/usr/include/KWWidgets/vtkKWWizardWorkflow.h is in libkwwidgets1-dev 1.0.0~cvs20100930-8.
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Module: $RCSfile: vtkKWWizardWorkflow.h,v $
Copyright (c) Kitware, Inc.
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
// .NAME vtkKWWizardWorkflow - a wizard workflow engine.
// .SECTION Description
// This class is the basis for a wizard workflow engine, i.e. a state
// machine with a enhancements to support wizard steps (vtkKWWizardStep).
// .SECTION Thanks
// This work is part of the National Alliance for Medical Image
// Computing (NAMIC), funded by the National Institutes of Health
// through the NIH Roadmap for Medical Research, Grant U54 EB005149.
// Information on the National Centers for Biomedical Computing
// can be obtained from http://nihroadmap.nih.gov/bioinformatics.
// .SECTION See Also
// vtkKWWizardStep vtkKWStateMachine vtkKWStateMachineState
#ifndef __vtkKWWizardWorkflow_h
#define __vtkKWWizardWorkflow_h
#include "vtkKWStateMachine.h"
class vtkKWWizardStep;
class vtkKWStateMachineState;
class vtkKWWizardWorkflowInternals;
class KWWidgets_EXPORT vtkKWWizardWorkflow : public vtkKWStateMachine
{
public:
static vtkKWWizardWorkflow* New();
vtkTypeRevisionMacro(vtkKWWizardWorkflow, vtkKWStateMachine);
void PrintSelf(ostream& os, vtkIndent indent);
// Description:
// Add a step.
// Note that the step's components will be added automatically to the state
// machine (i.e. its InteractionState and ValidationState states as well as
// its ValidationTransition and ValidationFailedTransition transitions).
// A new cluster will be created for both InteractionState and
// ValidationState states.
// Return 1 on success, 0 otherwise.
virtual int AddStep(vtkKWWizardStep *step);
virtual int HasStep(vtkKWWizardStep *step);
virtual int GetNumberOfSteps();
virtual vtkKWWizardStep* GetNthStep(int rank);
// Description:
// Add a next step, connecting it to the previous added step (if any).
// The convenience method will:
// - call AddStep(),
// - create a transition from the previously added step (if any) *to* this
// step, by calling the CreateNextTransition() method,
// - create a transition from this step *back* to the previously added step
// (if any), by calling the CreateBackTransition() method.
// Return 1 on success, 0 otherwise.
virtual int AddNextStep(vtkKWWizardStep *step);
// Description:
// Create a transition from an originating step to a destination step.
// The destination step should semantically be a "next" step, i.e. from
// a workflow perspective, the destination step is meant to appear "after"
// the originating step.
// More specifically, this method creates a transition from the origin's
// ValidationState state to the destination's InteractionState, triggered
// by next_input. The transition's StartCommand callback is automatically
// set to invoke the originating step's HideUserInterface method (which
// calls the HideUserInterfaceCommand callback as well),
// effectively hiding the originating step's UI before the destination
// state is reached.
// This method is used by the AddNextStep() method to connect a newly added
// step to a previously added step (if any). The input used in that case is
// vtkKWWizardStep::ValidationSucceededInput, and is expected to be pushed
// by the previously added step's Validate method/callback.
virtual int CreateNextTransition(
vtkKWWizardStep *origin,
vtkKWStateMachineInput *next_input,
vtkKWWizardStep *destination);
// Description:
// Create a transition *back* from a destination step to an originating step.
// The destination step should semantically be a "next" step, i.e. from
// a workflow perspective, the destination step is meant to appear "after"
// the originating step.
// More specifically, this method creates a transition from the
// destination's InteractionState state to the origin's InteractionState
// state, triggered by the origin step's GoBackToSelfInput input.
// The transition's StartCommand callback is automatically set to invoke
// the destination step's HideUserInterface method (which calls the
// HideUserInterfaceCommand callback as well),
// effectively hiding the destination step's UI before the origin state
// is reached back.
virtual int CreateBackTransition(
vtkKWWizardStep *origin,
vtkKWWizardStep *destination);
// Description:
// Create a go-to transition from an originating step to a destination step.
// The destination step does NOT have to be a "next" step semantically, i.e.
// from a workflow perspective, the destination step can be meant to appear
// "after" or "before" the originating step. Such a transition is designed
// to reach a step directly, effectively bypassing all others steps: this
// should be used *very* carefully (as it bends the state machine principles
// to some extent), and is provided only to implement features such as the
// "Finish" button in a wizard widget.
// More specifically, this method creates 4 transitions:
// 1) A transition from the origin's InteractionState to an internal
// GoToState state acting as a hub, triggered by the destination step's
// GoToSelfInput input. The transition's EndCommand callback is
// automatically set to invoke the TryToGoToStepCallback callback,
// which is in turn responsible for checking if the destination step can
// be reached, by invoking its CanGoToSelf method/callback. On success,
// the destination step's UI is hidden by calling its
// HideUserInterface method, and its GoToSelfInput input is
// pushed again to trigger transition 2). On error, the origin step's
// GoBackToSelfInput input is pushed to trigger transition 3).
// 2) A transition from the internal GoToState hub state to the
// destination step's InteractionState state, triggered by the destination
// step's GoToSelfInput input that will be pushed by the
// TryToGoToStepCallback callback attached to transition 1). This will
// effectively lead the state machine to the destination state.
// 3) A transition from the internal GoToState hub state back to the
// origin step's InteractionState state, triggered by the origin
// step's GoBackToSelfInput input that will be pushed by the
// TryToGoToStepCallback callback attached to transition 1).
// 4) a transition from the destination's InteractionState state back to
// the origin's InteractionState state, triggered by the origin step's
// GoBackToSelfInput input (by calling the CreateBackTransition method).
virtual int CreateGoToTransition(
vtkKWWizardStep *origin,
vtkKWWizardStep *destination);
// Description:
// Create a go-to transition from all known steps added so far to a
// destination step. See the CreateGoToTransition() method for more details.
virtual int CreateGoToTransitions(vtkKWWizardStep *destination);
// Description:
// Set/Get the initial step. This is a convenience method to set the
// vtkKWStateMachine::InitialState to a specific step's InteractionState
// state. Check vtkKWStateMachine for more details.
// Note that the initial state can not be reset.
// Note that setting the initial state is actually the same as entering
// it (i.e. the state's Enter() method will be called). In this case,
// this will trigger the step's ShowUserInterfaceCommand callback (by
// calling the step's ShowUserInterface method),
// effectively showing this step's UI. For that reason, this method should
// be the last method you call after setting up the whole workflow.
// Return 1 on success, 0 otherwise.
virtual vtkKWWizardStep* GetInitialStep();
virtual int SetInitialStep(vtkKWWizardStep*);
// Description:
// Get the current step, i.e. the step vtkKWStateMachine::CurrentState
// belongs too.
virtual vtkKWWizardStep* GetCurrentStep();
// Description:
// Set/Get the finish step (if not set, GetFinishStep() will return
// the last added step). This is not mandatory and is mainly used
// for user interface (vtkKWWizardWidget) or IO purposes.
// The finish step should semantically be the "last" step, i.e. from
// a workflow perspective, the finish step is meant to appear "after"
// all other steps, at the end.
virtual void SetFinishStep(vtkKWWizardStep*);
virtual vtkKWWizardStep* GetFinishStep();
// Description:
// Create a go-to transition from all known steps added so far to the
// Finish step. See FinishStep and the CreateGoToTransitions() and
// CreateGoToTransition() methods for more details.
virtual int CreateGoToTransitionsToFinishStep();
// Description:
// Get the step a state belongs to (if any)
virtual vtkKWWizardStep* GetStepFromState(vtkKWStateMachineState*);
// Description:
// The wizard workflow tries its best to keep a step navigation stack, i.e.
// the path that lead to the current step. This is *not* a step history,
// as going "back" (by calling AttemptToGoToPreviousStep() for example) will
// actually remove steps from the stack.
virtual int GetNumberOfStepsInNavigationStack();
virtual vtkKWWizardStep* GetNthStepInNavigationStack(int rank);
// Description:
// Attempt to navigate in the workflow by moving the next, previous, or
// finish step.
// The AttemptToGoToNextStep() method pushes a
// vtkKWWizardStep::ValidationInput input.
// The AttemptToGoToFinishStep() method pushes the FinishStep's
// GoToSelfInput input.
// The AttemptToGoToPreviousStep() method pushes the previous step's
// GoBackToSelfInput input (if any) and updates the navigation stack.
virtual void AttemptToGoToNextStep();
virtual void AttemptToGoToPreviousStep();
virtual void AttemptToGoToFinishStep();
// Description:
// Specifies a command to associate with this workflow. This command is
// invoked when the navigation stack has changed, as a result of moving
// forward (or backward) to a new step.
// The 'object' argument is the object that will have the method called on
// it. The 'method' argument is the name of the method to be called and any
// arguments in string form. If the object is NULL, the method is still
// evaluated as a simple command.
virtual void SetNavigationStackedChangedCommand(
vtkObject *object, const char *method);
virtual void InvokeNavigationStackedChangedCommand();
virtual int HasNavigationStackedChangedCommand();
// Description:
// Events. The NavigationStackedChangedCommand is invoked when the navigation
// stack has changed, as a result of moving forward (or backward) to a
// new step.
//BTX
enum
{
NavigationStackedChangedEvent = 10000
};
//ETX
// Description:
// Callbacks.
virtual void TryToGoToStepCallback(
vtkKWWizardStep *origin, vtkKWWizardStep *destination);
// Description:
// Specifies a command to associate with this state machine. This command is
// invoked when the state machine current state has changed.
// Override to allow the workflow engine to keep track of a navigation stack.
virtual void InvokeCurrentStateChangedCommand();
protected:
vtkKWWizardWorkflow();
~vtkKWWizardWorkflow();
// Description:
// Remove step(s).
virtual void RemoveStep(vtkKWWizardStep *step);
virtual void RemoveAllSteps();
// PIMPL Encapsulation for STL containers
//BTX
vtkKWWizardWorkflowInternals *Internals;
//ETX
// Description:
// Get the goto state
vtkKWStateMachineState *GoToState;
virtual vtkKWStateMachineState* GetGoToState();
char *NavigationStackedChangedCommand;
// Description:
// Push/pop a step to/from the navigation stack..
virtual void PushStepToNavigationStack(vtkKWWizardStep*);
virtual vtkKWWizardStep* PopStepFromNavigationStack();
private:
vtkKWWizardStep *FinishStep;
vtkKWWizardWorkflow(const vtkKWWizardWorkflow&); // Not implemented
void operator=(const vtkKWWizardWorkflow&); // Not implemented
};
#endif
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