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1 : /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
2 : /*
3 : * This file is part of the LibreOffice project.
4 : *
5 : * This Source Code Form is subject to the terms of the Mozilla Public
6 : * License, v. 2.0. If a copy of the MPL was not distributed with this
7 : * file, You can obtain one at http://mozilla.org/MPL/2.0/.
8 : *
9 : * This file incorporates work covered by the following license notice:
10 : *
11 : * Licensed to the Apache Software Foundation (ASF) under one or more
12 : * contributor license agreements. See the NOTICE file distributed
13 : * with this work for additional information regarding copyright
14 : * ownership. The ASF licenses this file to you under the Apache
15 : * License, Version 2.0 (the "License"); you may not use this file
16 : * except in compliance with the License. You may obtain a copy of
17 : * the License at http://www.apache.org/licenses/LICENSE-2.0 .
18 : */
19 :
20 : #ifndef INCLUDED_SVTOOLS_ROADMAPWIZARD_HXX
21 : #define INCLUDED_SVTOOLS_ROADMAPWIZARD_HXX
22 :
23 : #include <svtools/svtdllapi.h>
24 : #include <svtools/wizardmachine.hxx>
25 :
26 :
27 : namespace svt
28 : {
29 :
30 :
31 : struct RoadmapWizardImpl;
32 : class RoadmapWizard;
33 :
34 0 : struct RoadmapWizardTypes
35 : {
36 : public:
37 : typedef sal_Int16 PathId;
38 : typedef ::std::vector< WizardTypes::WizardState > WizardPath;
39 : typedef VclPtr<TabPage> (* RoadmapPageFactory)( RoadmapWizard& );
40 : };
41 :
42 :
43 : //= RoadmapWizard
44 :
45 : /** is - no, not a wizard for a roadmap, but the base class for wizards
46 : <em>supporting</em> a roadmap.
47 :
48 : The basic new concept introduced is a <em>path</em>:<br/>
49 : A <em>path</em> is a sequence of states, which are to be executed in a linear order.
50 : Elements in the path can be skipped, depending on choices the user makes.
51 :
52 : In the most simple wizards, you will have only one path consisting of <code>n</code> elements,
53 : which are to be visited successively.
54 :
55 : In a slightly more complex wizard, you will have one linear path, were certain
56 : steps might be skipped due to user input. For instance, the user may decide to not specify
57 : certain aspects of the to-be-created object (e.g. by unchecking a check box),
58 : and the wizard then will simply disable the step which corresponds to this step.
59 :
60 : In a yet more advanced wizards, you will have several paths of length <code>n1</code> and
61 : <code>n2</code>, which share at least the first <code>k</code> states (where <code>k</code>
62 : is at least 1), and an arbitrary number of other states.
63 : */
64 : class SVT_DLLPUBLIC RoadmapWizard : public OWizardMachine, public RoadmapWizardTypes
65 : {
66 : private:
67 : RoadmapWizardImpl* m_pImpl;
68 :
69 : public:
70 : RoadmapWizard(
71 : vcl::Window* _pParent,
72 : const WinBits i_nStyle,
73 0 : WizardButtonFlags _nButtonFlags = WizardButtonFlags::NEXT | WizardButtonFlags::PREVIOUS | WizardButtonFlags::FINISH | WizardButtonFlags::CANCEL | WizardButtonFlags::HELP
74 : );
75 : RoadmapWizard(
76 : vcl::Window* _pParent,
77 0 : WizardButtonFlags _nButtonFlags = WizardButtonFlags::NEXT | WizardButtonFlags::PREVIOUS | WizardButtonFlags::FINISH | WizardButtonFlags::CANCEL | WizardButtonFlags::HELP
78 : );
79 : virtual ~RoadmapWizard( );
80 : virtual void dispose() SAL_OVERRIDE;
81 :
82 : void SetRoadmapHelpId( const OString& _rId );
83 :
84 : void SetRoadmapInteractive( bool _bInteractive );
85 :
86 : // returns whether a given state is enabled
87 : bool isStateEnabled( WizardState _nState ) const;
88 :
89 : // WizardDialog overridables
90 : virtual bool canAdvance() const SAL_OVERRIDE;
91 : virtual void updateTravelUI() SAL_OVERRIDE;
92 :
93 : protected:
94 : /** declares a valid path in the wizard
95 :
96 : The very first path which is declared is automatically activated.
97 :
98 : Note that all paths which are declared must have the very first state in
99 : common. Also note that due to a restriction of the very base class (WizardDialog),
100 : this common first state must be 0.
101 :
102 : You cannot declare new paths once the wizard started, so it's recommended that
103 : you do all declarations within your derivee's constructor.
104 :
105 : @see activatePath
106 :
107 : @param _nId
108 : the unique id you wish to give this path. This id can later on be used
109 : to refer to the path which you just declared
110 :
111 : @param _nFirstState
112 : the first state in this path. Must not be WZS_INVALID_STATE.<br/>
113 : Declare an arbitrary number of states after this one, and terminate the sequence
114 : with a WZS_INVALID_STATE.
115 : */
116 : void declarePath( PathId _nPathId, WizardState _nFirstState, ... );
117 : void declarePath( PathId _nPathId, const WizardPath& _lWizardStates);
118 :
119 : /** provides basic information about a state
120 :
121 : The given display name is used in the default implementation of getStateDisplayName,
122 : and the given factory is used in the default implementation of createPage.
123 : */
124 : void describeState( WizardState _nState, const OUString& _rStateDisplayName, RoadmapPageFactory _pPageFactory );
125 :
126 : /** activates a path which has previously been declared with <member>declarePath</member>
127 :
128 : You can only activate paths which share the first <code>k</code> states with the path
129 : which is previously active (if any), where <code>k</code> is the index of the
130 : current state within the current path.
131 :
132 : <example>
133 : Say you have paths, <code>(0,1,2,5)</code> and <code>(0,1,4,5)</code>. This means that after
134 : step <code>1</code>, you either continue with state <code>2</code> or state <code>4</code>,
135 : and after this, you finish in state <code>5</code>.<br/>
136 : Now if the first path is active, and your current state is <code>1</code>, then you can
137 : easily switch to the second path, since both paths start with <code>(0,1)</code>.<br/>
138 : However, if your current state is <code>2</code>, then you can not switch to the second
139 : path anymore.
140 : </example>
141 :
142 : @param _nPathId
143 : the id of the path. The path must have been declared (under this id) with
144 : <member>declarePath</member> before it can be activated.
145 :
146 : @param _bDecideForIt
147 : If <TRUE/>, the path will be completely activated, even if it is a conflicting path
148 : (i.e. there is another path which shares the first <code>k</code> states with
149 : the to-be-activated path.)<br/>
150 : If <FALSE/>, then the new path is checked for conflicts with other paths. If such
151 : conflicts exists, the path is not completely activated, but only up to the point
152 : where it does <em>not</em> conflict.<br/>
153 : With the paths in the example above, if you activate the second path (when both are
154 : already declared), then only steps <code>0</code> and <code>1</code> are activated,
155 : since they are common to both paths.
156 : */
157 : void activatePath( PathId _nPathId, bool _bDecideForIt = false );
158 :
159 : /** determine the next state to travel from the given one
160 :
161 : This method (which is declared in OWizardMachine and overwritten here)
162 : ensures that traveling happens along the active path.
163 :
164 : @see activatePath
165 : */
166 : virtual WizardState determineNextState( WizardState _nCurrentState ) const SAL_OVERRIDE;
167 :
168 : /** en- or disables a state
169 :
170 : In the wizard's roadmap, states to travel to can be freely chosen. To prevent
171 : users from selecting a state which is currently not available, you can declare this
172 : state as being disabled.
173 :
174 : A situation where you need this may be when you have a checkbox which, when checked
175 : by the user, enables a page with additional settings. As long as this checkbox is
176 : not checked, the respective state would be disabled.
177 :
178 : Note that in theory, you can declare multiple paths, instead of disabling states.
179 : For instance, if you have a path where one state can be potentially disabled, then
180 : you could declare a second path, which does not contain this state. However, the
181 : disadvantage is that then, not the complete path would be visible in the roadmap,
182 : but only all steps up to the point where the both paths diverge.<br/>
183 : Another disadvantage is that the number of needed paths grows exponentially with
184 : the number of states which can be potentially disabled.
185 :
186 : @see declarePath
187 : */
188 : void enableState( WizardState _nState, bool _bEnable = true );
189 :
190 : /** returns true if and only if the given state is known in at least one declared path
191 : */
192 : bool knowsState( WizardState _nState ) const;
193 :
194 : // OWizardMachine overriables
195 : virtual void enterState( WizardState _nState ) SAL_OVERRIDE;
196 :
197 : /** returns a human readable name for a given state
198 :
199 : There is a default implementation for this method, which returns the display name
200 : as given in a call to describeState. If there is no description for the given state,
201 : this is worth an assertion in a non-product build, and then an empty string is
202 : returned.
203 : */
204 : virtual OUString getStateDisplayName( WizardState _nState ) const;
205 :
206 : /** creates a page for a given state
207 :
208 : This member is inherited from OWizardMachine, and default-implemented in this class
209 : for all states which have been described using describeState.
210 : */
211 : virtual VclPtr<TabPage> createPage( WizardState _nState ) SAL_OVERRIDE;
212 :
213 : /** asks for a new label of the wizard page
214 :
215 : */
216 : void updateRoadmapItemLabel( WizardState _nState );
217 :
218 : private:
219 : DECL_DLLPRIVATE_LINK( OnRoadmapItemSelected, void* );
220 :
221 : /** updates the roadmap control to show the given path, as far as possible
222 : (modulo conflicts with other paths)
223 : */
224 : SVT_DLLPRIVATE void implUpdateRoadmap( );
225 :
226 : private:
227 : SVT_DLLPRIVATE void impl_construct();
228 : };
229 :
230 :
231 : } // namespace svt
232 :
233 :
234 : #endif // OOO_ INCLUDED_SVTOOLS_ROADMAPWIZARD_HXX
235 :
236 : /* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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