Tue, 09 Apr 2013 17:41:19 +0300
Extracted actions from ForgeWindow into their own files. The ACTION macro now manages meta, instances and callback definitions all in one. Too bad I still need to extern these actions in gui.cpp... maybe someday I'll find a way around it :)
/* * LDForge: LDraw parts authoring CAD * Copyright (C) 2013 Santeri `arezey` Piippo * * 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 __GUI_H__ #define __GUI_H__ #include <QMainWindow> #include <QMenu> #include <QToolBar> #include <QAction> #include <QTreeWidget> #include <QToolBar> #include <QTextEdit> #include "gldraw.h" #include "config.h" // Stuff for dialogs #define IMPLEMENT_DIALOG_BUTTONS \ qButtons = new QDialogButtonBox (QDialogButtonBox::Ok | QDialogButtonBox::Cancel); \ connect (qButtons, SIGNAL (accepted ()), this, SLOT (accept ())); \ connect (qButtons, SIGNAL (rejected ()), this, SLOT (reject ())); \ // ============================================================================= // Metadata for actions typedef struct { QAction** const qAct; keyseqconfig* const conf; const char* const sDisplayName, *sIconName, *sDescription; void (*const handler) (); } actionmeta; extern vector<actionmeta> g_ActionMeta; // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= #define ACTION(NAME, DISPLAYNAME, ICONNAME, DESCR, DEFSHORTCUT) \ QAction* ACTION_NAME (NAME); \ cfg (keyseq, key_##NAME, DEFSHORTCUT); \ static void actionHandler_##NAME (); \ static ActionAdder ActionAdderInstance_##NAME (&ACTION_NAME(NAME), DISPLAYNAME, \ ICONNAME, DESCR, &key_##NAME, actionHandler_##NAME); \ static void actionHandler_##NAME () #define EXTERN_ACTION(NAME) extern QAction* ACTION_NAME (NAME); #define ACTION_NAME(N) (LDForgeAction_##N) // Convenience macros for key sequences. #define KEY(N) (Qt::Key_##N) #define CTRL(N) (Qt::CTRL | Qt::Key_##N) #define SHIFT(N) (Qt::SHIFT | Qt::Key_##N) #define CTRL_SHIFT(N) (Qt::CTRL | Qt::SHIFT | Qt::Key_##N) // ============================================================================= // ActionAdder // // The ACTION macro expands into - among other stuff - into an instance of this. // This class' constructor creates meta for the newly defined action and stores // it in g_ActionMeta. It is not supposed to be used directly! // ============================================================================= class ActionAdder { public: ActionAdder (QAction** qAct, const char* sDisplayName, const char* sIconName, const char* sDescription, keyseqconfig* conf, void (*const handler) ()) { actionmeta meta = {qAct, conf, sDisplayName, sIconName, sDescription, handler}; g_ActionMeta.push_back (meta); } }; // ============================================================================= // ForgeWindow // // The one main GUI class. Hosts the renderer, object list, message log. Contains // slot_action, which is what all actions connect to. Manages menus and toolbars. // Large and in charge. // ============================================================================= class ForgeWindow : public QMainWindow { Q_OBJECT public: renderer* R; // Object list view QTreeWidget* qObjList; QTextEdit* qMessageLog; QMenu* qFileMenu, *qEditMenu, *qInsertMenu, *qHelpMenu; QToolBar* qFileToolBar, *qEditToolBar, *qInsertToolBar; str zMessageLogHTML; ForgeWindow (); void buildObjList (); void setTitle (); void refresh (); std::vector<LDObject*> getSelectedObjects (); ulong getInsertionPoint (); void deleteSelection (); private: void createMenuActions (); void createMenus (); void createToolbars (); private slots: void slot_selectionChanged (); void slot_action (); }; // ----------------------------------------------------------------------------- // Other GUI-related stuff not directly part of ForgeWindow: QIcon getIcon (const char* sIconName); // ----------------------------------------------------------------------------- // Pointer to the instance of ForgeWindow. extern ForgeWindow* g_ForgeWindow; // Is this still needed? enum { LDOLC_Icon, LDOLC_Data, NUM_LDOL_Columns }; #endif