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20 #ifndef INCLUDED_VCL_ROADMAPWIZARD_HXX
21 #define INCLUDED_VCL_ROADMAPWIZARD_HXX
24 #include <vcl/dllapi.h>
25 #include <vcl/wizardmachine.hxx>
29 struct RoadmapWizardImpl
;
31 namespace RoadmapWizardTypes
33 typedef sal_Int16 PathId
;
34 typedef ::std::vector
< WizardTypes::WizardState
> WizardPath
;
39 /** is - no, not a wizard for a roadmap, but the base class for wizards
40 <em>supporting</em> a roadmap.
42 The basic new concept introduced is a <em>path</em>:<br/>
43 A <em>path</em> is a sequence of states, which are to be executed in a linear order.
44 Elements in the path can be skipped, depending on choices the user makes.
46 In the most simple wizards, you will have only one path consisting of <code>n</code> elements,
47 which are to be visited successively.
49 In a slightly more complex wizard, you will have one linear path, were certain
50 steps might be skipped due to user input. For instance, the user may decide to not specify
51 certain aspects of the to-be-created object (e.g. by unchecking a check box),
52 and the wizard then will simply disable the step which corresponds to this step.
54 In a yet more advanced wizards, you will have several paths of length <code>n1</code> and
55 <code>n2</code>, which share at least the first <code>k</code> states (where <code>k</code>
56 is at least 1), and an arbitrary number of other states.
58 class VCL_DLLPUBLIC RoadmapWizardMachine
: public vcl::WizardMachine
61 std::unique_ptr
<RoadmapWizardImpl
> m_pImpl
;
64 RoadmapWizardMachine(weld::Window
* _pParent
);
65 virtual ~RoadmapWizardMachine( ) override
;
67 void SetRoadmapHelpId( const OUString
& _rId
);
69 // returns whether a given state is enabled
70 bool isStateEnabled(WizardTypes::WizardState nState
) const;
72 // WizardDialog overridables
73 virtual bool canAdvance() const override
;
74 virtual void updateTravelUI() override
;
77 /** declares a valid path in the wizard
79 The very first path which is declared is automatically activated.
81 Note that all paths which are declared must have the very first state in
82 common. Also note that due to a restriction of the very base class (WizardDialog),
83 this common first state must be 0.
85 You cannot declare new paths once the wizard started, so it's recommended that
86 you do all declarations within your derivee's constructor.
91 the unique id you wish to give this path. This id can later on be used
92 to refer to the path which you just declared
94 void declarePath( RoadmapWizardTypes::PathId _nPathId
, const RoadmapWizardTypes::WizardPath
& _lWizardStates
);
96 /** activates a path which has previously been declared with <member>declarePath</member>
98 You can only activate paths which share the first <code>k</code> states with the path
99 which is previously active (if any), where <code>k</code> is the index of the
100 current state within the current path.
103 Say you have paths, <code>(0,1,2,5)</code> and <code>(0,1,4,5)</code>. This means that after
104 step <code>1</code>, you either continue with state <code>2</code> or state <code>4</code>,
105 and after this, you finish in state <code>5</code>.<br/>
106 Now if the first path is active, and your current state is <code>1</code>, then you can
107 easily switch to the second path, since both paths start with <code>(0,1)</code>.<br/>
108 However, if your current state is <code>2</code>, then you can not switch to the second
113 the id of the path. The path must have been declared (under this id) with
114 <member>declarePath</member> before it can be activated.
117 If <TRUE/>, the path will be completely activated, even if it is a conflicting path
118 (i.e. there is another path which shares the first <code>k</code> states with
119 the to-be-activated path.)<br/>
120 If <FALSE/>, then the new path is checked for conflicts with other paths. If such
121 conflicts exists, the path is not completely activated, but only up to the point
122 where it does <em>not</em> conflict.<br/>
123 With the paths in the example above, if you activate the second path (when both are
124 already declared), then only steps <code>0</code> and <code>1</code> are activated,
125 since they are common to both paths.
127 void activatePath( RoadmapWizardTypes::PathId _nPathId
, bool _bDecideForIt
= false );
129 /** determine the next state to travel from the given one
131 This method (which is declared in WizardMachine and overwritten here)
132 ensures that traveling happens along the active path.
136 virtual WizardTypes::WizardState
determineNextState(WizardTypes::WizardState nCurrentState
) const override
;
138 /** en- or disables a state
140 In the wizard's roadmap, states to travel to can be freely chosen. To prevent
141 users from selecting a state which is currently not available, you can declare this
142 state as being disabled.
144 A situation where you need this may be when you have a checkbox which, when checked
145 by the user, enables a page with additional settings. As long as this checkbox is
146 not checked, the respective state would be disabled.
148 Note that in theory, you can declare multiple paths, instead of disabling states.
149 For instance, if you have a path where one state can be potentially disabled, then
150 you could declare a second path, which does not contain this state. However, the
151 disadvantage is that then, not the complete path would be visible in the roadmap,
152 but only all steps up to the point where the both paths diverge.<br/>
153 Another disadvantage is that the number of needed paths grows exponentially with
154 the number of states which can be potentially disabled.
158 void enableState(WizardTypes::WizardState nState
, bool _bEnable
= true);
160 /** returns true if and only if the given state is known in at least one declared path
162 bool knowsState(WizardTypes::WizardState nState
) const;
164 // WizardMachine overriables
165 virtual void enterState(WizardTypes::WizardState nState
) override
;
167 /** returns a human readable name for a given state
169 There is a default implementation for this method, which returns the display name
170 as given in a call to describeState. If there is no description for the given state,
171 this is worth an assertion in a non-product build, and then an empty string is
174 virtual OUString
getStateDisplayName(WizardTypes::WizardState nState
) const;
177 DECL_DLLPRIVATE_LINK( OnRoadmapItemSelected
, const OUString
&, bool );
179 /** updates the roadmap control to show the given path, as far as possible
180 (modulo conflicts with other paths)
182 VCL_DLLPRIVATE
void implUpdateRoadmap( );
187 #endif // OOO_ INCLUDED_VCL_ROADMAPWIZARD_HXX
189 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */