Move the pure-header utilities shared by app/ and engine/ out of engine/common/ into a new shared/include/oakutil/ layer (define, lerp, decibel, digit, range, crashpadutils, autoscroll, qtutils, filefunctions declarations, and a trimmed xmlutils exposing a CancelAtom-free void* overload). engine/common/ keeps forwarding headers so internal include paths are unchanged; app/ now includes oakutil/* directly. engine/node/project.h gains an explicit NodeGroup forward declaration previously obtained transitively through the old xmlutils.h.
237 lines
5.9 KiB
C++
237 lines
5.9 KiB
C++
/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2022 Olive Team
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Modifications Copyright (C) 2025 mikesolar
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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***/
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#ifndef OAK_WIDGETMENU_H
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#define OAK_WIDGETMENU_H
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#include <QMenuBar>
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#include <QMenu>
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#include <QMetaMethod>
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#include "oakutil/define.h"
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namespace olive
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{
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/**
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* @brief A menu widget for context menus and menu bars
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*
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* A QMenu subclass with functions for creating menus and menu items that conform to Olive's menu and keyboard shortcut
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* system.
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*
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* In Olive, menu items in the menu bar are also responsible for keyboard shortcuts throughout the application. To allow
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* these to be configurable and these configurations saveable, every item needs a unique ID. This ID gets linked to the
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* keyboard shortcuts in config files. The ID doesn't get translated so it can also persist through language changes.
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*
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* The ID gets stored in the QAction's "id" property. If a keyboard shortcut is provided, it gets stored in the
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* QAction's "keydefault" property.
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*
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* It is always recommended to use this over QMenu in any situation.
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*/
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class Menu : public QMenu {
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public:
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Menu(QMenuBar *bar);
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template <typename Func>
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/**
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* @brief Construct a Menu and add it to a QMenuBar
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*
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* This Menu can be connected to a slot that's triggered when the Menu is "about to show". Use `receiver` and
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* `member` to connect this (same syntax as QObject::connect) or leave as nullptr to not.
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*/
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Menu(QMenuBar *bar,
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const typename QtPrivate::FunctionPointer<Func>::Object *receiver,
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Func member)
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{
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bar->addMenu(this);
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init();
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connect_about_to_show(receiver, member);
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}
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Menu(Menu *menu);
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template <typename Func>
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/**
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* @brief Construct a Menu and add it as a submenu to another Menu
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*
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* This Menu can be connected to a slot that's triggered when the Menu is "about to show". Use `receiver` and
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* `member` to connect this (same syntax as QObject::connect) or leave as nullptr to not.
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*/
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Menu(Menu *menu,
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const typename QtPrivate::FunctionPointer<Func>::Object *receiver,
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Func member)
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{
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menu->addMenu(this);
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init();
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ConnectAboutToShow(receiver, member);
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}
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/**
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* @brief Construct a popup menu
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*/
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Menu(QWidget *parent = nullptr);
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/**
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* @brief Construct a popup menu
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*/
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Menu(const QString &s, QWidget *parent = nullptr);
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template <typename Func>
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/**
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* @brief Create a menu item and add it to this menu
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*
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* @param id
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*
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* The action's unique ID
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*
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* @param receiver
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*
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* The QObject to receive the signal when this item is triggered
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*
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* @param member
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*
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* The QObject slot to connect this action's triggered signal to
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*
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* @param key
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*
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* Default keyboard sequence
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*
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* @return
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*
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* The QAction that was created and added to this Menu
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*/
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QAction *
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add_item(const QString &id,
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const typename QtPrivate::FunctionPointer<Func>::Object *receiver,
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Func member, const QKeySequence &key = QKeySequence())
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{
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QAction *a = create_item(this, id, receiver, member, key);
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addAction(a);
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return a;
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}
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QAction *add_action_with_data(const QString &text, const QVariant &d,
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const QVariant &compare);
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QAction *insert_alphabetically(const QString &s);
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void insert_alphabetically(QAction *entry);
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void insert_alphabetically(Menu *menu);
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template <typename Func>
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/**
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* @brief Create a menu item
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*
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* @param parent
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*
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* The QAction's parent
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*
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* @param id
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*
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* The action's unique ID
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*
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* @param receiver
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*
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* The QObject to receive the signal when this item is triggered
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*
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* @param member
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*
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* The QObject slot to connect this action's triggered signal to
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*
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* @param key
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*
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* Default keyboard sequence
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*
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* @return
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*
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* The QAction that was created and added to this Menu
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*/
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static QAction *create_item(
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QObject *parent, const QString &id,
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const typename QtPrivate::FunctionPointer<Func>::Object *receiver,
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Func member, const QKeySequence &key = QKeySequence())
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{
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QAction *a = new QAction(parent);
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conform_item(a, id, receiver, member, key);
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return a;
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}
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template <typename Func>
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/**
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* @brief Conform a QAction to Olive's ID/keydefault system
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*
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* If a QAction was created elsewhere (e.g. through QUndoStack::createUndoAction()), this function will give it
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* properties conforming it to Olive's menu item system
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*
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* @param a
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*
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* The QAction's to conform
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*
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* @param id
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*
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* The action's unique ID
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*
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* @param receiver
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*
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* The QObject to receive the signal when this item is triggered
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*
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* @param member
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*
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* The QObject slot to connect this action's triggered signal to
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*
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* @param key
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*
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* Default keyboard sequence
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*/
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static void conform_item(
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QAction *a, const QString &id,
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const typename QtPrivate::FunctionPointer<Func>::Object *receiver,
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Func member, const QKeySequence &key = QKeySequence())
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{
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conform_item(a, id, key);
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connect(a, &QAction::triggered, receiver, member);
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}
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static void conform_item(QAction *a, const QString &id,
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const QKeySequence &key = QKeySequence());
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private:
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void init();
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template <typename Func>
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void connect_about_to_show(
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const typename QtPrivate::FunctionPointer<Func>::Object *receiver,
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Func member)
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{
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connect(this, &Menu::aboutToShow, receiver, member);
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}
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};
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}
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#endif // OAK_WIDGETMENU_H
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