// Copyright (c) 2012 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifndef UI_VIEWS_CONTROLS_MENU_MENU_H_ #define UI_VIEWS_CONTROLS_MENU_MENU_H_ #include <string> #include "base/basictypes.h" #include "base/strings/string16.h" #include "ui/gfx/native_widget_types.h" #include "ui/views/views_export.h" namespace gfx { class ImageSkia; class Point; } namespace ui { class Accelerator; } namespace views { class VIEWS_EXPORT Menu { public: ///////////////////////////////////////////////////////////////////////////// // // Delegate Interface // // Classes implement this interface to tell the menu system more about each // item as it is created. // ///////////////////////////////////////////////////////////////////////////// class VIEWS_EXPORT Delegate { public: virtual ~Delegate() {} // Whether or not an item should be shown as checked. virtual bool IsItemChecked(int id) const; // Whether or not an item should be shown as the default (using bold). // There can only be one default menu item. virtual bool IsItemDefault(int id) const; // The string shown for the menu item. virtual string16 GetLabel(int id) const; // The delegate needs to implement this function if it wants to display // the shortcut text next to each menu item. If there is an accelerator // for a given item id, the implementor must return it. virtual bool GetAcceleratorInfo(int id, ui::Accelerator* accel); // The icon shown for the menu item. virtual const gfx::ImageSkia& GetIcon(int id) const; // The number of items to show in the menu virtual int GetItemCount() const; // Whether or not an item is a separator. virtual bool IsItemSeparator(int id) const; // Shows the context menu with the specified id. This is invoked when the // user does the appropriate gesture to show a context menu. The id // identifies the id of the menu to show the context menu for. // is_mouse_gesture is true if this is the result of a mouse gesture. // If this is not the result of a mouse gesture |p| is the recommended // location to display the content menu at. In either case, |p| is in // screen coordinates. virtual void ShowContextMenu(Menu* source, int id, const gfx::Point& p, bool is_mouse_gesture) { } // Whether an item has an icon. virtual bool HasIcon(int id) const; // Notification that the menu is about to be popped up. virtual void MenuWillShow() { } // Whether to create a right-to-left menu. The default implementation // returns true if the locale's language is a right-to-left language (such // as Hebrew) and false otherwise. This is generally the right behavior // since there is no reason to show left-to-right menus for right-to-left // locales. However, subclasses can override this behavior so that the menu // is a right-to-left menu only if the view's layout is right-to-left // (since the view can use a different layout than the locale's language // layout). virtual bool IsRightToLeftUILayout() const; // Controller virtual bool SupportsCommand(int id) const; virtual bool IsCommandEnabled(int id) const; virtual bool GetContextualLabel(int id, string16* out) const; virtual void ExecuteCommand(int id) { } protected: // Returns an empty icon. const gfx::ImageSkia& GetEmptyIcon() const; }; // How this popup should align itself relative to the point it is run at. enum AnchorPoint { TOPLEFT, TOPRIGHT }; // Different types of menu items enum MenuItemType { NORMAL, CHECKBOX, RADIO, SEPARATOR }; // Construct a Menu using the specified controller to determine command // state. // delegate A Menu::Delegate implementation that provides more // information about the Menu presentation. // anchor An alignment hint for the popup menu. // owner The window that the menu is being brought up relative // to. Not actually used for anything but must not be // NULL. Menu(Delegate* delegate, AnchorPoint anchor); Menu(); virtual ~Menu(); static Menu* Create(Delegate* delegate, AnchorPoint anchor, gfx::NativeView parent); // Creates a new menu with the contents of the system menu for the given // parent window. The caller owns the returned pointer. static Menu* GetSystemMenu(gfx::NativeWindow parent); void set_delegate(Delegate* delegate) { delegate_ = delegate; } Delegate* delegate() const { return delegate_; } AnchorPoint anchor() const { return anchor_; } // Adds an item to this menu. // item_id The id of the item, used to identify it in delegate callbacks // or (if delegate is NULL) to identify the command associated // with this item with the controller specified in the ctor. Note // that this value should not be 0 as this has a special meaning // ("NULL command, no item selected") // label The text label shown. // type The type of item. void AppendMenuItem(int item_id, const string16& label, MenuItemType type); void AddMenuItem(int index, int item_id, const string16& label, MenuItemType type); // Append a submenu to this menu. // The returned pointer is owned by this menu. Menu* AppendSubMenu(int item_id, const string16& label); Menu* AddSubMenu(int index, int item_id, const string16& label); // Append a submenu with an icon to this menu // The returned pointer is owned by this menu. // Unless the icon is empty, calling this function forces the Menu class // to draw the menu, instead of relying on Windows. Menu* AppendSubMenuWithIcon(int item_id, const string16& label, const gfx::ImageSkia& icon); virtual Menu* AddSubMenuWithIcon(int index, int item_id, const string16& label, const gfx::ImageSkia& icon) = 0; // This is a convenience for standard text label menu items where the label // is provided with this call. void AppendMenuItemWithLabel(int item_id, const string16& label); void AddMenuItemWithLabel(int index, int item_id, const string16& label); // This is a convenience for text label menu items where the label is // provided by the delegate. void AppendDelegateMenuItem(int item_id); void AddDelegateMenuItem(int index, int item_id); // Adds a separator to this menu void AppendSeparator(); virtual void AddSeparator(int index) = 0; // Appends a menu item with an icon. This is for the menu item which // needs an icon. Calling this function forces the Menu class to draw // the menu, instead of relying on Windows. void AppendMenuItemWithIcon(int item_id, const string16& label, const gfx::ImageSkia& icon); virtual void AddMenuItemWithIcon(int index, int item_id, const string16& label, const gfx::ImageSkia& icon); // Enables or disables the item with the specified id. virtual void EnableMenuItemByID(int item_id, bool enabled) = 0; virtual void EnableMenuItemAt(int index, bool enabled) = 0; // Sets menu label at specified index. virtual void SetMenuLabel(int item_id, const string16& label) = 0; // Sets an icon for an item with a given item_id. Calling this function // also forces the Menu class to draw the menu, instead of relying on Windows. // Returns false if the item with |item_id| is not found. virtual bool SetIcon(const gfx::ImageSkia& icon, int item_id) = 0; // Shows the menu, blocks until the user dismisses the menu or selects an // item, and executes the command for the selected item (if any). // Warning: Blocking call. Will implicitly run a message loop. virtual void RunMenuAt(int x, int y) = 0; // Cancels the menu. virtual void Cancel() = 0; // Returns the number of menu items. virtual int ItemCount() = 0; #if defined(OS_WIN) // Returns the underlying menu handle virtual HMENU GetMenuHandle() const = 0; #endif // defined(OS_WIN) protected: explicit Menu(Menu* parent); virtual void AddMenuItemInternal(int index, int item_id, const string16& label, const gfx::ImageSkia& icon, MenuItemType type) = 0; private: // The delegate that is being used to get information about the presentation. Delegate* delegate_; // How this popup menu should be aligned relative to the point it is run at. AnchorPoint anchor_; DISALLOW_COPY_AND_ASSIGN(Menu); }; } // namespace views #endif // UI_VIEWS_CONTROLS_MENU_MENU_H_