/* 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