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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>