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102 lines
4.5 KiB
C++
102 lines
4.5 KiB
C++
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#include <config.h>
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#include "Dialogs.h"
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#include "FormCopyright.h"
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Dialogs::Dialogs(LyXView * lv)
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{
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dialogs_.push_back(new FormCopyright(lv, this));
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//dialogs_.push_back(new FormPrint(lv, this));
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//dialogs_.push_back(new FormPreferences(lv, this));
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// reduce the number of connections needed in
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// dialogs by a simple connection here.
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hideAll.connect(hideBufferDependent.slot());
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}
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Dialogs::~Dialogs()
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{
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for (vector<DialogBase *>::iterator iter = dialogs_.begin();
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iter != dialogs_.end();
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++iter) {
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delete *iter;
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}
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}
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/*****************************************************************************
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Q. WHY does Dialogs::Dialogs pass `this' to dialog constructors?
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A. To avoid a segfault.
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The dialog constructors need to connect to their
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respective showSomeDialog signal(*) but in order to do
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that they need to get the address of the Dialogs instance
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from LyXView::getDialogs(). However, since the Dialogs
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instance is still being constructed at that time
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LyXView::getDialogs() will *not* return the correct
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address because it hasn't finished being constructed.
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A Catch-22 situation (or is that the chicken and the egg...).
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So to get around the problem we pass the address of
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the newly created Dialogs instance using `this'.
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(*) -- I'm using signals exclusively to guarantee that the gui code
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remains hidden from the rest of the system. In fact the only
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header related to dialogs that anything in the non-gui-specific
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code gets to see is Dialogs.h! Even Dialogs.h doesn't know what a
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FormCopyright class looks like or that its even going to be used!
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No other gui dialog headers are seen outside of the gui-specific
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directories! This ensures that the gui is completely separate from
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the rest of LyX. All this through the use of a few simple signals.
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BUT, the price is that during construction we need to connect the
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implementations show() method to the showSomeDialog signal and this
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requires that we have an instance of Dialogs and the problem mentioned
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above.
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Almost all other dialogs should be able to operate using the same style
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of signalling used for Copyright. Exceptions should be handled
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by adding a specific show or update signal. For example, spellchecker
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needs to set the next suspect word and its options/replacements so we
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need a:
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Signal0<void> updateSpellChecker;
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Since we would have to have a
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Signal0<void> showSpellChecker;
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in order to just see the spellchecker and let the user push the [Start]
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button then the updateSpellChecker signal will make the SpellChecker
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dialog get the new word and replacements list from LyX. If you really,
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really wanted to you could define a signal that would pass the new
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word and replacements:
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Signal2<void, string, vector<string> > updateSpellChecker;
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(or something similar) but, why bother when the spellchecker can get
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it anyway with a LyXFunc call or two. Besides if someone extends
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what a dialog does then they also have to change code in the rest of
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LyX to pass more parameters or get the extra info via a function
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call anyway. Thus reducing the independence of the two code bases.
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We don't need a separate update signal for each dialog because most of
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them will be changed only when the buffer is changed (either by closing
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the current open buffer or switching to another buffer in the current
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LyXView -- different BufferView same LyXView or same BufferView same
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LyXView).
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So we minimise signals but maximise independence and programming
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simplicity, understandability and maintainability. It's also
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extremely easy to add support for Qt or gtk-- because they use
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signals already. Guis that use callbacks, like xforms, must have their
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code wrapped up like that in the form_copyright.[Ch] which is awkward
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but will at least allow multiple instances of the same dialog.
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Signals will also be a great help in controlling the splashscreen --
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once signalled to hide it can disconnect from the signal and remove
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itself from memory.
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LyXFuncs will be used for requesting/setting LyX internal info. This
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will ensure that scripts or LyXServer-connected applications can all
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have access to the same calls as the internal user-interface.
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******************************************************************************/
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