kde-playground/kdepim/incidenceeditor-ng/editoritemmanager.h
2015-04-14 21:49:29 +00:00

225 lines
7.7 KiB
C++

/*
Copyright (c) 2010 Bertjan Broeksema <broeksema@kde.org>
Copyright (C) 2010 Klaralvdalens Datakonsult AB, a KDAB Group company <info@kdab.net>
This library is free software; you can redistribute it and/or modify it
under the terms of the GNU Library General Public License as published by
the Free Software Foundation; either version 2 of the License, or (at your
option) any later version.
This library 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 Library General Public
License for more details.
You should have received a copy of the GNU Library General Public License
along with this library; see the file COPYING.LIB. If not, write to the
Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
02110-1301, USA.
*/
#ifndef INCIDENCEEDITOR_EDITORITEMMANAGER_H
#define INCIDENCEEDITOR_EDITORITEMMANAGER_H
#include "incidenceeditors-ng_export.h"
#include <Akonadi/Calendar/IncidenceChanger>
#include <Akonadi/Collection>
#include <QObject>
namespace Akonadi {
class Collection;
class Item;
class ItemFetchScope;
}
class KJob;
namespace IncidenceEditorNG {
class ItemEditorUi;
class ItemEditorPrivate;
/**
* Helper class for creating dialogs that let the user create and edit the payload
* of Akonadi items (e.g. events, contacts, etc). This class supports editting of
* one item at a time and hanldes all Akonadi specific logic like Item creation,
* Item modifying and monitoring of changes to the item during editing.
*/
// template <typename PayloadT>
class INCIDENCEEDITORS_NG_EXPORT EditorItemManager : public QObject
{
Q_OBJECT
public:
/**
* Creates an ItemEditor for a new Item.
* Receives an option IncidenceChanger, so you can share the undo/redo stack with your
* application.
*/
EditorItemManager( ItemEditorUi *ui, Akonadi::IncidenceChanger *changer = 0 );
/**
* Destructs the ItemEditor. Unsaved changes will get lost at this point.
*/
~EditorItemManager();
enum ItemState {
AfterSave, /**< Returns the last saved item */
BeforeSave /**< Returns an item with the original payload before the last save call */
};
/**
* Returns the last saved item with payload or an invalid item when save is
* not called yet.
*/
Akonadi::Item item( ItemState state = AfterSave ) const;
/**
* Loads the @param item into the editor. The item passed <em>must</em> be
* a valid item. When the payload is not set it will be fetched.
*/
void load( const Akonadi::Item &item );
/**
* Saves the new or modified item. This method does nothing when the
* ui is not dirty.
*/
void save();
/**
* Sets the item fetch scope.
*
* Controls how much of an item's data is fetched from the server, e.g.
* whether to fetch the full item payload or only meta data.
*
* @param fetchScope The new scope for item fetch operations.
*
* @see fetchScope()
*/
void setFetchScope( const Akonadi::ItemFetchScope &fetchScope );
/**
* Returns the item fetch scope.
*
* Since this returns a reference it can be used to conveniently modify the
* current scope in-place, i.e. by calling a method on the returned reference
* without storing it in a local variable. See the ItemFetchScope documentation
* for an example.
*
* @return a reference to the current item fetch scope
*
* @see setFetchScope() for replacing the current item fetch scope
*/
Akonadi::ItemFetchScope &fetchScope();
/**
* Returns the collection where the last item was created.
* Or an invalid collection if none was created.
*/
Akonadi::Collection collection() const;
enum SaveAction {
Create, /**< A new item was created */
Modify, /**< An existing item was modified */
None, /**< Nothing happened. */
Move, /**< An existing item was moved to another collection */
MoveAndModify /**< An existing item was moved to another collection and modified */
};
void setIsCounterProposal( bool isCounterProposal );
Q_SIGNALS:
void itemSaveFinished( IncidenceEditorNG::EditorItemManager::SaveAction action );
void itemSaveFailed( IncidenceEditorNG::EditorItemManager::SaveAction action,
const QString &message );
void revertFinished();
void revertFailed( const QString &message );
private:
ItemEditorPrivate *const d_ptr;
Q_DECLARE_PRIVATE( ItemEditor )
Q_DISABLE_COPY( EditorItemManager )
Q_PRIVATE_SLOT(d_ptr, void itemChanged( const Akonadi::Item&, const QSet<QByteArray>& ) )
Q_PRIVATE_SLOT(d_ptr, void itemFetchResult( KJob* ) )
Q_PRIVATE_SLOT(d_ptr, void itemMoveResult( KJob* ) )
Q_PRIVATE_SLOT(d_ptr, void onModifyFinished( int changeId, const Akonadi::Item &item,
Akonadi::IncidenceChanger::ResultCode resultCode,
const QString &errorString ) )
Q_PRIVATE_SLOT(d_ptr, void onCreateFinished( int changeId,
const Akonadi::Item &item,
Akonadi::IncidenceChanger::ResultCode resultCode,
const QString &errorString ) )
Q_PRIVATE_SLOT(d_ptr, void moveJobFinished( KJob *job ) )
};
class INCIDENCEEDITORS_NG_EXPORT ItemEditorUi
{
public:
enum RejectReason {
ItemFetchFailed, ///> Either the fetchjob failed or no items where returned
ItemHasInvalidPayload, ///> The fetched item has an invalid payload
ItemMoveFailed ///> Item move failed
};
virtual ~ItemEditorUi();
/**
* Returns whether or not the identifier set contains payload identifiers that
* are displayed/editable in the Gui.
*/
virtual bool containsPayloadIdentifiers( const QSet<QByteArray> &partIdentifiers ) const = 0;
/**
* Returns whether or not @param item has a payload type that is supported by
* the gui.
*/
virtual bool hasSupportedPayload( const Akonadi::Item &item ) const = 0;
/**
* Returns whether or not the values in the ui differ from the original (i.e.
* either an empty or a loaded item). This method <em>only</em> involves
* payload fields. I.e. if only the collection in which the item should be
* stored has changed, this method should return false.
*/
virtual bool isDirty() const = 0;
/**
* Returns whether or not the values in the ui are valid. This method can also
* be used to update the ui if necessary. The default implementation returns
* true, so if the ui doesn't need validation there is no need to reimplement
* this method.
*/
virtual bool isValid() const;
/**
* Fills the ui with the values of the payload of @param item. The item is
* guaranteed to have a payload.
*/
virtual void load( const Akonadi::Item &item ) = 0;
/**
* Stores the values of the ui into the payload of @param item and returns the
* item with an updated payload. The returned item must have a valid mimetype
* too.
*/
virtual Akonadi::Item save( const Akonadi::Item &item ) = 0;
/**
* Returns the currently sellected collection in which the item will be stored.
*/
virtual Akonadi::Collection selectedCollection() const = 0;
/**
* This function is called if for some reason the creation or editting of the
* item cannot be continued. The implementing class must abort editting at
* this point.
*/
virtual void reject( RejectReason reason, const QString &errorMessage = QString() ) = 0;
};
}
#endif