/* This file is part of the KDE libraries Copyright (C) 1999 Reginald Stadlbauer (C) 1999 Simon Hausmann (C) 2000 Nicolas Hadacek (C) 2000 Kurt Granroth (C) 2000 Michael Koch (C) 2001 Holger Freyther (C) 2002 Ellis Whitehead This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License version 2 as published by the Free Software Foundation. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; see the file COPYING.LIB. If not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //$Id$ #ifndef __tdeaction_h__ #define __tdeaction_h__ #include #include #include #include #include #include #include #include class TQMenuBar; class TQPopupMenu; class TQComboBox; class TQPoint; class TQIconSet; class TQString; class TDEToolBar; class TDEAccel; class TDEAccelActions; class TDEConfig; class TDEConfigBase; class KURL; class TDEInstance; class TDEToolBar; class TDEActionCollection; class TDEPopupMenu; class TDEMainWindow; /** * @short Class to encapsulate user-driven action or event * * The TDEAction class (and derived and super classes) provides a way to * easily encapsulate a "real" user-selected action or event in your * program. * * For instance, a user may want to @p paste the contents of * the clipboard or @p scroll @p down a document or @p quit the * application. These are all @p actions -- events that the * user causes to happen. The TDEAction class allows the developer to * deal with these actions in an easy and intuitive manner. * * Specifically, the TDEAction class encapsulated the various attributes * to an event/action. For instance, an action might have an icon * that goes along with it (a clipboard for a "paste" action or * scissors for a "cut" action). The action might have some text to * describe the action. It will certainly have a method or function * that actually @p executes the action! All these attributes * are contained within the TDEAction object. * * The advantage of dealing with Actions is that you can manipulate * the Action without regard to the GUI representation of it. For * instance, in the "normal" way of dealing with actions like "cut", * you would manually insert a item for Cut into a menu and a button * into a toolbar. If you want to disable the cut action for a moment * (maybe nothing is selected), you would have to hunt down the pointer * to the menu item and the toolbar button and disable both * individually. Setting the menu item and toolbar item up uses very * similar code - but has to be done twice! * * With the Action concept, you simply "plug" the Action into whatever * GUI element you want. The TDEAction class will then take care of * correctly defining the menu item (with icons, accelerators, text, * etc) or toolbar button.. or whatever. From then on, if you * manipulate the Action at all, the effect will propogate through all * GUI representations of it. Back to the "cut" example: if you want * to disable the Cut Action, you would simply do * 'cutAction->setEnabled(false)' and the menuitem and button would * instantly be disabled! * * This is the biggest advantage to the Action concept -- there is a * one-to-one relationship between the "real" action and @p all * GUI representations of it. * * TDEAction emits the activated() signal if the user activated the * corresponding GUI element ( menu item, toolbar button, etc. ) * * If you are in the situation of wanting to map the activated() * signal of multiple action objects to one slot, with a special * argument bound to each action, then you might consider using * TQSignalMapper . A tiny example: * * \code * TQSignalMapper *desktopNumberMapper = new TQSignalMapper( this ); * connect( desktopNumberMapper, TQ_SIGNAL( mapped( int ) ), * this, TQ_SLOT( moveWindowToDesktop( int ) ) ); * * for ( uint i = 0; i < numberOfDesktops; ++i ) { * TDEAction *desktopAction = new TDEAction( i18n( "Move Window to Desktop %i" ).arg( i ), ... ); * connect( desktopAction, TQ_SIGNAL( activated() ), desktopNumberMapper, TQ_SLOT( map() ) ); * desktopNumberMapper->setMapping( desktopAction, i ); * } * \endcode * * General Usage:\n * * The steps to using actions are roughly as follows * * @li Decide which attributes you want to associate with a given * action (icons, text, keyboard shortcut, etc) * @li Create the action using TDEAction (or derived or super class). * @li "Plug" the Action into whatever GUI element you want. Typically, * this will be a menu or toolbar. * * Detailed Example:\n * * Here is an example of enabling a "New [document]" action * \code * TDEAction *newAct = new TDEAction(i18n("&New"), "document-new", * TDEStdAccel::shortcut(TDEStdAccel::New), * this, TQ_SLOT(fileNew()), * actionCollection(), "new"); * \endcode * This line creates our action. It says that wherever this action is * displayed, it will use "&New" as the text, the standard icon, and * the standard shortcut. It further says that whenever this action * is invoked, it will use the fileNew() slot to execute it. * * \code * TQPopupMenu *file = new TQPopupMenu; * newAct->plug(file); * \endcode * That just inserted the action into the File menu. The point is, it's not * important in which menu it is: all manipulation of the item is * done through the newAct object. * * \code * newAct->plug(toolBar()); * \endcode * And this inserted the Action into the main toolbar as a button. * * That's it! * * If you want to disable that action sometime later, you can do so * with * \code * newAct->setEnabled(false) * \endcode * and both the menuitem in File and the toolbar button will instantly * be disabled. * * Do not delete a TDEAction object without unplugging it from all its * containers. The simplest way to do that is to use the unplugAll() * as in the following example: * \code * newAct->unplugAll(); * delete newAct; * \endcode * Normally you will not need to do this as TDEActionCollection manages * everything for you. * * Note: if you are using a "standard" action like "new", "paste", * "quit", or any other action described in the KDE UI Standards, * please use the methods in the KStdAction class rather than * defining your own. * * Usage Within the XML Framework:\n * * If you are using TDEAction within the context of the XML menu and * toolbar building framework, then there are a few tiny changes. The * first is that you must insert your new action into an action * collection. The action collection (a TDEActionCollection) is, * logically enough, a central collection of all of the actions * defined in your application. The XML UI framework code in KXMLGUI * classes needs access to this collection in order to build up the * GUI (it's how the builder code knows which actions are valid and * which aren't). * * Also, if you use the XML builder framework, then you do not ever * have to plug your actions into containers manually. The framework * does that for you. * * @see KStdAction */ class TDEUI_EXPORT TDEAction : public TQObject { friend class TDEActionCollection; TQ_OBJECT TQ_PROPERTY( int containerCount READ containerCount ) TQ_PROPERTY( TQString plainText READ plainText ) TQ_PROPERTY( TQString text READ text WRITE setText ) TQ_PROPERTY( TQString shortcut READ shortcutText WRITE setShortcutText ) TQ_PROPERTY( bool enabled READ isEnabled WRITE setEnabled ) TQ_PROPERTY( TQString group READ group WRITE setGroup ) TQ_PROPERTY( TQString whatsThis READ whatsThis WRITE setWhatsThis ) TQ_PROPERTY( TQString toolTip READ toolTip WRITE setToolTip ) TQ_PROPERTY( TQString icon READ icon WRITE setIcon ) public: /** * Constructs an action with text, potential keyboard * shortcut, and a slot to call when this action is invoked by * the user. * * If you do not want or have a keyboard shortcut, * set the @p cut param to 0. * * This is the most common TDEAction used when you do not have a * corresponding icon (note that it won't appear in the current version * of the "Edit ToolBar" dialog, because an action needs an icon to be * plugged in a toolbar...). * * @param text The text that will be displayed. * @param cut The corresponding keyboard shortcut. * @param receiver The slot's parent. * @param slot The slot to invoke to execute this action. * @param parent This action's parent. * @param name An internal name for this action. */ TDEAction( const TQString& text, const TDEShortcut& cut, const TQObject* receiver, const char* slot, TDEActionCollection* parent, const char* name ); /** * Constructs an action with text, icon, potential keyboard * shortcut, and a slot to call when this action is invoked by * the user. * * If you do not want or have a keyboard shortcut, set the * @p cut param to 0. * * This is the other common TDEAction used. Use it when you * @p do have a corresponding icon. * * @param text The text that will be displayed. * @param pix The icon to display. * @param cut The corresponding keyboard shortcut. * @param receiver The slot's parent. * @param slot The slot to invoke to execute this action. * @param parent This action's parent. * @param name An internal name for this action. */ TDEAction( const TQString& text, const TQIconSet& pix, const TDEShortcut& cut, const TQObject* receiver, const char* slot, TDEActionCollection* parent, const char* name ); /** * Constructs an action with text, icon, potential keyboard * shortcut, and a slot to call when this action is invoked by * the user. The icon is loaded on demand later based on where it * is plugged in. * * If you do not want or have a keyboard shortcut, set the * @p cut param to 0. * * This is the other common TDEAction used. Use it when you * @p do have a corresponding icon. * * @param text The text that will be displayed. * @param pix The icon to display. * @param cut The corresponding keyboard shortcut (shortcut). * @param receiver The slot's parent. * @param slot The slot to invoke to execute this action. * @param parent This action's parent. * @param name An internal name for this action. */ TDEAction( const TQString& text, const TQString& pix, const TDEShortcut& cut, const TQObject* receiver, const char* slot, TDEActionCollection* parent, const char* name ); /** * The same as the above constructor, but with a KGuiItem providing * the text and icon. * * @param item The KGuiItem with the label and (optional) icon. * @param cut The corresponding keyboard shortcut (shortcut). * @param receiver The slot's parent. * @param slot The slot to invoke to execute this action. * @param parent This action's parent. * @param name An internal name for this action. */ TDEAction( const KGuiItem& item, const TDEShortcut& cut, const TQObject* receiver, const char* slot, TDEActionCollection* parent, const char* name ); /** * @obsolete */ TDEAction( const TQString& text, const TDEShortcut& cut = TDEShortcut(), TQObject* parent = 0, const char* name = 0 ); /** * @obsolete */ TDEAction( const TQString& text, const TDEShortcut& cut, const TQObject* receiver, const char* slot, TQObject* parent, const char* name = 0 ); /** * @obsolete */ TDEAction( const TQString& text, const TQIconSet& pix, const TDEShortcut& cut = TDEShortcut(), TQObject* parent = 0, const char* name = 0 ); /** * @obsolete */ TDEAction( const TQString& text, const TQString& pix, const TDEShortcut& cut = TDEShortcut(), TQObject* parent = 0, const char* name = 0 ); /** * @obsolete */ TDEAction( const TQString& text, const TQIconSet& pix, const TDEShortcut& cut, const TQObject* receiver, const char* slot, TQObject* parent, const char* name = 0 ); /** * @obsolete */ TDEAction( const TQString& text, const TQString& pix, const TDEShortcut& cut, const TQObject* receiver, const char* slot, TQObject* parent, const char* name = 0 ); /** * @obsolete */ TDEAction( TQObject* parent = 0, const char* name = 0 ); /** * Standard destructor */ virtual ~TDEAction(); /** * "Plug" or insert this action into a given widget. * * This will * typically be a menu or a toolbar. From this point on, you will * never need to directly manipulate the item in the menu or * toolbar. You do all enabling/disabling/manipulation directly * with your TDEAction object. * * @param widget The GUI element to display this action * @param index The position into which the action is plugged. If * this is negative, the action is inserted at the end. */ virtual int plug( TQWidget *widget, int index = -1 ); /** * @deprecated. Shouldn't be used. No substitute available. * * "Plug" or insert this action into a given TDEAccel. * * @param accel The TDEAccel collection which holds this accel * @param configurable If the shortcut is configurable via * the TDEAccel configuration dialog (this is somehow deprecated since * there is now a TDEAction key configuration dialog). */ virtual void plugAccel(TDEAccel *accel, bool configurable = true) KDE_DEPRECATED; /** * "Unplug" or remove this action from a given widget. * * This will typically be a menu or a toolbar. This is rarely * used in "normal" application. Typically, it would be used if * your application has several views or modes, each with a * completely different menu structure. If you simply want to * disable an action for a given period, use setEnabled() * instead. * * @param w Remove the action from this GUI element. */ virtual void unplug( TQWidget *w ); /** * @deprecated. Complement method to plugAccel(). * Disconnect this action from the TDEAccel. */ virtual void unplugAccel() KDE_DEPRECATED; /** * returns whether the action is plugged into any container widget or not. * @since 3.1 */ virtual bool isPlugged() const; /** * returns whether the action is plugged into the given container */ bool isPlugged( const TQWidget *container ) const; /** * returns whether the action is plugged into the given container with the given, container specific, id (often * menu or toolbar id ) . */ virtual bool isPlugged( const TQWidget *container, int id ) const; /** * returns whether the action is plugged into the given container with the given, container specific, representative * container widget item. */ virtual bool isPlugged( const TQWidget *container, const TQWidget *_representative ) const; TQWidget* container( int index ) const; int itemId( int index ) const; TQWidget* representative( int index ) const; int containerCount() const; /// @since 3.1 uint tdeaccelCount() const; virtual bool hasIcon() const; #ifndef KDE_NO_COMPAT bool hasIconSet() const { return hasIcon(); } #endif virtual TQString plainText() const; /** * Get the text associated with this action. */ virtual TQString text() const; /** * Get the keyboard shortcut associated with this action. */ virtual const TDEShortcut& shortcut() const; /** * Get the default shortcut for this action. */ virtual const TDEShortcut& shortcutDefault() const; // These two methods are for TQ_PROPERTY TQString shortcutText() const; void setShortcutText( const TQString& ); /** * Returns true if this action is enabled. */ virtual bool isEnabled() const; /** * Returns true if this action's shortcut is configurable. */ virtual bool isShortcutConfigurable() const; virtual TQString group() const; /** * Get the What's this text for the action. */ virtual TQString whatsThis() const; /** * Get the tooltip text for the action. */ virtual TQString toolTip() const; /** * Get the TQIconSet from which the icons used to display this action will * be chosen. * * In KDE4 set group default to TDEIcon::Small while removing the other * iconSet() function. */ virtual TQIconSet iconSet( TDEIcon::Group group, int size=0 ) const; /** * Remove in KDE4 */ TQIconSet iconSet() const { return iconSet( TDEIcon::Small ); } virtual TQString icon() const; TDEActionCollection *parentCollection() const; /** * @internal * Generate a toolbar button id. Made public for reimplementations. */ static int getToolButtonID(); void unplugAll(); /** * @since 3.4 */ enum ActivationReason { UnknownActivation, EmulatedActivation, AccelActivation, PopupMenuActivation, ToolBarActivation }; public slots: /** * Sets the text associated with this action. The text is used for menu * and toolbar labels etc. */ virtual void setText(const TQString &text); /** * Sets the keyboard shortcut associated with this action. */ virtual bool setShortcut( const TDEShortcut& ); virtual void setGroup( const TQString& ); /** * Sets the What's this text for the action. This text will be displayed when * a widget that has been created by plugging this action into a container * is clicked on in What's this mode. * * The What's this text can include QML markup as well as raw text. */ virtual void setWhatsThis( const TQString& text ); /** * Sets the tooltip text for the action. * This will be used as a tooltip for a toolbar button, as a * statusbar help-text for a menu item, and it also appears * in the toolbar editor, to describe the action. * * For the tooltip to show up on the statusbar you will need to connect * a couple of the actionclass signals to the toolbar. * The easiest way of doing this is in your main window class, when you create * a statusbar. See the TDEActionCollection class for more details. * * @see TDEActionCollection * */ virtual void setToolTip( const TQString& ); /** * Sets the TQIconSet from which the icons used to display this action will * be chosen. */ virtual void setIconSet( const TQIconSet &iconSet ); virtual void setIcon( const TQString& icon ); /** * Enables or disables this action. All uses of this action (eg. in menus * or toolbars) will be updated to reflect the state of the action. */ virtual void setEnabled(bool enable); /** * Calls setEnabled( !disable ). * @since 3.5 */ void setDisabled(bool disable) { return setEnabled(!disable); } /** * Indicate whether the user may configure the action's shortcut. */ virtual void setShortcutConfigurable( bool ); /** * Emulate user's interaction programmatically, by activating the action. * The implementation simply emits activated(). */ virtual void activate(); protected slots: virtual void slotDestroyed(); virtual void slotKeycodeChanged(); virtual void slotActivated(); /// @since 3.4 void slotPopupActivated(); // KDE4: make virtual /// @since 3.4 void slotButtonClicked( int, TQt::ButtonState state ); // KDE4: make virtual protected: TDEToolBar* toolBar( int index ) const; TQPopupMenu* popupMenu( int index ) const; void removeContainer( int index ); int findContainer( const TQWidget* widget ) const; int findContainer( int id ) const; void plugMainWindowAccel( TQWidget *w ); void addContainer( TQWidget* parent, int id ); void addContainer( TQWidget* parent, TQWidget* representative ); virtual void updateShortcut( int i ); virtual void updateShortcut( TQPopupMenu* menu, int id ); virtual void updateGroup( int id ); virtual void updateText(int i ); virtual void updateEnabled(int i); virtual void updateIconSet(int i); virtual void updateIcon( int i); virtual void updateToolTip( int id ); virtual void updateWhatsThis( int i ); TDEActionCollection *m_parentCollection; TQString whatsThisWithIcon() const; /** * Return the underlying KGuiItem * @since 3.3 */ const KGuiItem& guiItem() const; signals: /** * Emitted when this action is activated */ void activated(); /** * This signal allows to know the reason why an action was activated: * whether it was due to a toolbar button, popupmenu, keyboard accel, or programmatically. * In the first two cases, it also allows to know which mouse button was * used (Left or Middle), and whether keyboard modifiers were pressed (e.g. CTRL). * * Note that this signal is emitted before the normal activated() signal. * Yes, BOTH signals are always emitted, so that connecting to activated() still works. * Applications which care about reason and state can either ignore the activated() * signal for a given action and react to this one instead, or store the * reason and state until the activated() signal is emitted. * * @since 3.4 */ void activated( TDEAction::ActivationReason reason, TQt::ButtonState state ); void enabled( bool ); private: void initPrivate( const TQString& text, const TDEShortcut& cut, const TQObject* receiver, const char* slot ); TDEAccel* tdeaccelCurrent(); bool initShortcut( const TDEShortcut& ); void plugShortcut(); bool updateTDEAccelShortcut( TDEAccel* tdeaccel ); void insertTDEAccel( TDEAccel* ); /** @internal To be used exclusively by TDEActionCollection::removeWidget(). */ void removeTDEAccel( TDEAccel* ); #ifndef KDE_NO_COMPAT public: /** * @deprecated. Use shortcut(). * Get the keyboard accelerator associated with this action. */ int accel() const KDE_DEPRECATED; TQString statusText() const { return toolTip(); } /** * @deprecated. Use setShortcut(). * Sets the keyboard accelerator associated with this action. */ void setAccel( int key ) KDE_DEPRECATED; /** * @deprecated. Use setToolTip instead (they do the same thing now). */ void setStatusText( const TQString &text ) { setToolTip( text ); } /** * @deprecated. for backwards compatibility. Use itemId() */ int menuId( int i ) { return itemId( i ); } #endif // !KDE_NO_COMPAT protected: virtual void virtual_hook( int id, void* data ); private: class TDEActionPrivate; TDEActionPrivate* const d; }; #include #include #endif