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qt-creator/src/plugins/coreplugin/actionmanager/command.cpp

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/**************************************************************************
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**
** This file is part of Qt Creator
**
** Copyright (c) 2009 Nokia Corporation and/or its subsidiary(-ies).
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**
** Contact: Qt Software Information (qt-info@nokia.com)
**
** Commercial Usage
**
** Licensees holding valid Qt Commercial licenses may use this file in
** accordance with the Qt Commercial License Agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Nokia.
**
** GNU Lesser General Public License Usage
**
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** If you are unsure which license is appropriate for your use, please
** contact the sales department at qt-sales@nokia.com.
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**
**************************************************************************/
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#include <QtCore/QDebug>
#include <QtGui/QAction>
#include <QtGui/QShortcut>
#include "command_p.h"
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/*!
\class Core::Command
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\mainclass
\brief The class Command represents an action like a menu item, tool button, or shortcut.
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You don't create Command objects directly, instead use \l{ActionManager::registerAction()}
to register an action and retrieve a Command. The Command object represents the user visible
action and its properties. If multiple actions are registered with the same ID (but
different contexts) the returned Command is the shared one between these actions.
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A Command has two basic properties: A default shortcut and a default text. The default
shortcut is a key sequence that the user can use to trigger the active action that
the Command represents. The default text is e.g. used for representing the Command
in the keyboard shortcut preference pane. If the default text is empty, the text
of the visible action is used.
The user visible action is updated to represent the state of the active action (if any).
For performance reasons only the enabled and visible state are considered by default though.
You can tell a Command to also update the actions icon and text by setting the
corresponding \l{Command::CommandAttribute}{attribute}.
If there is no active action, the default behavior of the visible action is to be disabled.
You can change that behavior to make the visible action hide instead via the Command's
\l{Command::CommandAttribute}{attributes}.
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*/
/*!
\enum Command::CommandAttribute
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*/
/*!
\fn virtual void Command::setDefaultKeySequence(const QKeySequence &key)
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*/
/*!
\fn virtual int Command::id() const
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*/
/*!
\fn virtual QAction *Command::action() const
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*/
/*!
\fn virtual QShortcut *Command::shortcut() const
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*/
/*!
\fn virtual void Command::setAttribute(CommandAttribute attr)
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*/
/*!
\fn virtual void Command::removeAttribute(CommandAttribute attr)
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*/
/*!
\fn virtual bool Command::hasAttribute(CommandAttribute attr) const
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*/
/*!
\fn virtual bool Command::isActive() const
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*/
/*!
\fn virtual Command::~Command()
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*/
using namespace Core::Internal;
/*!
\class CommandPrivate
\internal
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*/
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CommandPrivate::CommandPrivate(int id)
: m_attributes(0), m_id(id)
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{
}
void CommandPrivate::setDefaultKeySequence(const QKeySequence &key)
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{
m_defaultKey = key;
}
QKeySequence CommandPrivate::defaultKeySequence() const
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{
return m_defaultKey;
}
void CommandPrivate::setDefaultText(const QString &text)
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{
m_defaultText = text;
}
QString CommandPrivate::defaultText() const
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{
return m_defaultText;
}
int CommandPrivate::id() const
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{
return m_id;
}
QAction *CommandPrivate::action() const
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{
return 0;
}
QShortcut *CommandPrivate::shortcut() const
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{
return 0;
}
void CommandPrivate::setAttribute(CommandAttribute attr)
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{
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m_attributes |= attr;
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}
void CommandPrivate::removeAttribute(CommandAttribute attr)
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{
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m_attributes &= ~attr;
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}
bool CommandPrivate::hasAttribute(CommandAttribute attr) const
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{
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return (m_attributes & attr);
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}
QString CommandPrivate::stringWithAppendedShortcut(const QString &str) const
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{
return QString("%1 <span style=\"color: gray; font-size: small\">%2</span>").arg(str).arg(
keySequence().toString(QKeySequence::NativeText));
}
// ---------- Shortcut ------------
/*!
\class Shortcut
*/
/*!
...
*/
Shortcut::Shortcut(int id)
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: CommandPrivate(id), m_shortcut(0)
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{
}
/*!
...
*/
QString Shortcut::name() const
{
if (!m_shortcut)
return QString();
return m_shortcut->whatsThis();
}
/*!
...
*/
void Shortcut::setShortcut(QShortcut *shortcut)
{
m_shortcut = shortcut;
}
/*!
...
*/
QShortcut *Shortcut::shortcut() const
{
return m_shortcut;
}
/*!
...
*/
void Shortcut::setContext(const QList<int> &context)
{
m_context = context;
}
/*!
...
*/
QList<int> Shortcut::context() const
{
return m_context;
}
/*!
...
*/
void Shortcut::setDefaultKeySequence(const QKeySequence &key)
{
setKeySequence(key);
CommandPrivate::setDefaultKeySequence(key);
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}
void Shortcut::setKeySequence(const QKeySequence &key)
{
m_shortcut->setKey(key);
emit keySequenceChanged();
}
QKeySequence Shortcut::keySequence() const
{
return m_shortcut->key();
}
void Shortcut::setDefaultText(const QString &text)
{
m_defaultText = text;
}
QString Shortcut::defaultText() const
{
return m_defaultText;
}
/*!
...
*/
bool Shortcut::setCurrentContext(const QList<int> &context)
{
foreach (int ctxt, m_context) {
if (context.contains(ctxt)) {
m_shortcut->setEnabled(true);
return true;
}
}
m_shortcut->setEnabled(false);
return false;
}
/*!
...
*/
bool Shortcut::isActive() const
{
return m_shortcut->isEnabled();
}
// ---------- Action ------------
/*!
\class Action
*/
/*!
...
*/
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Action::Action(int id)
: CommandPrivate(id), m_action(0)
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{
}
/*!
...
*/
QString Action::name() const
{
if (!m_action)
return QString();
return m_action->text();
}
/*!
...
*/
void Action::setAction(QAction *action)
{
m_action = action;
if (m_action) {
m_action->setParent(this);
m_toolTip = m_action->toolTip();
}
}
/*!
...
*/
QAction *Action::action() const
{
return m_action;
}
/*!
...
*/
void Action::setLocations(const QList<CommandLocation> &locations)
{
m_locations = locations;
}
/*!
...
*/
QList<CommandLocation> Action::locations() const
{
return m_locations;
}
/*!
...
*/
void Action::setDefaultKeySequence(const QKeySequence &key)
{
setKeySequence(key);
CommandPrivate::setDefaultKeySequence(key);
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}
void Action::setKeySequence(const QKeySequence &key)
{
m_action->setShortcut(key);
updateToolTipWithKeySequence();
emit keySequenceChanged();
}
void Action::updateToolTipWithKeySequence()
{
if (m_action->shortcut().isEmpty())
m_action->setToolTip(m_toolTip);
else
m_action->setToolTip(stringWithAppendedShortcut(m_toolTip));
}
QKeySequence Action::keySequence() const
{
return m_action->shortcut();
}
// ---------- OverrideableAction ------------
/*!
\class OverrideableAction
*/
/*!
...
*/
OverrideableAction::OverrideableAction(int id)
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: Action(id), m_currentAction(0), m_active(false),
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m_contextInitialized(false)
{
}
/*!
...
*/
void OverrideableAction::setAction(QAction *action)
{
Action::setAction(action);
}
/*!
...
*/
bool OverrideableAction::setCurrentContext(const QList<int> &context)
{
m_context = context;
QAction *oldAction = m_currentAction;
m_currentAction = 0;
for (int i = 0; i < m_context.size(); ++i) {
if (QAction *a = m_contextActionMap.value(m_context.at(i), 0)) {
m_currentAction = a;
break;
}
}
if (m_currentAction == oldAction && m_contextInitialized)
return true;
m_contextInitialized = true;
if (oldAction) {
disconnect(oldAction, SIGNAL(changed()), this, SLOT(actionChanged()));
disconnect(m_action, SIGNAL(triggered(bool)), oldAction, SIGNAL(triggered(bool)));
disconnect(m_action, SIGNAL(toggled(bool)), oldAction, SLOT(setChecked(bool)));
}
if (m_currentAction) {
connect(m_currentAction, SIGNAL(changed()), this, SLOT(actionChanged()));
// we want to avoid the toggling semantic on slot trigger(), so we just connect the signals
connect(m_action, SIGNAL(triggered(bool)), m_currentAction, SIGNAL(triggered(bool)));
// we need to update the checked state, so we connect to setChecked slot, which also fires a toggled signal
connect(m_action, SIGNAL(toggled(bool)), m_currentAction, SLOT(setChecked(bool)));
actionChanged();
m_active = true;
return true;
}
if (hasAttribute(CA_Hide))
m_action->setVisible(false);
m_action->setEnabled(false);
m_active = false;
return false;
}
void OverrideableAction::addOverrideAction(QAction *action, const QList<int> &context)
{
if (context.isEmpty()) {
m_contextActionMap.insert(0, action);
} else {
for (int i=0; i<context.size(); ++i) {
int k = context.at(i);
if (m_contextActionMap.contains(k))
qWarning() << QString("addOverrideAction: action already registered for context when registering '%1'").arg(action->text());
m_contextActionMap.insert(k, action);
}
}
}
void OverrideableAction::actionChanged()
{
if (hasAttribute(CA_UpdateIcon)) {
m_action->setIcon(m_currentAction->icon());
m_action->setIconText(m_currentAction->iconText());
}
if (hasAttribute(CA_UpdateText)) {
m_action->setText(m_currentAction->text());
m_toolTip = m_currentAction->toolTip();
updateToolTipWithKeySequence();
m_action->setStatusTip(m_currentAction->statusTip());
m_action->setWhatsThis(m_currentAction->whatsThis());
}
bool block = m_action->blockSignals(true);
m_action->setChecked(m_currentAction->isChecked());
m_action->blockSignals(block);
m_action->setEnabled(m_currentAction->isEnabled());
m_action->setVisible(m_currentAction->isVisible());
}
bool OverrideableAction::isActive() const
{
return m_active;
}