There should be only one instance of this class. No Qt object
initialisation should be done before the instanciation of this class.
- Model/View/Controller separation at frontend level in LyX-qt4:
+ Model/View/Controller separation at frontend level in qt frontend:
BufferList (N Buffers)
|
|
GuiView-1 (one or more in case of split-view mode).
| |
- | <tab-widget-1-1>
+ | <tab-widget-1-1>
| | |
| | WorkArea-1-1-1 (M1-1 WorkAreas, M1-1 <= N)
| | | |
| | | |
| | | Cursor
| |
- | <tab-widget-1-2>
+ | <tab-widget-1-2>
|
GuiView-2 (one or more in case of split-view mode).
| |
where the next Buffer insertion/deletion is going to take place.
- 3) The View: \c WorkArea (and it's qt4 specialisation GuiWorkArea)
+ 3) The View: \c WorkArea (and its qt specialisation GuiWorkArea)
This contains the real screen area where the drawing is done by the
Painter. One WorkArea holds one unique \c BufferView. While it could
This is a full window containing a menubar, toolbars and a central
widget. A GuiView is in charge of creating and closing a View for a
given Buffer.
- In the qt4 specialisation, \c GuiView, the central widget is a tab
+ In the qt specialisation, \c GuiView, the central widget is a tab
widget. Each tab is reverved to the visualisation of one Buffer and
- contains one WorkArea. In the qt4 frontend, one GuiView thus contains
+ contains one WorkArea. In the qt frontend, one GuiView thus contains
multiple WorkAreas but this number can limited to one for another
frontend. The idea is that the kernel should not know how a Buffer
is displayed on screen; it's the frontend business.
virtual bool searchMenu(FuncRequest const & func,
docstring_list & names) const = 0;
+ virtual bool hasBufferView() const = 0;
+
/// \return the icon file name for the given action.
static docstring iconName(FuncRequest const & f, bool unknown);
/// \return the math icon name for the given command.
static docstring mathIcon(docstring const & c);
+ /// The language associated to current keyboard
+ virtual std::string inputLanguageCode() const = 0;
/// Handle a accented char key sequence
/// FIXME: this is only needed for LFUN_ACCENT_* in Text::dispatch()
virtual void handleKeyFunc(FuncCode action) = 0;
/// A started long operation is still in progress ?
virtual bool longOperationStarted() = 0;
+ // Add a buffer to the current view, do not switch to it.
+ virtual bool unhide(Buffer * buf) = 0;
};
/// Return the list of loadable formats.