// -*- C++ -*- /** * \file GuiDialog.h * This file is part of LyX, the document processor. * Licence details can be found in the file COPYING. * * \author Angus Leeming * * Full author contact details are available in file CREDITS. */ #ifndef GUIDIALOG_H #define GUIDIALOG_H #include "Dialog.h" #include "ButtonController.h" #include "insets/InsetCommandParams.h" #include class QCloseEvent; class QShowEvent; namespace lyx { namespace frontend { /// Base class for historical LyX dialogs. /** * \warning New dialogs should use the leaner classes \c DialogView or * \c DockView depending on the intent. Eventally, old dialog should be * converted to \c DialogView too. */ class GuiDialog : public QDialog, public Dialog { Q_OBJECT public: /// \param lv is the access point for the dialog to the LyX kernel. /// \param name is the identifier given to the dialog by its parent /// container. /// \param title is the window title used for decoration. GuiDialog(GuiView & lv, std::string const & name, QString const & title); virtual QWidget * asQWidget() { return this; } virtual QWidget const * asQWidget() const { return this; } public Q_SLOTS: /** \name Buttons * These methods are publicly accessible because they are invoked * by the View when the user presses... guess what ;-) */ // Restore button clicked void slotRestore(); // OK button clicked void slotOK(); // Apply button clicked void slotApply(); // Close button clicked or closed from WindowManager void slotClose(); public: /** Check whether we may apply our data. * * The buttons are disabled if not and (re-)enabled if yes. */ void setButtonsValid(bool valid); /** \name Dialog Components * Methods to access the various components making up a dialog. */ //@{ ButtonController const & bc() const { return bc_; } ButtonController & bc() { return bc_; } //@} /// the dialog has changed contents virtual void changed(); virtual void enableView(bool enable); /// default: do nothing virtual void applyView() {} /// default: do nothing virtual void updateContents() {} public: /// is the dialog currently valid ? virtual bool isValid() { return true; } public: /** When applying, it's useful to know whether the dialog is about * to close or not (no point refreshing the display for example). */ bool isClosing() const { return is_closing_; } /// Update the display of the dialog whilst it is still visible. virtual void updateView(); private: ButtonController bc_; /// are we updating ? bool updating_; bool is_closing_; }; class GuiCommand : public GuiDialog { public: /// We need to know with what sort of inset we're associated. // FIXME This should probably be an InsetCode GuiCommand(GuiView &, std::string const & name, QString const & title); /// bool initialiseParams(std::string const & data); /// clean-up on hide. void clearParams() { params_.clear(); } /// clean-up on hide. void dispatchParams(); /// bool isBufferDependent() const { return true; } protected: /// InsetCommandParams params_; //FIXME It should be possible to eliminate lfun_name_ //now and recover that information from params().insetType(). //But let's not do that quite yet. /// Flags what action is taken by Kernel::dispatch() std::string const lfun_name_; }; } // namespace frontend } // namespace lyx #endif // GUIDIALOG_H