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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 09:06:44 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 09:06:44 +0000
commited5640d8b587fbcfed7dd7967f3de04b37a76f26 (patch)
tree7a5f7c6c9d02226d7471cb3cc8fbbf631b415303 /wizards/source/sfwidgets/SF_Menu.xba
parentInitial commit. (diff)
downloadlibreoffice-ed5640d8b587fbcfed7dd7967f3de04b37a76f26.tar.xz
libreoffice-ed5640d8b587fbcfed7dd7967f3de04b37a76f26.zip
Adding upstream version 4:7.4.7.upstream/4%7.4.7upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
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1 files changed, 590 insertions, 0 deletions
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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
+
+&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;
+&apos;&apos;&apos; SF_Menu
+&apos;&apos;&apos; ============
+&apos;&apos;&apos; Display a menu in the menubar of a document or a form document.
+&apos;&apos;&apos; After use, the menu will not be saved neither in the application settings, nor in the document.
+&apos;&apos;&apos;
+&apos;&apos;&apos; The menu will be displayed, as usual, when its header in the menubar is clicked.
+&apos;&apos;&apos; When one of its items is selected, there are 3 alternative options:
+&apos;&apos;&apos; - a UNO command (like &quot;.uno:About&quot;) is triggered
+&apos;&apos;&apos; - a user script is run receiving a standard argument defined in this service
+&apos;&apos;&apos; - one of above combined with a toggle of the status of the item
+&apos;&apos;&apos;
+&apos;&apos;&apos; The menu is described from top to bottom. Each menu item receives a numeric and a string identifier.
+&apos;&apos;&apos;
+&apos;&apos;&apos; Menu items are either:
+&apos;&apos;&apos; - usual items
+&apos;&apos;&apos; - checkboxes
+&apos;&apos;&apos; - radio buttons
+&apos;&apos;&apos; - a menu separator
+&apos;&apos;&apos; Menu items can be decorated with icons and tooltips.
+&apos;&apos;&apos;
+&apos;&apos;&apos; Definitions:
+&apos;&apos;&apos; SubmenuCharacter: the character or the character string that identifies how menus are cascading
+&apos;&apos;&apos; Default = &quot;&gt;&quot;
+&apos;&apos;&apos; Can be set when invoking the Menu service
+&apos;&apos;&apos; ShortcutCharacter: the underline access key character
+&apos;&apos;&apos; Default = &quot;~&quot;
+&apos;&apos;&apos;
+&apos;&apos;&apos; Menus and submenus
+&apos;&apos;&apos; To create a menu with submenus, use the character defined in the
+&apos;&apos;&apos; SubmenuCharacter property while creating the menu entry to define where it will be
+&apos;&apos;&apos; placed. For instance, consider the following menu/submenu hierarchy.
+&apos;&apos;&apos; Item A
+&apos;&apos;&apos; Item B &gt; Item B.1
+&apos;&apos;&apos; Item B.2
+&apos;&apos;&apos; ------ (line separator)
+&apos;&apos;&apos; Item C &gt; Item C.1 &gt; Item C.1.1
+&apos;&apos;&apos; Item C.1.2
+&apos;&apos;&apos; Item C &gt; Item C.2 &gt; Item C.2.1
+&apos;&apos;&apos; Item C.2.2
+&apos;&apos;&apos; Next code will create the menu/submenu hierarchy
+&apos;&apos;&apos; With myMenu
+&apos;&apos;&apos; .AddItem(&quot;Item A&quot;)
+&apos;&apos;&apos; .AddItem(&quot;Item B&gt;Item B.1&quot;)
+&apos;&apos;&apos; .AddItem(&quot;Item B&gt;Item B.2&quot;)
+&apos;&apos;&apos; .AddItem(&quot;---&quot;)
+&apos;&apos;&apos; .AddItem(&quot;Item C&gt;Item C.1&gt;Item C.1.1&quot;)
+&apos;&apos;&apos; .AddItem(&quot;Item C&gt;Item C.1&gt;Item C.1.2&quot;)
+&apos;&apos;&apos; .AddItem(&quot;Item C&gt;Item C.2&gt;Item C.2.1&quot;)
+&apos;&apos;&apos; .AddItem(&quot;Item C&gt;Item C.2&gt;Item C.2.2&quot;)
+&apos;&apos;&apos; End With
+&apos;&apos;&apos;
+&apos;&apos;&apos; Service invocation:
+&apos;&apos;&apos; Dim ui As Object, oDoc As Object, myMenu As Object
+&apos;&apos;&apos; Set ui = CreateScriptService(&quot;UI&quot;)
+&apos;&apos;&apos; Set oDoc = ui.GetDocument(ThisComponent)
+&apos;&apos;&apos; Set myMenu = oDoc.CreateMenu(&quot;My own menu&quot;)
+&apos;&apos;&apos;
+&apos;&apos;&apos; Detailed user documentation:
+&apos;&apos;&apos; https://help.libreoffice.org/latest/en-US/text/sbasic/shared/03/SF_Menu.html?DbPAR=BASIC
+&apos;&apos;&apos;
+&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;&apos;
+
+REM ================================================================== EXCEPTIONS
+
+REM ============================================================= PRIVATE MEMBERS
+
+Private [Me] As Object
+Private ObjectType As String &apos; Must be MENU
+Private ServiceName As String
+
+
+&apos; Menu descriptors
+Private Component As Object &apos; the com.sun.star.lang.XComponent hosting the menu in its menubar
+Private MenuBar As Object &apos; com.sun.star.awt.XMenuBar or stardiv.Toolkit.VCLXMenuBar
+Private SubmenuChar As String &apos; Delimiter in menu trees
+Private MenuHeader As String &apos; Header of the menu
+Private MenuId As Integer &apos; Menu numeric identifier in the menubar
+Private MenuPosition As Integer &apos; Position of the menu on the menubar &gt;= 1
+Private PopupMenu As Object &apos; The underlying popup menu as a SF_PopupMenu object
+
+REM ============================================================ MODULE CONSTANTS
+
+Private Const _UnderlineAccessKeyChar = &quot;~&quot;
+Private Const _DefaultSubmenuChar = &quot;&gt;&quot;
+Private Const cstUnoPrefix = &quot;.uno:&quot;
+Private Const cstScriptArg = &quot;:::&quot;
+Private Const cstNormal = &quot;N&quot;
+Private Const cstCheck = &quot;C&quot;
+Private Const cstRadio = &quot;R&quot;
+
+REM ====================================================== CONSTRUCTOR/DESTRUCTOR
+
+REM -----------------------------------------------------------------------------
+Private Sub Class_Initialize()
+ Set [Me] = Nothing
+ ObjectType = &quot;MENU&quot;
+ ServiceName = &quot;SFWidgets.Menu&quot;
+ Set Component = Nothing
+ Set MenuBar = Nothing
+ SubmenuChar = _DefaultSubmenuChar
+ MenuHeader = &quot;&quot;
+ MenuId = -1
+ MenuPosition = 0
+ Set PopupMenu = Nothing
+End Sub &apos; SFWidgets.SF_Menu Constructor
+
+REM -----------------------------------------------------------------------------
+Private Sub Class_Terminate()
+ Call Class_Initialize()
+End Sub &apos; SFWidgets.SF_Menu Destructor
+
+REM -----------------------------------------------------------------------------
+Public Function Dispose() As Variant
+ PopupMenu.Dispose()
+ Call Class_Terminate()
+ Set Dispose = Nothing
+End Function &apos; SFWidgets.SF_Menu Explicit Destructor
+
+REM ================================================================== PROPERTIES
+
+REM -----------------------------------------------------------------------------
+Property Get ShortcutCharacter() As Variant
+&apos;&apos;&apos; The ShortcutCharacter property specifies character preceding the underline access key
+ ShortcutCharacter = _PropertyGet(&quot;ShortcutCharacter&quot;)
+End Property &apos; SFWidgets.SF_Menu.ShortcutCharacter (get)
+
+REM -----------------------------------------------------------------------------
+Property Get SubmenuCharacter() As Variant
+&apos;&apos;&apos; The SubmenuCharacter property specifies the character string indicating
+&apos;&apos;&apos; a sub-menu in a popup menu item
+ SubmenuCharacter = _PropertyGet(&quot;SubmenuCharacter&quot;)
+End Property &apos; 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
+&apos;&apos;&apos; Insert in the popup menu a new entry as a checkbox
+&apos;&apos;&apos; Args:
+&apos;&apos;&apos; MenuItem: The text to be displayed in the menu entry.
+&apos;&apos;&apos; It determines also the hierarchy of the popup menu
+&apos;&apos;&apos; It is made up of all the components (separated by the &quot;SubmenuCharacter&quot;) of the menu branch
+&apos;&apos;&apos; Example: A&gt;B&gt;C means &quot;C&quot; is a new entry in submenu &quot;A =&gt; B =&gt;&quot;
+&apos;&apos;&apos; If the last component is equal to the &quot;SeparatorCharacter&quot;, a line separator is inserted
+&apos;&apos;&apos; Name: The name identifying the item. Default = the last component of MenuItem.
+&apos;&apos;&apos; Status: when True the item is selected. Default = False
+&apos;&apos;&apos; Icon: The path name of the icon to be displayed, without leading path separator
+&apos;&apos;&apos; The icons are stored in one of the &lt;install folder&gt;/share/config/images_*.zip files
+&apos;&apos;&apos; The exact file depends on the user options about the current icon set
+&apos;&apos;&apos; Use the (normal) slash &quot;/&quot; as path separator
+&apos;&apos;&apos; Example: &quot;cmd/sc_cut.png&quot;
+&apos;&apos;&apos; Tooltip: The help text to be displayed as a tooltip
+&apos;&apos;&apos; Command: A menu command like &quot;.uno:About&quot;. The validity of the command is not checked.
+&apos;&apos;&apos; Script: a Basic or Python script (determined by its URI notation) to be run when the item is clicked
+&apos;&apos;&apos; Read https://wiki.documentfoundation.org/Documentation/DevGuide/Scripting_Framework#Scripting_Framework_URI_Specification
+&apos;&apos;&apos; Next string argument will be passed to the called script : a comma-separated string of 4 components:
+&apos;&apos;&apos; - the menu header
+&apos;&apos;&apos; - the name of the clicked menu item
+&apos;&apos;&apos; - the numeric identifier of the clicked menu item
+&apos;&apos;&apos; - &quot;1&quot; when the status is &quot;checked&quot;, otherwise &quot;0&quot;
+&apos;&apos;&apos; Arguments Command and Script are mutually exclusive.
+&apos;&apos;&apos; Returns:
+&apos;&apos;&apos; The numeric identification of the newly inserted item
+&apos;&apos;&apos; Examples:
+&apos;&apos;&apos; Dim iId As Integer
+&apos;&apos;&apos; iId = myMenu.AddCheckBox(&quot;Menu top&gt;Checkbox item&quot;, Status := True, Command := &quot;Bold&quot;)
+
+Dim iId As Integer &apos; Return value
+Dim sCommand As String &apos; Alias of either Command or Script
+
+
+Const cstThisSub = &quot;SFWidgets.Menu.AddCheckBox&quot;
+Const cstSubArgs = &quot;MenuItem, [Name=&quot;&quot;&quot;&quot;], [Status=False], [Icon=&quot;&quot;&quot;&quot;], [Tooltip=&quot;&quot;&quot;&quot;], [Command=&quot;&quot;&quot;&quot;], [Script=&quot;&quot;&quot;&quot;]&quot;
+
+ If ScriptForge.SF_Utils._ErrorHandling() Then On Local Error GoTo Catch
+ iId = 0
+
+Check:
+ If IsMissing(Name) Or IsEmpty(Name) Then Name = &quot;&quot;
+ If IsMissing(Status) Or IsEmpty(Status) Then Status = False
+ If IsMissing(Icon) Or IsEmpty(Icon) Then Icon = &quot;&quot;
+ If IsMissing(Tooltip) Or IsEmpty(Tooltip) Then Tooltip = &quot;&quot;
+ If IsMissing(Command) Or IsEmpty(Command) Then Command = &quot;&quot;
+ If IsMissing(Script) Or IsEmpty(Script) Then Script = &quot;&quot;
+ If ScriptForge.SF_Utils._EnterFunction(cstThisSub, cstSubArgs) Then
+ If Not ScriptForge.SF_Utils._Validate(MenuItem, &quot;MenuItem&quot;, V_STRING) Then GoTo Catch
+ If Not ScriptForge.SF_Utils._Validate(Name, &quot;Name&quot;, V_STRING) Then GoTo Catch
+ If Not ScriptForge.SF_Utils._Validate(Status, &quot;Status&quot;, ScriptForge.V_BOOLEAN) Then GoTo Catch
+ If Not ScriptForge.SF_Utils._Validate(Icon, &quot;Icon&quot;, V_STRING) Then GoTo Catch
+ If Not ScriptForge.SF_Utils._Validate(Tooltip, &quot;Tooltip&quot;, V_STRING) Then GoTo Catch
+ If Not ScriptForge.SF_Utils._Validate(Command, &quot;Command&quot;, V_STRING) Then GoTo Catch
+ If Not ScriptForge.SF_Utils._Validate(Script, &quot;Script&quot;, V_STRING) Then GoTo Catch
+ End If
+
+ If Len(Command) &gt; 0 Then
+ If Left(Command, Len(cstUnoPrefix)) = cstUnoPrefix Then sCommand = Command Else sCommand = cstUnoPrefix &amp; Command
+ Else
+ sCommand = Script &amp; cstScriptArg &amp; 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 &apos; 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
+&apos;&apos;&apos; Insert in the popup menu a new entry
+&apos;&apos;&apos; Args:
+&apos;&apos;&apos; MenuItem: The text to be displayed in the menu entry.
+&apos;&apos;&apos; It determines also the hierarchy of the popup menu
+&apos;&apos;&apos; It is made up of all the components (separated by the &quot;SubmenuCharacter&quot;) of the menu branch
+&apos;&apos;&apos; Example: A&gt;B&gt;C means &quot;C&quot; is a new entry in submenu &quot;A =&gt; B =&gt;&quot;
+&apos;&apos;&apos; If the last component is equal to &quot;---&quot;, a line separator is inserted and all other arguments are ignored
+&apos;&apos;&apos; Name: The name identifying the item. Default = the last component of MenuItem.
+&apos;&apos;&apos; Icon: The path name of the icon to be displayed, without leading path separator
+&apos;&apos;&apos; The icons are stored in one of the &lt;install folder&gt;/share/config/images_*.zip files
+&apos;&apos;&apos; The exact file depends on the user options about the current icon set
+&apos;&apos;&apos; Use the (normal) slash &quot;/&quot; as path separator
+&apos;&apos;&apos; Example: &quot;cmd/sc_cut.png&quot;
+&apos;&apos;&apos; Tooltip: The help text to be displayed as a tooltip
+&apos;&apos;&apos; Command: A menu command like &quot;.uno:About&quot;. The validity of the command is not checked.
+&apos;&apos;&apos; Script: a Basic or Python script (determined by its URI notation) to be run when the item is clicked
+&apos;&apos;&apos; Read https://wiki.documentfoundation.org/Documentation/DevGuide/Scripting_Framework#Scripting_Framework_URI_Specification
+&apos;&apos;&apos; Next string argument will be passed to the called script : a comma-separated string of 4 components:
+&apos;&apos;&apos; - the menu header
+&apos;&apos;&apos; - the name of the clicked menu item
+&apos;&apos;&apos; - the numeric identifier of the clicked menu item
+&apos;&apos;&apos; - &quot;0&quot;
+&apos;&apos;&apos; Arguments Command and Script are mutually exclusive.
+&apos;&apos;&apos; Returns:
+&apos;&apos;&apos; The numeric identification of the newly inserted item
+&apos;&apos;&apos; Examples:
+&apos;&apos;&apos; Dim iId1 As Integer, iId2 As Integer
+&apos;&apos;&apos; iId1 = myMenu.AddItem(&quot;Menu top&gt;Normal item 1&quot;, Icon := &quot;cmd.sc_cut.png&quot;, Command := &quot;About&quot;)
+&apos;&apos;&apos; iId2 = myMenu.AddItem(&quot;Menu top&gt;Normal item 2&quot;, Script := &quot;vnd.sun.star.script:myLib.Module1.ThisSub?language=Basic&amp;location=document&quot;)
+
+Dim iId As Integer &apos; Return value
+Dim sCommand As String &apos; Alias of either Command or Script
+
+Const cstThisSub = &quot;SFWidgets.Menu.AddItem&quot;
+Const cstSubArgs = &quot;MenuItem, [Name=&quot;&quot;&quot;&quot;], [Icon=&quot;&quot;&quot;&quot;], [Tooltip=&quot;&quot;&quot;&quot;], [Command=&quot;&quot;&quot;&quot;], [Script=&quot;&quot;&quot;&quot;]&quot;
+
+ If ScriptForge.SF_Utils._ErrorHandling() Then On Local Error GoTo Catch
+ iId = 0
+
+Check:
+ If IsMissing(Name) Or IsEmpty(Name) Then Name = &quot;&quot;
+ If IsMissing(Icon) Or IsEmpty(Icon) Then Icon = &quot;&quot;
+ If IsMissing(Tooltip) Or IsEmpty(Tooltip) Then Tooltip = &quot;&quot;
+ If IsMissing(Command) Or IsEmpty(Command) Then Command = &quot;&quot;
+ If IsMissing(Script) Or IsEmpty(Script) Then Script = &quot;&quot;
+ If ScriptForge.SF_Utils._EnterFunction(cstThisSub, cstSubArgs) Then
+ If Not ScriptForge.SF_Utils._Validate(MenuItem, &quot;MenuItem&quot;, V_STRING) Then GoTo Catch
+ If Not ScriptForge.SF_Utils._Validate(Name, &quot;Name&quot;, V_STRING) Then GoTo Catch
+ If Not ScriptForge.SF_Utils._Validate(Icon, &quot;Icon&quot;, V_STRING) Then GoTo Catch
+ If Not ScriptForge.SF_Utils._Validate(Tooltip, &quot;Tooltip&quot;, V_STRING) Then GoTo Catch
+ If Not ScriptForge.SF_Utils._Validate(Command, &quot;Command&quot;, V_STRING) Then GoTo Catch
+ If Not ScriptForge.SF_Utils._Validate(Script, &quot;Script&quot;, V_STRING) Then GoTo Catch
+ End If
+
+ If Len(Command) &gt; 0 Then
+ If Left(Command, Len(cstUnoPrefix)) = cstUnoPrefix Then sCommand = Command Else sCommand = cstUnoPrefix &amp; Command
+ Else
+ sCommand = Script &amp; cstScriptArg &amp; 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 &apos; 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
+&apos;&apos;&apos; Insert in the popup menu a new entry as a radio button
+&apos;&apos;&apos; Args:
+&apos;&apos;&apos; MenuItem: The text to be displayed in the menu entry.
+&apos;&apos;&apos; It determines also the hieAddCheckBoxrarchy of the popup menu
+&apos;&apos;&apos; It is made up of all the components (separated by the &quot;SubmenuCharacter&quot;) of the menu branch
+&apos;&apos;&apos; Example: A&gt;B&gt;C means &quot;C&quot; is a new entry in submenu &quot;A =&gt; B =&gt;&quot;
+&apos;&apos;&apos; If the last component is equal to the &quot;SeparatorCharacter&quot;, a line separator is inserted
+&apos;&apos;&apos; Name: The name identifying the item. Default = the last component of MenuItem.
+&apos;&apos;&apos; Status: when True the item is selected. Default = False
+&apos;&apos;&apos; Icon: The path name of the icon to be displayed, without leading path separator
+&apos;&apos;&apos; The icons are stored in one of the &lt;install folder&gt;/share/config/images_*.zip files
+&apos;&apos;&apos; The exact file depends on the user options about the current icon set
+&apos;&apos;&apos; Use the (normal) slash &quot;/&quot; as path separator
+&apos;&apos;&apos; Example: &quot;cmd/sc_cut.png&quot;
+&apos;&apos;&apos; Tooltip: The help text to be displayed as a tooltip
+&apos;&apos;&apos; Command: A menu command like &quot;.uno:About&quot;. The validity of the command is not checked.
+&apos;&apos;&apos; Script: a Basic or Python script (determined by its URI notation) to be run when the item is clicked
+&apos;&apos;&apos; Read https://wiki.documentfoundation.org/Documentation/DevGuide/Scripting_Framework#Scripting_Framework_URI_Specification
+&apos;&apos;&apos; Next string argument will be passed to the called script : a comma-separated string of 4 components:
+&apos;&apos;&apos; - the menu header
+&apos;&apos;&apos; - the name of the clicked menu item
+&apos;&apos;&apos; - the numeric identifier of theclicked menu item
+&apos;&apos;&apos; - &quot;1&quot; when the status is &quot;checked&quot;, otherwise &quot;0&quot;
+&apos;&apos;&apos; Arguments Command and Script are mutually exclusive.
+&apos;&apos;&apos; Returns:
+&apos;&apos;&apos; The numeric identification of the newly inserted item
+&apos;&apos;&apos; Examples:
+&apos;&apos;&apos; Dim iId As Integer
+&apos;&apos;&apos; iId = myMenu.AddRadioButton(&quot;Menu top&gt;Radio item&quot;, Status := True, Command := &quot;Bold&quot;)
+
+Dim iId As Integer &apos; Return value
+Dim sCommand As String &apos; Alias of either Command or Script
+
+Const cstThisSub = &quot;SFWidgets.Menu.AddRadioButton&quot;
+Const cstSubArgs = &quot;MenuItem, [Name=&quot;&quot;&quot;&quot;], [Status=False], [Icon=&quot;&quot;&quot;&quot;], [Tooltip=&quot;&quot;&quot;&quot;], [Command=&quot;&quot;&quot;&quot;], [Script=&quot;&quot;&quot;&quot;]&quot;
+
+ If ScriptForge.SF_Utils._ErrorHandling() Then On Local Error GoTo Catch
+ iId = 0
+
+Check:
+ If IsMissing(Name) Or IsEmpty(Name) Then Name = &quot;&quot;
+ If IsMissing(Status) Or IsEmpty(Status) Then Status = False
+ If IsMissing(Icon) Or IsEmpty(Icon) Then Icon = &quot;&quot;
+ If IsMissing(Tooltip) Or IsEmpty(Tooltip) Then Tooltip = &quot;&quot;
+ If IsMissing(Command) Or IsEmpty(Command) Then Command = &quot;&quot;
+ If IsMissing(Script) Or IsEmpty(Script) Then Script = &quot;&quot;
+ If ScriptForge.SF_Utils._EnterFunction(cstThisSub, cstSubArgs) Then
+ If Not ScriptForge.SF_Utils._Validate(MenuItem, &quot;MenuItem&quot;, V_STRING) Then GoTo Catch
+ If Not ScriptForge.SF_Utils._Validate(Name, &quot;Name&quot;, V_STRING) Then GoTo Catch
+ If Not ScriptForge.SF_Utils._Validate(Status, &quot;Status&quot;, ScriptForge.V_BOOLEAN) Then GoTo Catch
+ If Not ScriptForge.SF_Utils._Validate(Icon, &quot;Icon&quot;, V_STRING) Then GoTo Catch
+ If Not ScriptForge.SF_Utils._Validate(Tooltip, &quot;Tooltip&quot;, V_STRING) Then GoTo Catch
+ If Not ScriptForge.SF_Utils._Validate(Command, &quot;Command&quot;, V_STRING) Then GoTo Catch
+ If Not ScriptForge.SF_Utils._Validate(Script, &quot;Script&quot;, V_STRING) Then GoTo Catch
+ End If
+
+ If Len(Command) &gt; 0 Then
+ If Left(Command, Len(cstUnoPrefix)) = cstUnoPrefix Then sCommand = Command Else sCommand = cstUnoPrefix &amp; Command
+ Else
+ sCommand = Script &amp; cstScriptArg &amp; 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 &apos; SFWidgets.SF_Menu.AddRadioButton
+
+REM -----------------------------------------------------------------------------
+Public Function GetProperty(Optional ByVal PropertyName As Variant) As Variant
+&apos;&apos;&apos; Return the actual value of the given property
+&apos;&apos;&apos; Args:
+&apos;&apos;&apos; PropertyName: the name of the property as a string
+&apos;&apos;&apos; Returns:
+&apos;&apos;&apos; The actual value of the property
+&apos;&apos;&apos; If the property does not exist, returns Null
+&apos;&apos;&apos; Exceptions:
+&apos;&apos;&apos; see the exceptions of the individual properties
+&apos;&apos;&apos; Examples:
+&apos;&apos;&apos; myModel.GetProperty(&quot;MyProperty&quot;)
+
+Const cstThisSub = &quot;SFWidgets.Menu.GetProperty&quot;
+Const cstSubArgs = &quot;&quot;
+
+ 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, &quot;PropertyName&quot;, 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 &apos; SFWidgets.SF_Menu.GetProperty
+
+REM -----------------------------------------------------------------------------
+Public Function Methods() As Variant
+&apos;&apos;&apos; Return the list of public methods of the Model service as an array
+
+ Methods = Array( _
+ &quot;AddCheckBox&quot; _
+ , &quot;AddItem&quot; _
+ , &quot;AddRadioButton&quot; _
+ )
+
+End Function &apos; SFWidgets.SF_Menu.Methods
+
+REM -----------------------------------------------------------------------------
+Public Function Properties() As Variant
+&apos;&apos;&apos; Return the list or properties of the Timer a.AddItem(&quot;B&gt;B1&quot;)class as an array
+
+ Properties = Array( _
+ &quot;ShortcutCharacter&quot; _
+ , &quot;SubmenuCharacter&quot; _
+ )
+
+End Function &apos; SFWidgets.SF_Menu.Properties
+
+REM -----------------------------------------------------------------------------
+Public Function SetProperty(Optional ByVal PropertyName As Variant _
+ , Optional ByRef Value As Variant _
+ ) As Boolean
+&apos;&apos;&apos; Set a new value to the given property
+&apos;&apos;&apos; Args:
+&apos;&apos;&apos; PropertyName: the name of the property as a string
+&apos;&apos;&apos; Value: its new value
+&apos;&apos;&apos; Exceptions
+&apos;&apos;&apos; ARGUMENTERROR The property does not exist
+
+Const cstThisSub = &quot;SFWidgets.Menu.SetProperty&quot;
+Const cstSubArgs = &quot;PropertyName, Value&quot;
+
+ 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, &quot;PropertyName&quot;, 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 &apos; 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 _
+ )
+&apos;&apos;&apos; Complete the object creation process:
+&apos;&apos;&apos; - Initialize the internal properties
+&apos;&apos;&apos; - Initialize the menubar
+&apos;&apos;&apos; - Determine the position and the internal id of the new menu
+&apos;&apos;&apos; - Create the menu and its attached popup menu
+&apos;&apos;&apos; Args:
+&apos;&apos;&apos; poComponent: the parent component where the menubar is to be searched for
+&apos;&apos;&apos; psMenuHeader: the header of the new menu. May or not contain a tilde &quot;~&quot;
+&apos;&apos;&apos; psBefore, piBefore: the menu before which to create the new menu, as a string or as a number
+&apos;&apos;&apos; psSubmenuChar: the submenus separator
+
+Dim oLayout As Object &apos; com.sun.star.comp.framework.LayoutManager
+Dim sName As String &apos; Menu name
+Dim iMenuId As Integer &apos; Menu identifier
+Dim i As Integer
+Const cstTilde = &quot;~&quot;
+
+Try:
+ &apos; Initialize the menubar
+ Set oLayout = poComponent.CurrentController.Frame.LayoutManager
+ Set MenuBar = oLayout.getElement(&quot;private:resource/menubar/menubar&quot;).XMenuBar
+
+ &apos; Determine the new menu identifier and its position
+ &apos; Identifier = largest current identifier + 1
+ MenuHeader = psMenuHeader
+ With MenuBar
+ For i = 0 To .ItemCount - 1
+ iMenuId = .getItemId(i)
+ If iMenuId &gt;= MenuId Then MenuId = iMenuId + 1
+ If piBefore &gt; 0 And piBefore = i + 1 Then
+ MenuPosition = piBefore
+ Else
+ sName = .getItemText(iMenuId)
+ If sName = psBefore Or Replace(sName, cstTilde, &quot;&quot;) = psBefore Then MenuPosition = i + 1
+ End If
+ Next i
+ If MenuPosition = 0 Then MenuPosition = .ItemCount + 1
+ End With
+
+ &apos; Store the submenu character
+ If Len(psSubmenuChar) &gt; 0 Then SubmenuChar = psSubmenuChar
+
+ &apos; 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 &apos; Special indicator for menus depending on menubar
+ MenuBar.setPopupMenu(MenuId, PopupMenu.MenuRoot)
+
+ &apos; Initialize the listener on the top branch
+ SFWidgets.SF_MenuListener.SetMenuListener(PopupMenu.MenuRoot)
+
+Finally:
+ Exit Sub
+End Sub &apos; SFWidgets.SF_Menu._Initialize
+
+REM -----------------------------------------------------------------------------
+Private Function _PropertyGet(Optional ByVal psProperty As String) As Variant
+&apos;&apos;&apos; Return the value of the named property
+&apos;&apos;&apos; Args:
+&apos;&apos;&apos; psProperty: the name of the property
+
+Dim vGet As Variant &apos; Return value
+Dim cstThisSub As String
+Const cstSubArgs = &quot;&quot;
+
+ cstThisSub = &quot;SFWidgets.Menu.get&quot; &amp; 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(&quot;ShortcutCharacter&quot;)
+ _PropertyGet = _UnderlineAccessKeyChar
+ Case UCase(&quot;SubmenuCharacter&quot;)
+ _PropertyGet = SubmenuChar
+ Case Else
+ _PropertyGet = Null
+ End Select
+
+Finally:
+ ScriptForge.SF_Utils._ExitFunction(cstThisSub)
+ Exit Function
+Catch:
+ GoTo Finally
+End Function &apos; SFWidgets.SF_Menu._PropertyGet
+
+REM -----------------------------------------------------------------------------
+Private Function _Repr() As String
+&apos;&apos;&apos; Convert the SF_Menu instance to a readable string, typically for debugging purposes (DebugPrint ...)
+&apos;&apos;&apos; Args:
+&apos;&apos;&apos; Return:
+&apos;&apos;&apos; &quot;[Menu]: Name, Type (dialogname)
+ _Repr = &quot;[Menu]: &quot; &amp; SF_String.Represent(PopupMenu.MenuTree.Keys()) &amp; &quot;, &quot; &amp; SF_String.Represent(PopupMenu.MenuIdentification.Items())
+
+End Function &apos; SFWidgets.SF_Menu._Repr
+
+REM ============================================ END OF SFWIDGETS.SF_MENU
+</script:module> \ No newline at end of file