Files
oak-editor/app/widget/menu/menu.h
T
Mike-Solar c0dcd33de0 R8 phase 1: extract app/engine shared utilities into shared/include/oakutil
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.
2026-07-27 17:14:56 +08:00

237 lines
5.9 KiB
C++

/***
Olive - Non-Linear Video Editor
Copyright (C) 2022 Olive Team
Modifications Copyright (C) 2025 mikesolar
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 OAK_WIDGETMENU_H
#define OAK_WIDGETMENU_H
#include <QMenuBar>
#include <QMenu>
#include <QMetaMethod>
#include "oakutil/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();
connect_about_to_show(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 *
add_item(const QString &id,
const typename QtPrivate::FunctionPointer<Func>::Object *receiver,
Func member, const QKeySequence &key = QKeySequence())
{
QAction *a = create_item(this, id, receiver, member, key);
addAction(a);
return a;
}
QAction *add_action_with_data(const QString &text, const QVariant &d,
const QVariant &compare);
QAction *insert_alphabetically(const QString &s);
void insert_alphabetically(QAction *entry);
void insert_alphabetically(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 *create_item(
QObject *parent, const QString &id,
const typename QtPrivate::FunctionPointer<Func>::Object *receiver,
Func member, const QKeySequence &key = QKeySequence())
{
QAction *a = new QAction(parent);
conform_item(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 conform_item(
QAction *a, const QString &id,
const typename QtPrivate::FunctionPointer<Func>::Object *receiver,
Func member, const QKeySequence &key = QKeySequence())
{
conform_item(a, id, key);
connect(a, &QAction::triggered, receiver, member);
}
static void conform_item(QAction *a, const QString &id,
const QKeySequence &key = QKeySequence());
private:
void init();
template <typename Func>
void connect_about_to_show(
const typename QtPrivate::FunctionPointer<Func>::Object *receiver,
Func member)
{
connect(this, &Menu::aboutToShow, receiver, member);
}
};
}
#endif // OAK_WIDGETMENU_H