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+/****************************************************************************
+**
+** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** GNU Free Documentation License
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of this
+** file.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \example tools/undoframework
+ \title Undo Framework Example
+
+ This example shows how to implement undo/redo functionality
+ with the Qt undo framework.
+
+ \image undoframeworkexample.png The Undo Diagram Example
+
+ In the Qt undo framework, all actions that the user performs are
+ implemented in classes that inherit QUndoCommand. An undo command
+ class knows how to both \l{QUndoCommand::}{redo()} - or just do
+ the first time - and \l{QUndoCommand::}{undo()} an action. For
+ each action the user performs, a command is placed on a
+ QUndoStack. Since the stack contains all commands executed
+ (stacked in chronological order) on the document, it can roll the
+ state of the document backwards and forwards by undoing and redoing
+ its commands. See the \l{Overview of Qt's Undo Framework}{overview
+ document} for a high-level introduction to the undo framework.
+
+ The undo example implements a simple diagram application. It is
+ possible to add and delete items, which are either box or
+ rectangular shaped, and move the items by dragging them with the
+ mouse. The undo stack is shown in a QUndoView, which is a list in
+ which the commands are shown as list items. Undo and redo are
+ available through the edit menu. The user can also select a command
+ from the undo view.
+
+ We use the \l{Graphics View Framework}{graphics view
+ framework} to implement the diagram. We only treat the related
+ code briefly as the framework has examples of its own (e.g., the
+ \l{Diagram Scene Example}).
+
+ The example consists of the following classes:
+
+ \list
+ \o \c MainWindow is the main window and arranges the
+ example's widgets. It creates the commands based
+ on user input and keeps them on the command stack.
+ \o \c AddCommand adds an item to the scene.
+ \o \c DeleteCommand deletes an item from the scene.
+ \o \c MoveCommand when an item is moved the MoveCommand keeps record
+ of the start and stop positions of the move, and it
+ moves the item according to these when \c redo() and \c undo()
+ is called.
+ \o \c DiagramScene inherits QGraphicsScene and
+ emits signals for the \c MoveComands when an item is moved.
+ \o \c DiagramItem inherits QGraphicsPolygonItem and represents
+ an item in the diagram.
+ \endlist
+
+ \section1 MainWindow Class Definition
+
+ \snippet examples/tools/undoframework/mainwindow.h 0
+
+ The \c MainWindow class maintains the undo stack, i.e., it creates
+ \l{QUndoCommand}s and pushes and pops them from the stack when it
+ receives the \c triggered() signal from \c undoAction and \c
+ redoAction.
+
+ \section1 MainWindow Class Implementation
+
+ We will start with a look at the constructor:
+
+ \snippet examples/tools/undoframework/mainwindow.cpp 0
+
+ In the constructor, we set up the DiagramScene and QGraphicsView.
+
+ Here is the \c createUndoView() function:
+
+ \snippet examples/tools/undoframework/mainwindow.cpp 1
+
+ The QUndoView is a widget that display the text, which is set with
+ the \l{QUndoCommand::}{setText()} function, for each QUndoCommand
+ in the undo stack in a list.
+
+ Here is the \c createActions() function:
+
+ \snippet examples/tools/undoframework/mainwindow.cpp 2
+ \codeline
+ \snippet examples/tools/undoframework/mainwindow.cpp 3
+ \dots
+ \snippet examples/tools/undoframework/mainwindow.cpp 5
+
+ The \c createActions() function sets up all the examples actions
+ in the manner shown above. The
+ \l{QUndoStack::}{createUndoAction()} and
+ \l{QUndoStack::}{createRedoAction()} helps us crate actions that
+ are disabled and enabled based on the state of the stack. Also,
+ the text of the action will be updated automatically based on the
+ \l{QUndoCommand::}{text()} of the undo commands. For the other
+ actions we have implemented slots in the \c MainWindow class.
+
+ Here is the \c createMenus() function:
+
+ \snippet examples/tools/undoframework/mainwindow.cpp 6
+
+ \dots
+ \snippet examples/tools/undoframework/mainwindow.cpp 7
+ \dots
+ \snippet examples/tools/undoframework/mainwindow.cpp 8
+
+ We have to use the QMenu \c aboutToShow() and \c aboutToHide()
+ signals since we only want \c deleteAction to be enabled when we
+ have selected an item.
+
+ Here is the \c itemMoved() slot:
+
+ \snippet examples/tools/undoframework/mainwindow.cpp 9
+
+ We simply push a MoveCommand on the stack, which calls \c redo()
+ on it.
+
+ Here is the \c deleteItem() slot:
+
+ \snippet examples/tools/undoframework/mainwindow.cpp 10
+
+ An item must be selected to be deleted. We need to check if it is
+ selected as the \c deleteAction may be enabled even if an item is
+ not selected. This can happen as we do not catch a signal or event
+ when an item is selected.
+
+ Here is the \c itemMenuAboutToShow() and itemMenuAboutToHide() slots:
+
+ \snippet examples/tools/undoframework/mainwindow.cpp 11
+ \codeline
+ \snippet examples/tools/undoframework/mainwindow.cpp 12
+
+ We implement \c itemMenuAboutToShow() and \c itemMenuAboutToHide()
+ to get a dynamic item menu. These slots are connected to the
+ \l{QMenu::}{aboutToShow()} and \l{QMenu::}{aboutToHide()} signals.
+ We need this to disable or enable the \c deleteAction.
+
+ Here is the \c addBox() slot:
+
+ \snippet examples/tools/undoframework/mainwindow.cpp 13
+
+ The \c addBox() function creates an AddCommand and pushes it on
+ the undo stack.
+
+ Here is the \c addTriangle() sot:
+
+ \snippet examples/tools/undoframework/mainwindow.cpp 14
+
+ The \c addTriangle() function creates an AddCommand and pushes it
+ on the undo stack.
+
+ Here is the implementation of \c about():
+
+ \snippet examples/tools/undoframework/mainwindow.cpp 15
+
+ The about slot is triggered by the \c aboutAction and displays an
+ about box for the example.
+
+ \section1 AddCommand Class Definition
+
+ \snippet examples/tools/undoframework/commands.h 2
+
+ The \c AddCommand class adds DiagramItem graphics items to the
+ DiagramScene.
+
+ \section1 AddCommand Class Implementation
+
+ We start with the constructor:
+
+ \snippet examples/tools/undoframework/commands.cpp 7
+
+ We first create the DiagramItem to add to the DiagramScene. The
+ \l{QUndoCommand::}{setText()} function let us set a QString that
+ describes the command. We use this to get custom messages in the
+ QUndoView and in the menu of the main window.
+
+ \snippet examples/tools/undoframework/commands.cpp 8
+
+ \c undo() removes the item from the scene.
+
+ \snippet examples/tools/undoframework/commands.cpp 9
+
+ We set the position of the item as we do not do this in the
+ constructor.
+
+ \section1 DeleteCommand Class Definition
+
+ \snippet examples/tools/undoframework/commands.h 1
+
+ The DeleteCommand class implements the functionality to remove an
+ item from the scene.
+
+ \section1 DeleteCommand Class Implementation
+
+ \snippet examples/tools/undoframework/commands.cpp 4
+
+ We know that there must be one selected item as it is not possible
+ to create a DeleteCommand unless the item to be deleted is
+ selected and that only one item can be selected at any time.
+ The item must be unselected if it is inserted back into the
+ scene.
+
+ \snippet examples/tools/undoframework/commands.cpp 5
+
+ The item is simply reinserted into the scene.
+
+ \snippet examples/tools/undoframework/commands.cpp 6
+
+ The item is removed from the scene.
+
+ \section1 MoveCommand Class Definition
+
+ \snippet examples/tools/undoframework/commands.h 0
+
+ The \l{QUndoCommand::}{mergeWith()} is reimplemented to make
+ consecutive moves of an item one MoveCommand, i.e, the item will
+ be moved back to the start position of the first move.
+
+ \section1 MoveCommand Class Implementation
+
+
+ The constructor of MoveCommand looks like this:
+
+ \snippet examples/tools/undoframework/commands.cpp 0
+
+ We save both the old and new positions for undo and redo
+ respectively.
+
+ \snippet examples/tools/undoframework/commands.cpp 2
+
+ We simply set the items old position and update the scene.
+
+ \snippet examples/tools/undoframework/commands.cpp 3
+
+ We set the item to its new position.
+
+ \snippet examples/tools/undoframework/commands.cpp 1
+
+ Whenever a MoveCommand is created, this function is called to
+ check if it should be merged with the previous command. It is the
+ previous command object that is kept on the stack. The function
+ returns true if the command is merged; otherwise false.
+
+ We first check whether it is the same item that has been moved
+ twice, in which case we merge the commands. We update the position
+ of the item so that it will take the last position in the move
+ sequence when undone.
+
+ \section1 DiagramScene Class Definition
+
+ \snippet examples/tools/undoframework/diagramscene.h 0
+
+ The DiagramScene implements the functionality to move a
+ DiagramItem with the mouse. It emits a signal when a move is
+ completed. This is caught by the \c MainWindow, which makes
+ MoveCommands. We do not examine the implementation of DiagramScene
+ as it only deals with graphics framework issues.
+
+ \section1 The \c main() Function
+
+ The \c main() function of the program looks like this:
+
+ \snippet examples/tools/undoframework/main.cpp 0
+
+ We draw a grid in the background of the DiagramScene, so we use a
+ resource file. The rest of the function creates the \c MainWindow and
+ shows it as a top level window.
+*/