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git-svn-id: svn://svn.lyx.org/lyx/lyx-devel/trunk@1928 a592a061-630c-0410-9148-cb99ea01b6c8
477 lines
13 KiB
C++
477 lines
13 KiB
C++
// -*- C++ -*-
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/*
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* \file ButtonPolicies.h
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* \author Allan Rae, rae@lyx.org
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*
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* Provides a state machine implementation of the various button policies
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* used by the dialogs.
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*
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* This file is part of
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* ======================================================
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*
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* LyX, The Document Processor
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*
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* Copyright 1995 Matthias Ettrich
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* Copyright 1995-2001 The LyX Team.
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*
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* This file Copyright 2000
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* Allan Rae
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* ======================================================
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*/
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#ifndef BUTTONPOLICIES_H
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#define BUTTONPOLICIES_H
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#include <vector>
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#include <boost/utility.hpp>
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#include "support/LOstream.h"
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/** An abstract base class for button policies.
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A state machine implementation of the various button policies used by the
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dialogs. Only the policy is implemented here. Separate ButtonController
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classes are needed for each GUI implementation.
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Policy | ReadOnly | Apply Button | Repeated Apply
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========================================================================
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OkCancel | N | N | -
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OkCancelReadOnly | Y | N | -
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OkApplyCancel | N | Y | Y
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OkApplyCancelReadOnly | Y | Y | Y
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NoRepeatedApply | N | Y | N
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NoRepeatedApplyReadOnly | Y | Y | N
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Preferences | N | Y | No (Ok-Close)
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Ignorant | N/A | N/A | N/A
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========================================================================
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Policy
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The name of the policy
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ReadOnly
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Does the policy treat read-only docs differently to read-write docs?
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This usually means that when an SMI_READ_ONLY input arrives then
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all the buttons are disabled except Cancel/Close. The state
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machine tracks the inputs (valid/invalid) and has states for all
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combinations. When an SMI_READ_WRITE input arrives the appropriate
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machine state is entered (just as if the document had always been
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read-write).
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NOTE: If a dialog doesn't care about the read-only status of a document
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(and uses an appropriate policy) it can never get into a read-only state
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so isReadOnly() can only ever return false even though the document may
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be read-only.
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Repeated Apply
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Simply means that it is alright to use the Apply button multiple times
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without requiring a change of the dialog contents. If no repeating is
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allowed the Ok+Apply buttons are deactivated. The Preferences dialog
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has its own special version of repeated apply handling because its Ok
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button is actually a Save button -- its always reasonable to Save the
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preferences if the dialog has changed since the last save.
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The IgnorantPolicy is a special case that allows anything.
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*/
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class ButtonPolicy : boost::noncopyable {
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public:
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///
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virtual ~ButtonPolicy() {}
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/** The various possible state names.
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Not all state-machines have this many states. However, we need
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to define them all here so we can share the code.
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*/
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enum State {
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///
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INITIAL = 0,
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///
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VALID,
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///
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INVALID,
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///
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APPLIED,
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///
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RO_INITIAL,
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///
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RO_VALID,
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///
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RO_INVALID,
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///
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RO_APPLIED,
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///
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BOGUS = 55
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};
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/// The various button types.
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enum Button {
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///
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CLOSE = 0, // Not a real button, but effectively !CANCEL
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///
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OKAY = 1,
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///
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APPLY = 2,
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///
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CANCEL = 4,
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///
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RESTORE = 8
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};
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///
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static const Button ALL_BUTTONS =
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Button(OKAY | APPLY | CANCEL | RESTORE);
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/** State machine inputs.
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All the policies so far have both CANCEL and HIDE always going to
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INITIAL. This won't necessarily be true for all [future] policies
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though so I'll leave those two as distinct inputs rather than merge
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them. For example, a dialog that doesn't update it's input fields
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when reshown after being hidden needs a policy where CANCEL and
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HIDE are treated differently.
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*/
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enum SMInput {
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/// the dialog contents are now valid
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SMI_VALID = 0,
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/// the dialog contents are now invalid
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SMI_INVALID,
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/// an apply-and-hide action has happened
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SMI_OKAY,
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/// an apply action has happened
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SMI_APPLY,
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/// a cancel action has happened
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SMI_CANCEL,
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/// a restore action has happened
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SMI_RESTORE,
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/// the dialog has been hidden
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SMI_HIDE,
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/// the dialog contents are read-only
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SMI_READ_ONLY,
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/// the dialog contents can be modified
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SMI_READ_WRITE,
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/// the state of the dialog contents has not changed
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SMI_NOOP,
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/// for internal use
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SMI_TOTAL
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};
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/// Trigger a transition with this input.
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virtual void input(SMInput) = 0;
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/// Activation status of a button
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virtual bool buttonStatus(Button) const = 0;
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/// Are we in a read-only state?
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virtual bool isReadOnly() const = 0;
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/// Transition map of the state machine.
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typedef std::vector<State> StateArray;
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///
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typedef std::vector<StateArray> StateMachine;
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/// The state outputs are the status of the buttons.
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typedef std::vector<int> StateOutputs;
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};
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inline
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std::ostream & operator<<(std::ostream & os, ButtonPolicy::State st)
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{
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os << int(st);
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return os;
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}
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inline
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std::ostream & operator<<(std::ostream & os, ButtonPolicy::SMInput smi)
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{
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os << int(smi);
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return os;
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}
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//--------------------- Actual Policy Classes -----------------------------
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/** Ok and Cancel buttons for dialogs with read-only operation.
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Note: This scheme supports the relabelling of Cancel to Close and
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vice versa.
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This is based on the value of the bool state of the Button::CANCEL.
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true == Cancel, false == Close
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*/
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class OkCancelPolicy : public ButtonPolicy {
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public:
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///
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OkCancelPolicy();
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///
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//virtual ~OkCancelPolicy() {}
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/// Trigger a transition with this input.
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virtual void input(SMInput);
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/** Activation status of a button.
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We assume that we haven't gotten into an undefined state.
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This is reasonable since we can only reach states defined
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in the state machine and they should all have been defined in
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the outputs_ variable. Perhaps we can do something at compile
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time to check that all the states have corresponding outputs.
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*/
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virtual bool buttonStatus(Button button) const {
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return button & outputs_[state_];
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}
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/// Are we in a read-only state?
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virtual bool isReadOnly() const {
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return false;
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}
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private:
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/// Current state.
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State state_;
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/// Which buttons are active for a given state.
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StateOutputs outputs_;
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///
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StateMachine state_machine_;
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};
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/** Ok and Cancel buttons for dialogs where read-only operation is blocked.
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The state machine design for this policy allows changes to occur within
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the dialog while a file is read-only -- the okay button is disabled until
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a read-write input is given. When the file is made read-write the dialog
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will then be in the correct state (as if the file had always been
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read-write).
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Note: This scheme supports the relabelling of Cancel to Close
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and vice versa.
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This is based on the value of the bool state of the Button::CANCEL.
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true == Cancel, false == Close
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*/
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class OkCancelReadOnlyPolicy : public ButtonPolicy {
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public:
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///
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OkCancelReadOnlyPolicy();
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///
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//virtual ~OkCancelReadOnlyPolicy() {}
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/// Trigger a transition with this input.
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virtual void input(SMInput);
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/// Activation status of a button.
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virtual bool buttonStatus(Button button) const {
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return button & outputs_[state_];
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}
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/// Are we in a read-only state?
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virtual bool isReadOnly() const {
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return RO_INITIAL == state_
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|| RO_VALID == state_
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|| RO_INVALID == state_
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|| RO_APPLIED == state_;
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}
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private:
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/// Current state.
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State state_;
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/// Which buttons are active for a given state.
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StateOutputs outputs_;
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///
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StateMachine state_machine_;
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};
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/** Ok, Apply and Cancel buttons for dialogs where read-only operation
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is blocked.
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Repeated Apply are not allowed. Likewise, Ok cannot follow Apply without
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some valid input. That is, the dialog contents must change between
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each Apply or Apply and Ok.
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The state machine design for this policy allows changes to occur within
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the dialog while a file is read-only -- the Ok+Apply buttons are disabled
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until a read-write input is given. When the file is made read-write the
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dialog will then be in the correct state (as if the file had always been
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read-write).
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Note: This scheme supports the relabelling of Cancel to Close
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and vice versa.
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This is based on the value of the bool state of the Button::CANCEL.
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true == Cancel, false == Close
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*/
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class NoRepeatedApplyReadOnlyPolicy : public ButtonPolicy
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{
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public:
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///
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NoRepeatedApplyReadOnlyPolicy();
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///
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//virtual ~NoRepeatedApplyReadOnlyPolicy() {}
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/// Trigger a transition with this input.
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virtual void input(SMInput);
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/// Activation status of a button.
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virtual bool buttonStatus(Button button) const {
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return button & outputs_[state_];
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}
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/// Are we in a read-only state?
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virtual bool isReadOnly() const {
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return RO_INITIAL == state_
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|| RO_VALID == state_
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|| RO_INVALID == state_
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|| RO_APPLIED == state_;
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}
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private:
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/// Current state.
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State state_;
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/// Which buttons are active for a given state.
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StateOutputs outputs_;
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///
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StateMachine state_machine_;
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};
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/** Ok, Apply and Cancel buttons for dialogs where read-only
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operation is blocked.
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Repeated Apply is allowed. Likewise, Ok can follow Apply.
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The state machine design for this policy allows changes to occur within
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the dialog while a file is read-only -- the Ok+Apply buttons are disabled
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until a read-write input is given. When the file is made read-write the
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dialog will then be in the correct state (as if the file had always been
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read-write).
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Note: This scheme supports the relabelling of Cancel to Close
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and vice versa.
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This is based on the value of the bool state of the Button::CANCEL.
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true == Cancel, false == Close
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*/
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class OkApplyCancelReadOnlyPolicy : public ButtonPolicy {
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public:
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///
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OkApplyCancelReadOnlyPolicy();
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///
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//virtual ~OkApplyCancelReadOnlyPolicy() {}
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/// Trigger a transition with this input.
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virtual void input(SMInput);
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/// Activation status of a button.
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virtual bool buttonStatus(Button button) const {
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return button & outputs_[state_];
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}
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/// Are we in a read-only state?
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virtual bool isReadOnly() const {
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return RO_INITIAL == state_
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|| RO_VALID == state_
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|| RO_INVALID == state_
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|| RO_APPLIED == state_;
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}
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private:
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/// Current state.
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State state_;
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/// Which buttons are active for a given state.
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StateOutputs outputs_;
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///
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StateMachine state_machine_;
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};
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/** Ok, Apply and Cancel buttons for dialogs where repeated Apply is allowed.
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Note: This scheme supports the relabelling of Cancel to Close
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and vice versa.
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This is based on the value of the bool state of the Button::CANCEL.
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true == Cancel, false == Close
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*/
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class OkApplyCancelPolicy : public ButtonPolicy {
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public:
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///
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OkApplyCancelPolicy();
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///
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//virtual ~OkApplyCancelPolicy() {}
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/// Trigger a transition with this input.
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virtual void input(SMInput);
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/// Activation status of a button.
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virtual bool buttonStatus(Button button) const {
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return button & outputs_[state_];
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}
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/// Are we in a read-only state?
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virtual bool isReadOnly() const {
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return false;
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}
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private:
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/// Current state.
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State state_;
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/// Which buttons are active for a given state.
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StateOutputs outputs_;
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///
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StateMachine state_machine_;
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};
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/** Ok, Apply and Cancel buttons for dialogs with no repeated Apply.
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Note: This scheme supports the relabelling of Cancel to Close
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and vice versa.
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This is based on the value of the bool state of the Button::CANCEL.
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true == Cancel, false == Close
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*/
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class NoRepeatedApplyPolicy : public ButtonPolicy {
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public:
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///
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NoRepeatedApplyPolicy();
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///
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//virtual ~NoRepeatedApplyPolicy() {}
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/// Trigger a transition with this input.
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virtual void input(SMInput);
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/// Activation status of a button.
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virtual bool buttonStatus(Button button) const {
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return button & outputs_[state_];
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}
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/// Are we in a read-only state?
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virtual bool isReadOnly() const {
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return false;
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}
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private:
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/// Current state.
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State state_;
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/// Which buttons are active for a given state.
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StateOutputs outputs_;
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///
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StateMachine state_machine_;
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};
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/** Defines the policy used by the Preferences dialog.
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Four buttons: Ok (Save), Apply, Cancel/Close, Restore.
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Note: This scheme supports the relabelling of Cancel to Close
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and vice versa.
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This is based on the value of the bool state of the Button::CANCEL.
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true == Cancel, false == Close
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*/
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class PreferencesPolicy : public ButtonPolicy {
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public:
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///
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PreferencesPolicy();
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///
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//virtual ~PreferencesPolicy() {}
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/// Trigger a transition with this input.
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virtual void input(SMInput);
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/// Activation status of a button.
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virtual bool buttonStatus(Button button) const {
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return button & outputs_[state_];
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}
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/// Are we in a read-only state?
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virtual bool isReadOnly() const {
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return false;
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}
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private:
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/// Current state.
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State state_;
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/// Which buttons are active for a given state.
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StateOutputs outputs_;
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///
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StateMachine state_machine_;
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};
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/** Defines the policy used by dialogs that are forced to support a button
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controller when they either don't have a use for one or are not ready to
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use one. This may be useful when testing a new button policy but wishing
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to minimise problems to users by supplying an anything-goes policy via a
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preprocessor directive.
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*/
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class IgnorantPolicy : public ButtonPolicy {
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public:
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//virtual ~IgnorantPolicy() {}
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/// Trigger a transition with this input.
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virtual void input(SMInput) {}
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/// Activation status of a button.
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virtual bool buttonStatus(Button) const {
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return true;
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}
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/// Are we in a read-only state?
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virtual bool isReadOnly() const {
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return false;
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}
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};
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#endif
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