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20 #ifndef INCLUDED_SVTOOLS_ROADMAPWIZARD_HXX
21 #define INCLUDED_SVTOOLS_ROADMAPWIZARD_HXX
23 #include <svtools/svtdllapi.h>
24 #include <svtools/wizardmachine.hxx>
31 struct RoadmapWizardImpl
;
34 struct RoadmapWizardTypes
37 typedef sal_Int16 PathId
;
38 typedef ::std::vector
< WizardTypes::WizardState
> WizardPath
;
39 typedef VclPtr
<TabPage
> (* RoadmapPageFactory
)( RoadmapWizard
& );
45 /** is - no, not a wizard for a roadmap, but the base class for wizards
46 <em>supporting</em> a roadmap.
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.
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.
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.
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.
64 class SVT_DLLPUBLIC RoadmapWizard
: public OWizardMachine
, public RoadmapWizardTypes
67 RoadmapWizardImpl
* m_pImpl
;
71 vcl::Window
* _pParent
,
72 const WinBits i_nStyle
,
73 WizardButtonFlags _nButtonFlags
= WizardButtonFlags::NEXT
| WizardButtonFlags::PREVIOUS
| WizardButtonFlags::FINISH
| WizardButtonFlags::CANCEL
| WizardButtonFlags::HELP
76 vcl::Window
* _pParent
,
77 WizardButtonFlags _nButtonFlags
= WizardButtonFlags::NEXT
| WizardButtonFlags::PREVIOUS
| WizardButtonFlags::FINISH
| WizardButtonFlags::CANCEL
| WizardButtonFlags::HELP
79 virtual ~RoadmapWizard( );
80 virtual void dispose() SAL_OVERRIDE
;
82 void SetRoadmapHelpId( const OString
& _rId
);
84 void SetRoadmapInteractive( bool _bInteractive
);
86 // returns whether a given state is enabled
87 bool isStateEnabled( WizardState _nState
) const;
89 // WizardDialog overridables
90 virtual bool canAdvance() const SAL_OVERRIDE
;
91 virtual void updateTravelUI() SAL_OVERRIDE
;
94 /** declares a valid path in the wizard
96 The very first path which is declared is automatically activated.
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.
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.
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
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.
116 void declarePath( PathId _nPathId
, WizardState _nFirstState
, ... );
117 void declarePath( PathId _nPathId
, const WizardPath
& _lWizardStates
);
119 /** provides basic information about a state
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.
124 void describeState( WizardState _nState
, const OUString
& _rStateDisplayName
, RoadmapPageFactory _pPageFactory
);
126 /** activates a path which has previously been declared with <member>declarePath</member>
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.
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
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.
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.
157 void activatePath( PathId _nPathId
, bool _bDecideForIt
= false );
159 /** determine the next state to travel from the given one
161 This method (which is declared in OWizardMachine and overwritten here)
162 ensures that traveling happens along the active path.
166 virtual WizardState
determineNextState( WizardState _nCurrentState
) const SAL_OVERRIDE
;
168 /** en- or disables a state
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.
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.
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.
188 void enableState( WizardState _nState
, bool _bEnable
= true );
190 /** returns true if and only if the given state is known in at least one declared path
192 bool knowsState( WizardState _nState
) const;
194 // OWizardMachine overriables
195 virtual void enterState( WizardState _nState
) SAL_OVERRIDE
;
197 /** returns a human readable name for a given state
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
204 virtual OUString
getStateDisplayName( WizardState _nState
) const;
206 /** creates a page for a given state
208 This member is inherited from OWizardMachine, and default-implemented in this class
209 for all states which have been described using describeState.
211 virtual VclPtr
<TabPage
> createPage( WizardState _nState
) SAL_OVERRIDE
;
213 /** asks for a new label of the wizard page
216 void updateRoadmapItemLabel( WizardState _nState
);
219 DECL_DLLPRIVATE_LINK( OnRoadmapItemSelected
, void* );
221 /** updates the roadmap control to show the given path, as far as possible
222 (modulo conflicts with other paths)
224 SVT_DLLPRIVATE
void implUpdateRoadmap( );
227 SVT_DLLPRIVATE
void impl_construct();
234 #endif // OOO_ INCLUDED_SVTOOLS_ROADMAPWIZARD_HXX
236 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */