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+/* -*- 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_ROADMAPWIZARD_HXX
+#define INCLUDED_VCL_ROADMAPWIZARD_HXX
+
+#include <memory>
+#include <vcl/dllapi.h>
+#include <vcl/wizardmachine.hxx>
+
+namespace vcl
+{
+ struct RoadmapWizardImpl;
+
+ namespace RoadmapWizardTypes
+ {
+ typedef sal_Int16 PathId;
+ typedef ::std::vector< WizardTypes::WizardState > WizardPath;
+ };
+
+ //= RoadmapWizard
+
+ /** is - no, not a wizard for a roadmap, but the base class for wizards
+ <em>supporting</em> a roadmap.
+
+ The basic new concept introduced is a <em>path</em>:<br/>
+ A <em>path</em> 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 <code>n</code> 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 <code>n1</code> and
+ <code>n2</code>, which share at least the first <code>k</code> states (where <code>k</code>
+ is at least 1), and an arbitrary number of other states.
+ */
+ class VCL_DLLPUBLIC RoadmapWizardMachine : public vcl::WizardMachine
+ {
+ private:
+ std::unique_ptr<RoadmapWizardImpl> m_pImpl;
+
+ public:
+ RoadmapWizardMachine(weld::Window* _pParent);
+ virtual ~RoadmapWizardMachine( ) override;
+
+ void SetRoadmapHelpId( const OString& _rId );
+
+ // returns whether a given state is enabled
+ bool isStateEnabled(WizardTypes::WizardState nState) const;
+
+ // WizardDialog overridables
+ virtual bool canAdvance() const override;
+ virtual void updateTravelUI() override;
+
+ protected:
+ /** declares a valid path in the wizard
+
+ The very first path which is declared is automatically activated.
+
+ Note that all paths which are declared must have the very first state in
+ common. Also note that due to a restriction of the very base class (WizardDialog),
+ this common first state must be 0.
+
+ You cannot declare new paths once the wizard started, so it's recommended that
+ you do all declarations within your derivee's constructor.
+
+ @see activatePath
+
+ @param _nId
+ the unique id you wish to give this path. This id can later on be used
+ to refer to the path which you just declared
+ */
+ void declarePath( RoadmapWizardTypes::PathId _nPathId, const RoadmapWizardTypes::WizardPath& _lWizardStates);
+
+ /** activates a path which has previously been declared with <member>declarePath</member>
+
+ You can only activate paths which share the first <code>k</code> states with the path
+ which is previously active (if any), where <code>k</code> is the index of the
+ current state within the current path.
+
+ <example>
+ Say you have paths, <code>(0,1,2,5)</code> and <code>(0,1,4,5)</code>. This means that after
+ step <code>1</code>, you either continue with state <code>2</code> or state <code>4</code>,
+ and after this, you finish in state <code>5</code>.<br/>
+ Now if the first path is active, and your current state is <code>1</code>, then you can
+ easily switch to the second path, since both paths start with <code>(0,1)</code>.<br/>
+ However, if your current state is <code>2</code>, then you can not switch to the second
+ path anymore.
+ </example>
+
+ @param _nPathId
+ the id of the path. The path must have been declared (under this id) with
+ <member>declarePath</member> before it can be activated.
+
+ @param _bDecideForIt
+ If <TRUE/>, the path will be completely activated, even if it is a conflicting path
+ (i.e. there is another path which shares the first <code>k</code> states with
+ the to-be-activated path.)<br/>
+ If <FALSE/>, then the new path is checked for conflicts with other paths. If such
+ conflicts exists, the path is not completely activated, but only up to the point
+ where it does <em>not</em> conflict.<br/>
+ With the paths in the example above, if you activate the second path (when both are
+ already declared), then only steps <code>0</code> and <code>1</code> are activated,
+ since they are common to both paths.
+ */
+ void activatePath( RoadmapWizardTypes::PathId _nPathId, bool _bDecideForIt = false );
+
+ /** determine the next state to travel from the given one
+
+ This method (which is declared in WizardMachine and overwritten here)
+ ensures that traveling happens along the active path.
+
+ @see activatePath
+ */
+ virtual WizardTypes::WizardState determineNextState(WizardTypes::WizardState nCurrentState) const override;
+
+ /** en- or disables a state
+
+ In the wizard's roadmap, states to travel to can be freely chosen. To prevent
+ users from selecting a state which is currently not available, you can declare this
+ state as being disabled.
+
+ A situation where you need this may be when you have a checkbox which, when checked
+ by the user, enables a page with additional settings. As long as this checkbox is
+ not checked, the respective state would be disabled.
+
+ Note that in theory, you can declare multiple paths, instead of disabling states.
+ For instance, if you have a path where one state can be potentially disabled, then
+ you could declare a second path, which does not contain this state. However, the
+ disadvantage is that then, not the complete path would be visible in the roadmap,
+ but only all steps up to the point where the both paths diverge.<br/>
+ Another disadvantage is that the number of needed paths grows exponentially with
+ the number of states which can be potentially disabled.
+
+ @see declarePath
+ */
+ void enableState(WizardTypes::WizardState nState, bool _bEnable = true);
+
+ /** returns true if and only if the given state is known in at least one declared path
+ */
+ bool knowsState(WizardTypes::WizardState nState) const;
+
+ // WizardMachine overriables
+ virtual void enterState(WizardTypes::WizardState nState) override;
+
+ /** 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.
+ */
+ virtual OUString getStateDisplayName(WizardTypes::WizardState nState) const;
+
+ private:
+ DECL_DLLPRIVATE_LINK( OnRoadmapItemSelected, const OString&, bool );
+
+ /** updates the roadmap control to show the given path, as far as possible
+ (modulo conflicts with other paths)
+ */
+ VCL_DLLPRIVATE void implUpdateRoadmap( );
+ };
+} // namespace vcl
+
+
+#endif // OOO_ INCLUDED_VCL_ROADMAPWIZARD_HXX
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */