AddItem
REM -----------------------------------------------------------------------------
Public Function AddRadioButton(Optional ByVal MenuItem As Variant _
, Optional ByVal Name As Variant _
, Optional ByVal Status As Variant _
, Optional ByVal Icon As Variant _
, Optional ByVal Tooltip As Variant _
, Optional ByVal Command As Variant _
, Optional ByVal Script As Variant _
) As Integer
''' Insert in the popup menu a new entry as a radio button
''' Args:
''' MenuItem: The text to be displayed in the menu entry.
''' It determines also the hieAddCheckBoxrarchy of the popup menu
''' It is made up of all the components (separated by the "SubmenuCharacter") of the menu branch
''' Example: A>B>C means "C" is a new entry in submenu "A => B =>"
''' If the last component is equal to the "SeparatorCharacter", a line separator is inserted
''' Name: The name identifying the item. Default = the last component of MenuItem.
''' Status: when True the item is selected. Default = False
''' Icon: The path name of the icon to be displayed, without leading path separator
''' The icons are stored in one of the <install folder>/share/config/images_*.zip files
''' The exact file depends on the user options about the current icon set
''' Use the (normal) slash "/" as path separator
''' Example: "cmd/sc_cut.png"
''' Tooltip: The help text to be displayed as a tooltip
''' Command: A menu command like ".uno:About". The validity of the command is not checked.
''' Script: a Basic or Python script (determined by its URI notation) to be run when the item is clicked
''' Read https://wiki.documentfoundation.org/Documentation/DevGuide/Scripting_Framework#Scripting_Framework_URI_Specification
''' Next string argument will be passed to the called script : a comma-separated string of 4 components:
''' - the menu header
''' - the name of the clicked menu item
''' - the numeric identifier of theclicked menu item
''' - "1" when the status is "checked", otherwise "0"
''' Arguments Command and Script are mutually exclusive.
''' Returns:
''' The numeric identification of the newly inserted item
''' Examples:
''' Dim iId As Integer
''' iId = myMenu.AddRadioButton("Menu top>Radio item", Status := True, Command := "Bold")
Dim iId As Integer ' Return value
Dim sCommand As String ' Alias of either Command or Script
Const cstThisSub = "SFWidgets.Menu.AddRadioButton"
Const cstSubArgs = "MenuItem, [Name=""""], [Status=False], [Icon=""""], [Tooltip=""""], [Command=""""], [Script=""""]"
If ScriptForge.SF_Utils._ErrorHandling() Then On Local Error GoTo Catch
iId = 0
Check:
If IsMissing(Name) Or IsEmpty(Name) Then Name = ""
If IsMissing(Status) Or IsEmpty(Status) Then Status = False
If IsMissing(Icon) Or IsEmpty(Icon) Then Icon = ""
If IsMissing(Tooltip) Or IsEmpty(Tooltip) Then Tooltip = ""
If IsMissing(Command) Or IsEmpty(Command) Then Command = ""
If IsMissing(Script) Or IsEmpty(Script) Then Script = ""
If ScriptForge.SF_Utils._EnterFunction(cstThisSub, cstSubArgs) Then
If Not ScriptForge.SF_Utils._Validate(MenuItem, "MenuItem", V_STRING) Then GoTo Catch
If Not ScriptForge.SF_Utils._Validate(Name, "Name", V_STRING) Then GoTo Catch
If Not ScriptForge.SF_Utils._Validate(Status, "Status", ScriptForge.V_BOOLEAN) Then GoTo Catch
If Not ScriptForge.SF_Utils._Validate(Icon, "Icon", V_STRING) Then GoTo Catch
If Not ScriptForge.SF_Utils._Validate(Tooltip, "Tooltip", V_STRING) Then GoTo Catch
If Not ScriptForge.SF_Utils._Validate(Command, "Command", V_STRING) Then GoTo Catch
If Not ScriptForge.SF_Utils._Validate(Script, "Script", V_STRING) Then GoTo Catch
End If
If Len(Command) > 0 Then
If Left(Command, Len(cstUnoPrefix)) = cstUnoPrefix Then sCommand = Command Else sCommand = cstUnoPrefix & Command
Else
sCommand = Script & cstScriptArg & MenuHeader
End If
Try:
iId = PopupMenu._AddItem(MenuItem, Name, cstRadio, Status, Icon, Tooltip, sCommand)
Finally:
AddRadioButton = iId
ScriptForge.SF_Utils._ExitFunction(cstThisSub)
Exit Function
Catch:
GoTo Finally
End Function ' SFWidgets.SF_Menu.AddRadioButton
REM -----------------------------------------------------------------------------
Public Function GetProperty(Optional ByVal PropertyName As Variant) As Variant
''' Return the actual value of the given property
''' Args:
''' PropertyName: the name of the property as a string
''' Returns:
''' The actual value of the property
''' If the property does not exist, returns Null
''' Exceptions:
''' see the exceptions of the individual properties
''' Examples:
''' myModel.GetProperty("MyProperty")
Const cstThisSub = "SFWidgets.Menu.GetProperty"
Const cstSubArgs = ""
If ScriptForge.SF_Utils._ErrorHandling() Then On Local Error GoTo Catch
GetProperty = Null
Check:
If ScriptForge.SF_Utils._EnterFunction(cstThisSub, cstSubArgs) Then
If Not ScriptForge.SF_Utils._Validate(PropertyName, "PropertyName", V_STRING, Properties()) Then GoTo Catch
End If
Try:
GetProperty = _PropertyGet(PropertyName)
Finally:
ScriptForge.SF_Utils._ExitFunction(cstThisSub)
Exit Function
Catch:
GoTo Finally
End Function ' SFWidgets.SF_Menu.GetProperty
REM -----------------------------------------------------------------------------
Public Function Methods() As Variant
''' Return the list of public methods of the Model service as an array
Methods = Array( _
"AddCheckBox" _
, "AddItem" _
, "AddRadioButton" _
)
End Function ' SFWidgets.SF_Menu.Methods
REM -----------------------------------------------------------------------------
Public Function Properties() As Variant
''' Return the list or properties of the Timer a.AddItem("B>B1")class as an array
Properties = Array( _
"ShortcutCharacter" _
, "SubmenuCharacter" _
)
End Function ' SFWidgets.SF_Menu.Properties
REM -----------------------------------------------------------------------------
Public Function SetProperty(Optional ByVal PropertyName As Variant _
, Optional ByRef Value As Variant _
) As Boolean
''' Set a new value to the given property
''' Args:
''' PropertyName: the name of the property as a string
''' Value: its new value
''' Exceptions
''' ARGUMENTERROR The property does not exist
Const cstThisSub = "SFWidgets.Menu.SetProperty"
Const cstSubArgs = "PropertyName, Value"
If SF_Utils._ErrorHandling() Then On Local Error GoTo Catch
SetProperty = False
Check:
If SF_Utils._EnterFunction(cstThisSub, cstSubArgs) Then
If Not SF_Utils._Validate(PropertyName, "PropertyName", V_STRING, Properties()) Then GoTo Catch
End If
Try:
SetProperty = _PropertySet(PropertyName, Value)
Finally:
SF_Utils._ExitFunction(cstThisSub)
Exit Function
Catch:
GoTo Finally
End Function ' SFWidgets.SF_Menu.SetProperty
REM =========================================================== PRIVATE FUNCTIONS
REM -----------------------------------------------------------------------------
Public Sub _Initialize(ByRef poComponent As Object _
, psMenuHeader As String _
, psBefore As String _
, piBefore As Integer _
, psSubmenuChar As String _
)
''' Complete the object creation process:
''' - Initialize the internal properties
''' - Initialize the menubar
''' - Determine the position and the internal id of the new menu
''' - Create the menu and its attached popup menu
''' Args:
''' poComponent: the parent component where the menubar is to be searched for
''' psMenuHeader: the header of the new menu. May or not contain a tilde "~"
''' psBefore, piBefore: the menu before which to create the new menu, as a string or as a number
''' psSubmenuChar: the submenus separator
Dim oLayout As Object ' com.sun.star.comp.framework.LayoutManager
Dim sName As String ' Menu name
Dim iMenuId As Integer ' Menu identifier
Dim oWindow As Object ' ui.Window type
Dim oUi As Object : Set oUi = ScriptForge.SF_Services.CreateScriptService("ScriptForge.UI")
Dim i As Integer
Const cstTilde = "~"
Check:
' How does the window look on top of which a menu is requested ?
Set oWindow = oUi._IdentifyWindow(poComponent)
With oWindow
If Not IsNull(.Frame) Then Set oLayout = .Frame.LayoutManager Else GoTo Finally
End With
Try:
' Initialize the menubar
Set MenuBar = oLayout.getElement("private:resource/menubar/menubar").XMenuBar
' Determine the new menu identifier and its position
' Identifier = largest current identifier + 1
MenuHeader = psMenuHeader
With MenuBar
For i = 0 To .ItemCount - 1
iMenuId = .getItemId(i)
If iMenuId >= MenuId Then MenuId = iMenuId + 1
If piBefore > 0 And piBefore = i + 1 Then
MenuPosition = piBefore
Else
sName = .getItemText(iMenuId)
If sName = psBefore Or Replace(sName, cstTilde, "") = psBefore Then MenuPosition = i + 1
End If
Next i
If MenuPosition = 0 Then MenuPosition = .ItemCount + 1
End With
' Store the submenu character
If Len(psSubmenuChar) > 0 Then SubmenuChar = psSubmenuChar
' Create the menu and the attached top popup menu
MenuBar.insertItem(MenuId, MenuHeader, 0, MenuPosition - 1)
PopupMenu = SFWidgets.SF_Register._NewPopupMenu(Array(Nothing, 0, 0, SubmenuChar))
PopupMenu.MenubarMenu = True ' Special indicator for menus depending on menubar
MenuBar.setPopupMenu(MenuId, PopupMenu.MenuRoot)
' Initialize the listener on the top branch
SFWidgets.SF_MenuListener.SetMenuListener(PopupMenu.MenuRoot)
Finally:
Exit Sub
End Sub ' SFWidgets.SF_Menu._Initialize
REM -----------------------------------------------------------------------------
Private Function _PropertyGet(Optional ByVal psProperty As String) As Variant
''' Return the value of the named property
''' Args:
''' psProperty: the name of the property
Dim vGet As Variant ' Return value
Dim cstThisSub As String
Const cstSubArgs = ""
cstThisSub = "SFWidgets.Menu.get" & psProperty
If ScriptForge.SF_Utils._ErrorHandling() Then On Local Error GoTo Catch
ScriptForge.SF_Utils._EnterFunction(cstThisSub, cstSubArgs)
_PropertyGet = Null
Select Case UCase(psProperty)
Case UCase("ShortcutCharacter")
_PropertyGet = _UnderlineAccessKeyChar
Case UCase("SubmenuCharacter")
_PropertyGet = SubmenuChar
Case Else
_PropertyGet = Null
End Select
Finally:
ScriptForge.SF_Utils._ExitFunction(cstThisSub)
Exit Function
Catch:
GoTo Finally
End Function ' SFWidgets.SF_Menu._PropertyGet
REM -----------------------------------------------------------------------------
Private Function _Repr() As String
''' Convert the SF_Menu instance to a readable string, typically for debugging purposes (DebugPrint ...)
''' Args:
''' Return:
''' "[Menu]: Name, Type (dialogname)
_Repr = "[Menu]: " & SF_String.Represent(PopupMenu.MenuTree.Keys()) & ", " & SF_String.Represent(PopupMenu.MenuIdentification.Items())
End Function ' SFWidgets.SF_Menu._Repr
REM ============================================ END OF SFWIDGETS.SF_MENU
</script:module>
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