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YShortcutManager Class Reference

#include <YShortcutManager.h>

Collaboration diagram for YShortcutManager:

Public Member Functions

 YShortcutManager (YDialog *dialog)
 
virtual ~YShortcutManager ()
 
void checkShortcuts (bool autoResolve=true)
 
int conflictCount ()
 
void resolveAllConflicts ()
 
YDialogdialog ()
 

Protected Member Functions

void clearShortcutList ()
 
void findShortcutWidgets (YWidgetListConstIterator begin, YWidgetListConstIterator end)
 
void resolveConflict (YShortcut *shortcut)
 
int pickConflictToResolve (const YShortcutList &conflictList)
 
int findShortestMenuItem (const YShortcutList &conflictList)
 
int findShortestWizardButton (const YShortcutList &conflictList)
 
unsigned findShortestWidget (const YShortcutList &conflictList)
 

Protected Attributes

YDialog_dialog
 
YShortcutList _shortcutList
 
int _wanted [sizeof(char)<< 8]
 
bool _used [sizeof(char)<< 8]
 
int _conflictCount
 

Detailed Description

Helper class to manage keyboard shortcuts within one dialog and resolve keyboard shortcut conflicts.

Constructor & Destructor Documentation

◆ YShortcutManager()

YShortcutManager::YShortcutManager ( YDialog * dialog)

Constructor.

◆ ~YShortcutManager()

YShortcutManager::~YShortcutManager ( )
virtual

Destructor

Member Function Documentation

◆ checkShortcuts()

void YShortcutManager::checkShortcuts ( bool autoResolve = true)

Check the keyboard shortcuts of all children of this dialog (not for sub-dialogs!).

Call resolveAllConflicts() if 'autoResolve' is 'true'.

◆ clearShortcutList()

void YShortcutManager::clearShortcutList ( )
protected

Delete all members of the internal shortcut list, then empty the list.

◆ conflictCount()

int YShortcutManager::conflictCount ( )
inline

Returns the number of shortcut conflicts. Valid only after checkShortcuts() or resolveAllConflicts().

◆ dialog()

YDialog * YShortcutManager::dialog ( )
inline

Returns the dialog this shortcut manager works on.

◆ findShortcutWidgets()

void YShortcutManager::findShortcutWidgets ( YWidgetListConstIterator begin,
YWidgetListConstIterator end )
protected

Recursively search all widgets between iterators 'begin' and 'end' (not those of any sub-dialogs!) for child widgets that could accept a keyboard shortcut and add these to _shortcutList.

◆ findShortestMenuItem()

int YShortcutManager::findShortestMenuItem ( const YShortcutList & conflictList)
protected

Find the shortest menu item in 'conflictList', if there is any. Returns the index of that shortest menu item or -1 if there is none.

◆ findShortestWidget()

unsigned YShortcutManager::findShortestWidget ( const YShortcutList & conflictList)
protected

Find the shortest widget in 'conflictList'. Buttons get priority if they have the same number of eligible shortcut characters as another widget.

Returns the index of the shortest widget.

◆ findShortestWizardButton()

int YShortcutManager::findShortestWizardButton ( const YShortcutList & conflictList)
protected

Find the shortest wizard button in 'conflictList', if there is any. Returns the index of that shortest wizard button or -1 if there is none.

◆ pickConflictToResolve()

int YShortcutManager::pickConflictToResolve ( const YShortcutList & conflictList)
protected

Pick a conflict to resolve from 'conflictList' according to priorities (menu items, wizard buttons, buttons, other widgets) and return its index within 'conflictList'.

◆ resolveAllConflicts()

void YShortcutManager::resolveAllConflicts ( )

Resolve shortcut conflicts. Requires checkShortcuts() to be called first.

Note: This may or may not work. There is no general solution to that problem. This method tries its best, but you may end up with widgets that don't have any (more) shortcut.

Why? Just picture the following (admittedly pathologic) situation:

[&OK] [&OK] [&OK]

This will result in something like this:

[&OK] [O&K] [OK]

I.e. the first OK button will retain its preferred shortcut ('O'), the second OK button's shortcut will be reassigned to 'K' and the third won't get any - there are simply not enough eligible shortcut characters.

This may even fail in much less pathological situations. This example is only supposed to give you a general idea why not to blindly rely on automatic shortcut resolving.

It's always best to resolve conflicts manually. This will generally result in much better shortcuts: Easier to memorize, less chance of picking characters that cannot really do a good job showing their shortcut like very narrow characters (.e.g., 'i') or descender characters (e.g., 'g', 'p', 'q' - imagine those underlined!).

Also notice that widgets with shorter labels have higher priority because they have fewer shortcut characters to choose from: [OK] can only get 'O' or 'K' while [Overlay] has many more, so [OK] is handled first, and if still available, it will get its preferred shortcut, even if that is also the preferred one for [Overlay].

◆ resolveConflict()

void YShortcutManager::resolveConflict ( YShortcut * shortcut)
protected

Pick a new shortcut character for 'shortcut' - one that isn't marked as used in the '_used' array. Unset the conflict marker if that succeeded.

Member Data Documentation

◆ _conflictCount

int YShortcutManager::_conflictCount
protected

Counter for shortcut conflicts

◆ _dialog

YDialog* YShortcutManager::_dialog
protected

The dialog this shortcut manager works on.

◆ _shortcutList

YShortcutList YShortcutManager::_shortcutList
protected

List (owning) of all the shortcuts in this dialog.

◆ _used

bool YShortcutManager::_used[sizeof(char)<< 8]
protected

Flags for used shortcut characters.

◆ _wanted

int YShortcutManager::_wanted[sizeof(char)<< 8]
protected

Counters for wanted shortcut characters.


The documentation for this class was generated from the following files: