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src
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lyxinset.h
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C/C++ Source or Header
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1998-04-23
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5KB
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208 lines
// -*- C++ -*-
/* This file is part of
* ======================================================
*
* LyX, The Document Processor
*
* Copyright (C) 1995 Matthias Ettrich
*
*======================================================*/
#ifndef _LYXINSET_H
#define _LYXINSET_H
#ifdef __GNUG__
#pragma interface
#endif
#include "definitions.h"
#include "gettext.h"
#include "lyxfont.h"
#include "lyxlex.h"
#include "lyxscreen.h"
class Buffer;
struct LaTeXFeatures;
/// Insets
class Inset {
public:
/** This is not quite the correct place for this enum, but it is
better than definitions.h. I think the correct would be to let
each subclass of Inset declare its own enum code. Actually the
notion of an Inset::Code should be avoided, but I am not sure how
this could be done in a cleaner way. */
enum Code {
///
NO_CODE,
///
TOC_CODE, // do these insets really need a code? (ale)
///
LOF_CODE,
///
LOT_CODE,
///
LOA_CODE,
///
QUOTE_CODE,
///
MARK_CODE,
///
REF_CODE,
///
URL_CODE,
///
HTMLURL_CODE,
///
SEPARATOR_CODE,
///
ENDING_CODE,
///
LABEL_CODE,
///
IGNORE_CODE,
///
ACCENT_CODE,
///
MATH_CODE,
///
INDEX_CODE,
///
INCLUDE_CODE,
///
GRAPHICS_CODE,
///
PARENT_CODE,
///
BIBTEX_CODE
};
///
virtual ~Inset(){};
///
virtual int Ascent(LyXFont const &font) const=0;
///
virtual int Descent(LyXFont const &font) const=0;
///
virtual int Width(LyXFont const& font) const=0;
///
virtual LyXFont ConvertFont(LyXFont font);
///
virtual void Draw(LyXFont font, LyXScreen &scr, int baseline, float &x)=0;
///
//virtual void setBuffer(Buffer const&) {;}
/// what appears in the minibuffer when opening
virtual LString EditMessage() {return _("Opened inset");}
///
virtual void Edit(int, int);
///
virtual unsigned char Editable() const;
///
virtual bool AutoDelete() const;
///
virtual void Write(FILE *file)=0;
///
virtual void Read(LyXLex &lex)=0;
/** returns the number of rows (\n's) of generated tex code.
fragile != 0 means, that the inset should take care about
fragile commands by adding a \protect before.
*/
virtual int Latex(FILE *file, signed char fragile)=0;
virtual int Latex(LString &file, signed char fragile)=0;
/// Updates needed features for this inset.
virtual void Validate(LaTeXFeatures &features) const;
///
virtual bool Deletable() const;
/// returns LyX code associated with the inset. Used for TOC, ...)
virtual Inset::Code LyxCode() const = 0;
/// Get the label that appears at screen
virtual LString getLabel(int) const {
return LString();
}
/// used for autocorrection
virtual bool IsEqual(Inset* /*other*/){
return false;
}
///
virtual Inset* Clone()=0;
/// returns true to override begin and end inset in file
virtual bool DirectWrite() const;
/// Returns true if the inset should be centered alone
virtual bool Display() const { return false; }
/// Changes the display state of the inset
virtual void SetDisplay(bool) { }
///
virtual int GetNumberOfLabels() const {
return 0;
}
};
// Updatable Insets. These insets can be locked and receive
// directly user interaction. Currently used only for mathed.
// Note that all pure methods from Inset class are pure here too.
// [Alejandro 080596]
/** Extracted from Matthias notes:
*
* An inset can simple call LockInset in it's edit call and *ONLY*
* in it's edit call.
*
* Unlocking is either done by LyX or the inset itself with a
* UnlockInset-call
*
* During the lock, all button and keyboard events will be modified
* and send to the inset through the following inset-features. Note that
* Inset::InsetUnlock will be called from inside UnlockInset. It is meant
* to contain the code for restoring the menus and things like this.
*
* If a inset wishes any redraw and/or update it just has to call
* UpdateInset(this).
*
* It's is completly irrelevant, where the inset is. UpdateInset will
* find it in any paragraph in any buffer.
* Of course the_locking_inset and the insets in the current paragraph/buffer
* are checked first, so no performance problem should occur.
*/
class UpdatableInset: public Inset {
public:
///
virtual ~UpdatableInset() { };
///
virtual unsigned char Editable() const;
/// may call ToggleLockedInsetCursor
virtual void ToggleInsetCursor();
///
virtual void GetCursorPos(int&, int&) { }
///
virtual void InsetButtonPress(int x, int y, int button);
///
virtual void InsetButtonRelease(int x, int y, int button);
///
virtual void InsetKeyPress(XKeyEvent *ev);
///
virtual void InsetMotionNotify(int x, int y, int state);
///
virtual void InsetUnlock();
/// An updatable inset could handle lyx editing commands
virtual bool LocalDispatch(int, char const*) { return false; };
//
bool isCursorVisible() const { return cursor_visible; }
protected:
///
bool cursor_visible;
};
#endif