Files
oak-editor/app/widget/menu/menu.h
T
itsmattkc 75d4cd899b use hardcoded namespace
The macro defined namespaces confused the hell out of lupdate and more or less broke translations permanently. Looks like the only way we can do it is to have a hardcoded namespace, which goes against my instinct, but honestly how likely is it that we'll change the namespace anyway (I guess forks might want to do it, but that's their problem ;) )
2020-11-17 20:24:42 +11:00

243 lines
6.2 KiB
C++

/***
Olive - Non-Linear Video Editor
Copyright (C) 2020 Olive Team
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
***/
#ifndef WIDGETMENU_H
#define WIDGETMENU_H
#include <QMenuBar>
#include <QMenu>
#include <QMetaMethod>
#include "common/define.h"
namespace olive {
/**
* @brief A menu widget for context menus and menu bars
*
* A QMenu subclass with functions for creating menus and menu items that conform to Olive's menu and keyboard shortcut
* system.
*
* In Olive, menu items in the menu bar are also responsible for keyboard shortcuts throughout the application. To allow
* these to be configurable and these configurations saveable, every item needs a unique ID. This ID gets linked to the
* keyboard shortcuts in config files. The ID doesn't get translated so it can also persist through language changes.
*
* The ID gets stored in the QAction's "id" property. If a keyboard shortcut is provided, it gets stored in the
* QAction's "keydefault" property.
*
* It is always recommended to use this over QMenu in any situation.
*/
class Menu : public QMenu
{
public:
Menu(QMenuBar* bar);
template <typename Func>
/**
* @brief Construct a Menu and add it to a QMenuBar
*
* This Menu can be connected to a slot that's triggered when the Menu is "about to show". Use `receiver` and
* `member` to connect this (same syntax as QObject::connect) or leave as nullptr to not.
*/
Menu(QMenuBar* bar,
const typename QtPrivate::FunctionPointer<Func>::Object *receiver,
Func member)
{
bar->addMenu(this);
Init();
ConnectAboutToShow(receiver, member);
}
Menu(Menu* menu);
template <typename Func>
/**
* @brief Construct a Menu and add it as a submenu to another Menu
*
* This Menu can be connected to a slot that's triggered when the Menu is "about to show". Use `receiver` and
* `member` to connect this (same syntax as QObject::connect) or leave as nullptr to not.
*/
Menu(Menu* menu,
const typename QtPrivate::FunctionPointer<Func>::Object *receiver,
Func member)
{
menu->addMenu(this);
Init();
ConnectAboutToShow(receiver, member);
}
/**
* @brief Construct a popup menu
*/
Menu(QWidget* parent = nullptr);
/**
* @brief Construct a popup menu
*/
Menu(const QString& s, QWidget* parent = nullptr);
template <typename Func>
/**
* @brief Create a menu item and add it to this menu
*
* @param id
*
* The action's unique ID
*
* @param receiver
*
* The QObject to receive the signal when this item is triggered
*
* @param member
*
* The QObject slot to connect this action's triggered signal to
*
* @param key
*
* Default keyboard sequence
*
* @return
*
* The QAction that was created and added to this Menu
*/
QAction* AddItem(const QString& id,
const typename QtPrivate::FunctionPointer<Func>::Object *receiver,
Func member,
const QString &key = QString())
{
QAction* a = CreateItem(this, id, receiver, member, key);
addAction(a);
return a;
}
QAction* AddActionWithData(const QString& text,
const QVariant& d,
const QVariant& compare);
QAction *InsertAlphabetically(const QString& s);
void InsertAlphabetically(QAction* entry);
void InsertAlphabetically(Menu* menu);
template <typename Func>
/**
* @brief Create a menu item
*
* @param parent
*
* The QAction's parent
*
* @param id
*
* The action's unique ID
*
* @param receiver
*
* The QObject to receive the signal when this item is triggered
*
* @param member
*
* The QObject slot to connect this action's triggered signal to
*
* @param key
*
* Default keyboard sequence
*
* @return
*
* The QAction that was created and added to this Menu
*/
static QAction* CreateItem(QObject* parent,
const QString& id,
const typename QtPrivate::FunctionPointer<Func>::Object *receiver,
Func member,
const QString& key = QString())
{
QAction* a = new QAction(parent);
ConformItem(a,
id,
receiver,
member,
key);
return a;
}
template <typename Func>
/**
* @brief Conform a QAction to Olive's ID/keydefault system
*
* If a QAction was created elsewhere (e.g. through QUndoStack::createUndoAction()), this function will give it
* properties conforming it to Olive's menu item system
*
* @param a
*
* The QAction's to conform
*
* @param id
*
* The action's unique ID
*
* @param receiver
*
* The QObject to receive the signal when this item is triggered
*
* @param member
*
* The QObject slot to connect this action's triggered signal to
*
* @param key
*
* Default keyboard sequence
*/
static void ConformItem(QAction *a,
const QString& id,
const typename QtPrivate::FunctionPointer<Func>::Object *receiver,
Func member,
const QString& key = QString())
{
ConformItem(a, id, key);
connect(a, &QAction::triggered, receiver, member);
}
static void ConformItem(QAction *a,
const QString& id,
const QString& key = QString());
private:
void Init();
template <typename Func>
void ConnectAboutToShow(const typename QtPrivate::FunctionPointer<Func>::Object *receiver, Func member)
{
connect(this, &Menu::aboutToShow, receiver, member);
}
};
}
#endif // WIDGETMENU_H