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[LibreOffice.git] / include / svtools / roadmapwizard.hxx
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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>
26 //........................................................................
27 namespace svt
29 //........................................................................
31 struct RoadmapWizardImpl;
32 class RoadmapWizard;
34 struct RoadmapWizardTypes
36 public:
37 typedef sal_Int16 PathId;
38 typedef ::std::vector< WizardTypes::WizardState > WizardPath;
39 typedef TabPage* (* RoadmapPageFactory)( RoadmapWizard& );
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.
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
66 private:
67 RoadmapWizardImpl* m_pImpl;
69 public:
70 RoadmapWizard(
71 Window* _pParent,
72 const ResId& _rRes,
73 sal_uInt32 _nButtonFlags = WZB_NEXT | WZB_PREVIOUS | WZB_FINISH | WZB_CANCEL | WZB_HELP
75 RoadmapWizard(
76 Window* _pParent,
77 const WinBits i_nStyle,
78 sal_uInt32 _nButtonFlags = WZB_NEXT | WZB_PREVIOUS | WZB_FINISH | WZB_CANCEL | WZB_HELP
80 ~RoadmapWizard( );
82 void SetRoadmapHelpId( const OString& _rId );
84 void SetRoadmapInteractive( sal_Bool _bInteractive );
85 virtual void Resize();
86 virtual void StateChanged( StateChangedType nStateChange );
88 // returns whether a given state is enabled
89 bool isStateEnabled( WizardState _nState ) const;
91 // WizardDialog overridables
92 virtual bool canAdvance() const;
93 virtual void updateTravelUI();
95 protected:
96 /** declares a valid path in the wizard
98 The very first path which is declared is automatically activated.
100 Note that all paths which are declared must have the very first state in
101 common. Also note that due to a restriction of the very base class (WizardDialog),
102 this common first state must be 0.
104 You cannot declare new paths once the wizard started, so it's recommended that
105 you do all declarations within your derivee's constructor.
107 @see activatePath
109 @param _nId
110 the unique id you wish to give this path. This id can later on be used
111 to refer to the path which you just declared
113 @param _nFirstState
114 the first state in this path. Must not be WZS_INVALID_STATE.<br/>
115 Declare an arbitrary number of states after this one, and terminate the sequence
116 with a WZS_INVALID_STATE.
118 void declarePath( PathId _nPathId, WizardState _nFirstState, ... );
119 void declarePath( PathId _nPathId, const WizardPath& _lWizardStates);
121 /** provides basic information about a state
123 The given display name is used in the default implementation of getStateDisplayName,
124 and the given factory is used in the default implementation of createPage.
126 void describeState( WizardState _nState, const OUString& _rStateDisplayName, RoadmapPageFactory _pPageFactory );
128 /** activates a path which has previously been declared with <member>declarePath</member>
130 You can only activate paths which share the first <code>k</code> states with the path
131 which is previously active (if any), where <code>k</code> is the index of the
132 current state within the current path.
134 <example>
135 Say you have paths, <code>(0,1,2,5)</code> and <code>(0,1,4,5)</code>. This means that after
136 step <code>1</code>, you either continue with state <code>2</code> or state <code>4</code>,
137 and after this, you finish in state <code>5</code>.<br/>
138 Now if the first path is active, and your current state is <code>1</code>, then you can
139 easily switch to the second path, since both paths start with <code>(0,1)</code>.<br/>
140 However, if your current state is <code>2</code>, then you can not switch to the second
141 path anymore.
142 </example>
144 @param _nPathId
145 the id of the path. The path must have been declared (under this id) with
146 <member>declarePath</member> before it can be activated.
148 @param _bDecideForIt
149 If <TRUE/>, the path will be completely activated, even if it is a conflicting path
150 (i.e. there is another path which shares the first <code>k</code> states with
151 the to-be-activated path.)<br/>
152 If <FALSE/>, then the new path is checked for conflicts with other paths. If such
153 conflicts exists, the path is not completely activated, but only up to the point
154 where it does <em>not</em> conflict.<br/>
155 With the paths in the example above, if you activate the second path (when both are
156 already declared), then only steps <code>0</code> and <code>1</code> are activated,
157 since they are common to both paths.
159 void activatePath( PathId _nPathId, bool _bDecideForIt = false );
161 /** determine the next state to travel from the given one
163 This method (which is declared in OWizardMachine and overwritten here)
164 ensures that traveling happens along the active path.
166 @see activatePath
168 virtual WizardState determineNextState( WizardState _nCurrentState ) const;
170 /** en- or disables a state
172 In the wizard's roadmap, states to travel to can be freely chosen. To prevent
173 users from selecting a state which is currently not available, you can declare this
174 state as being disabled.
176 A situation where you need this may be when you have a checkbox which, when checked
177 by the user, enables a page with additional settings. As long as this checkbox is
178 not checked, the respective state would be disabled.
180 Note that in theory, you can declare multiple paths, instead of disabling states.
181 For instance, if you have a path where one state can be potentially disabled, then
182 you could declare a second path, which does not contain this state. However, the
183 disadvantage is that then, not the complete path would be visible in the roadmap,
184 but only all steps up to the point where the both paths diverge.<br/>
185 Another disadvantage is that the number of needed paths grows exponentially with
186 the number of states which can be potentially disabled.
188 @see declarePath
190 void enableState( WizardState _nState, bool _bEnable = true );
192 /** returns true if and only if the given state is known in at least one declared path
194 bool knowsState( WizardState _nState ) const;
196 // OWizardMachine overriables
197 virtual void enterState( WizardState _nState );
199 /** returns a human readable name for a given state
201 There is a default implementation for this method, which returns the display name
202 as given in a call to describeState. If there is no description for the given state,
203 this is worth an assertion in a non-product build, and then an empty string is
204 returned.
206 virtual OUString getStateDisplayName( WizardState _nState ) const;
208 /** creates a page for a given state
210 This member is inherited from OWizardMachine, and default-implemented in this class
211 for all states which have been described using describeState.
213 virtual TabPage* createPage( WizardState _nState );
215 /** asks for a new label of the wizard page
218 void updateRoadmapItemLabel( WizardState _nState );
220 protected:
221 #ifdef DBG_UTIL
222 const sal_Char* checkInvariants() const;
223 friend const char* CheckInvariants( const void* pVoid );
224 #endif
226 private:
227 SVT_DLLPRIVATE void ResizeFixedLine();
229 DECL_DLLPRIVATE_LINK( OnRoadmapItemSelected, void* );
231 /** updates the roadmap control to show the given path, as far as possible
232 (modulo conflicts with other paths)
234 SVT_DLLPRIVATE void implUpdateRoadmap( );
236 private:
237 SVT_DLLPRIVATE void impl_construct();
240 //........................................................................
241 } // namespace svt
242 //........................................................................
244 #endif // OOO_ INCLUDED_SVTOOLS_ROADMAPWIZARD_HXX
246 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */