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tdelibs/tdeui/tdeaction.h

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/* This file is part of the KDE libraries
Copyright (C) 1999 Reginald Stadlbauer <reggie@kde.org>
(C) 1999 Simon Hausmann <hausmann@kde.org>
(C) 2000 Nicolas Hadacek <haadcek@kde.org>
(C) 2000 Kurt Granroth <granroth@kde.org>
(C) 2000 Michael Koch <koch@kde.org>
(C) 2001 Holger Freyther <freyther@kde.org>
(C) 2002 Ellis Whitehead <ellis@kde.org>
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 <tqkeysequence.h>
#include <tqobject.h>
#include <tqvaluelist.h>
#include <tqguardedptr.h>
#include <kguiitem.h>
#include <tdeshortcut.h>
#include <kstdaction.h>
#include <kicontheme.h>
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, TQT_SIGNAL( mapped( int ) ),
* this, TQT_SLOT( moveWindowToDesktop( int ) ) );
*
* for ( uint i = 0; i < numberOfDesktops; ++i ) {
* TDEAction *desktopAction = new TDEAction( i18n( "Move Window to Desktop %i" ).arg( i ), ... );
* connect( desktopAction, TQT_SIGNAL( activated() ), desktopNumberMapper, TQT_SLOT( map() ) );
* desktopNumberMapper->setMapping( desktopAction, i );
* }
* \endcode
*
* <b>General Usage:</b>\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.
*
* <b>Detailed Example:</b>\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, TQT_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.
*
* <b>Usage Within the XML Framework:</b>\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;
Q_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 TQT_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 TQT_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 TQT_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 TQT_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 TQT_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 TQT_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 TQT_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 <tdeactioncollection.h>
#include <tdeactionclasses.h>
#endif