// -*- C++ -*- /* This file is part of * ====================================================== * * LyX, The Document Processor * * Copyright 1995 Matthias Ettrich * Copyright 1995-1999 the LyX Team. * * ====================================================== */ #ifndef LYXINSET_H #define LYXINSET_H #ifdef __GNUG__ #pragma interface #endif #include "gettext.h" #include "lyxfont.h" #include "lyxlex.h" class Painter; class Buffer; class BufferView; struct LaTeXFeatures; #define USE_OSTREAM_ONLY 1 /// Insets class Inset { public: /** This is not quite the correct place for this enum. I think the correct would be to let each subclass of Inset declare its own enum code. Actually the notion of an Inset::Code should be avoided, but I am not sure how this could be done in a cleaner way. */ enum Code { /// NO_CODE, /// TOC_CODE, // do these insets really need a code? (ale) /// LOF_CODE, /// LOT_CODE, /// LOA_CODE, /// QUOTE_CODE, /// MARK_CODE, /// REF_CODE, /// URL_CODE, /// HTMLURL_CODE, /// SEPARATOR_CODE, /// ENDING_CODE, /// LABEL_CODE, /// IGNORE_CODE, /// ACCENT_CODE, /// MATH_CODE, /// INDEX_CODE, /// INCLUDE_CODE, /// GRAPHICS_CODE, /// PARENT_CODE, /// BIBTEX_CODE, /// TEXT_CODE, /// FOOT_CODE, /// MARGIN_CODE, /// SPECIALCHAR_CODE }; enum EDITABLE { NOT_EDITABLE = 0, IS_EDITABLE, HIGHLY_EDITABLE }; /// virtual ~Inset() {} /// virtual int ascent(Painter &, LyXFont const &) const = 0; /// virtual int descent(Painter &, LyXFont const &) const = 0; /// virtual int width(Painter &, LyXFont const &) const = 0; /// virtual void draw(Painter &, LyXFont const &, int baseline, float & x) const = 0; /// virtual LyXFont ConvertFont(LyXFont font); /// what appears in the minibuffer when opening virtual const char * EditMessage() const {return _("Opened inset");} /// virtual void Edit(BufferView *, int x, int y, unsigned int button); /// virtual EDITABLE Editable() const; /// virtual bool AutoDelete() const; /// virtual void Write(ostream &) const = 0; /// virtual void Read(LyXLex & lex) = 0; /** returns the number of rows (\n's) of generated tex code. fragile != 0 means, that the inset should take care about fragile commands by adding a \protect before. If the freee_spc (freespacing) variable is set, then this inset is in a free-spacing paragraph. */ virtual int Latex(ostream &, signed char fragile, bool free_spc) const = 0; #ifndef USE_OSTREAM_ONLY /// virtual int Latex(string & file, signed char fragile, bool free_spc) const = 0; /// virtual int Linuxdoc(string & /*file*/) const = 0; /// virtual int DocBook(string & /*file*/) const = 0; #else /// virtual int Linuxdoc(ostream &) const = 0; /// virtual int DocBook(ostream &) const = 0; #endif /// Updates needed features for this inset. virtual void Validate(LaTeXFeatures & features) const; /// virtual bool Deletable() const; /// returns LyX code associated with the inset. Used for TOC, ...) virtual Inset::Code LyxCode() const = 0; /// Get the label that appears at screen virtual string getLabel(int) const { return string(); } /// virtual Inset * Clone() const = 0; /// returns true to override begin and end inset in file virtual bool DirectWrite() const; /// Returns true if the inset should be centered alone virtual bool display() const { return false; } /// Changes the display state of the inset virtual void display(bool) {} /// virtual int GetNumberOfLabels() const { return 0; } /// virtual void init(BufferView *) {} }; // Updatable Insets. These insets can be locked and receive // directly user interaction. Currently used only for mathed. // Note that all pure methods from Inset class are pure here too. // [Alejandro 080596] /** Extracted from Matthias notes: * * An inset can simple call LockInset in it's edit call and *ONLY* * in it's edit call. * * Unlocking is either done by LyX or the inset itself with a * UnlockInset-call * * During the lock, all button and keyboard events will be modified * and send to the inset through the following inset-features. Note that * Inset::InsetUnlock will be called from inside UnlockInset. It is meant * to contain the code for restoring the menus and things like this. * * If a inset wishes any redraw and/or update it just has to call * UpdateInset(this). * * It's is completly irrelevant, where the inset is. UpdateInset will * find it in any paragraph in any buffer. * Of course the_locking_inset and the insets in the current paragraph/buffer * are checked first, so no performance problem should occur. */ class UpdatableInset: public Inset { public: /** Dispatch result codes Now that nested updatable insets are allowed, the local dispatch becomes a bit complex, just two possible results (boolean) are not enough. DISPATCHED = the inset catched the action FINISHED = the inset must be unlocked as a result of the action UNDISPATCHED = the action was not catched, it should be dispatched by lower level insets */ enum RESULT { UNDISPATCHED = 0, DISPATCHED, FINISHED }; /// To convert old binary dispatch results RESULT DISPATCH_RESULT(bool b) { return b ? DISPATCHED : FINISHED; } /// UpdatableInset() { scx = mx_scx = 0; owner_ = 0; } /// //virtual ~UpdatableInset() {} /// virtual EDITABLE Editable() const; /// may call ToggleLockedInsetCursor virtual void ToggleInsetCursor(BufferView *); /// virtual void GetCursorPos(int &, int &) const {} /// virtual void InsetButtonPress(BufferView *, int x, int y, int button); /// virtual void InsetButtonRelease(BufferView *, int x, int y, int button); /// virtual void InsetKeyPress(XKeyEvent * ev); /// virtual void InsetMotionNotify(BufferView *, int x, int y, int state); /// virtual void InsetUnlock(BufferView *); /// virtual void Edit(BufferView *, int x, int y, unsigned int button); /// virtual void draw(Painter &, LyXFont const &, int baseline, float & x) const; /// virtual void SetFont(BufferView *, LyXFont const &, bool toggleall = false); /// virtual bool InsertInset(BufferView *, Inset *) { return false; } /// virtual UpdatableInset * GetLockingInset() { return this; } /// virtual int InsetInInsetY() { return 0; } /// virtual bool UpdateInsetInInset(BufferView *, Inset *) { return false; } /// virtual bool UnlockInsetInInset(BufferView *, Inset *, bool /*lr*/ = false) { return false; } /// An updatable inset could handle lyx editing commands virtual RESULT LocalDispatch(BufferView *, int, string const &); /// virtual bool isCursorVisible() const { return cursor_visible; } /// virtual int getMaxWidth(Painter & pain) const; /// virtual void setOwner(UpdatableInset * inset) { owner_ = inset; } /// virtual UpdatableInset * owner() { return owner_; } protected: /// // virtual void UpdateLocal(bool flag=true); /// mutable int top_x; mutable int top_baseline; mutable bool cursor_visible; private: /// int mx_scx; mutable int scx; /// UpdatableInset * owner_; }; #endif