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This allows for the tool framework to keep track of a universal set of conditions for the UI state (enabled/checked/shown) for controls of actions. It removes the need for the main menubar menus to be CONDITIONAL_MENUs and be rebuilt on each open, and instead makes the updates of the check and enabling of items handled in the native wxWidgets way. This commit switchs the 3d viewer and kicad project manager window over to this system.
264 lines
8.0 KiB
C++
264 lines
8.0 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2015-2019 CERN
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* Copyright (C) 2015-2019 KiCad Developers, see CHANGELOG.txt for contributors.
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* @author Maciej Suminski <maciej.suminski@cern.ch>
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include <tool/conditional_menu.h>
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#include <tool/action_menu.h>
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#include <menus_helpers.h>
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#include <kiface_i.h>
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CONDITIONAL_MENU::CONDITIONAL_MENU( bool isContextMenu, TOOL_INTERACTIVE* aTool ) :
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ACTION_MENU( isContextMenu, aTool )
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{
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}
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ACTION_MENU* CONDITIONAL_MENU::create() const
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{
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CONDITIONAL_MENU* clone = new CONDITIONAL_MENU( m_isContextMenu, m_tool );
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clone->m_entries = m_entries;
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return clone;
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}
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void CONDITIONAL_MENU::AddItem( const TOOL_ACTION& aAction, const SELECTION_CONDITION& aCondition,
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int aOrder )
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{
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wxASSERT( aAction.GetId() > 0 ); // Check if action was previously registered in ACTION_MANAGER
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addEntry( ENTRY( &aAction, aCondition, aOrder, false ) );
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}
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void CONDITIONAL_MENU::AddCheckItem( const TOOL_ACTION& aAction,
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const SELECTION_CONDITION& aCondition, int aOrder )
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{
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wxASSERT( aAction.GetId() > 0 ); // Check if action was previously registered in ACTION_MANAGER
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addEntry( ENTRY( &aAction, aCondition, aOrder, true ) );
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}
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void CONDITIONAL_MENU::AddItem( int aId, const wxString& aText, const wxString& aTooltip,
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BITMAP_DEF aIcon, const SELECTION_CONDITION& aCondition,
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int aOrder )
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{
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wxMenuItem item( nullptr, aId, aText, aTooltip, wxITEM_NORMAL );
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if( aIcon )
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AddBitmapToMenuItem( &item, KiBitmap( aIcon ) );
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addEntry( ENTRY( item, aIcon, aCondition, aOrder, false ) );
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}
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void CONDITIONAL_MENU::AddCheckItem( int aId, const wxString& aText, const wxString& aTooltip,
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BITMAP_DEF aIcon, const SELECTION_CONDITION& aCondition,
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int aOrder )
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{
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wxMenuItem item( nullptr, aId, aText, aTooltip, wxITEM_CHECK );
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if( aIcon )
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AddBitmapToMenuItem( &item, KiBitmap( aIcon ) );
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addEntry( ENTRY( item, aIcon, aCondition, aOrder, true ) );
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}
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void CONDITIONAL_MENU::AddMenu( ACTION_MENU* aMenu, const SELECTION_CONDITION& aCondition,
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int aOrder )
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{
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addEntry( ENTRY( aMenu, aCondition, aOrder ) );
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}
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void CONDITIONAL_MENU::AddSeparator( int aOrder )
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{
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addEntry( ENTRY( SELECTION_CONDITIONS::ShowAlways, aOrder ) );
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}
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SELECTION g_resolveDummySelection;
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void CONDITIONAL_MENU::Resolve()
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{
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Evaluate( g_resolveDummySelection );
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UpdateAll();
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runOnSubmenus( [] ( ACTION_MENU* aMenu ) {
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CONDITIONAL_MENU* conditionalMenu = dynamic_cast<CONDITIONAL_MENU*>( aMenu );
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if( conditionalMenu )
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conditionalMenu->Resolve();
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} );
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}
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void CONDITIONAL_MENU::Evaluate( SELECTION& aSelection )
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{
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Clear();
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// We try to avoid adding useless separators (when no menuitems between separators)
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int menu_count = 0; // number of menus since the latest separator
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for( const ENTRY& entry : m_entries )
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{
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const SELECTION_CONDITION& cond = entry.Condition();
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bool result;
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wxMenuItem* menuItem = nullptr;
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try
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{
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result = cond( aSelection );
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}
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catch( std::exception& )
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{
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continue;
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}
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if( m_isContextMenu && !result )
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continue;
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switch( entry.Type() )
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{
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case ENTRY::ACTION:
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menuItem = Add( *entry.Action(), entry.IsCheckmarkEntry() );
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menu_count++;
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break;
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case ENTRY::MENU:
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menuItem = Add( entry.Menu() );
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menu_count++;
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break;
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case ENTRY::WXITEM:
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#ifdef __WXMAC__
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// Instantiate the Preferences item only on the first Resolve(); after that
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// wxWidgets will have moved it to the Application menu
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if( entry.wxItem()->GetId() == wxID_PREFERENCES )
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{
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if( &aSelection != &g_resolveDummySelection )
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continue;
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}
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#endif
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menuItem = new wxMenuItem( this,
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entry.wxItem()->GetId(),
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entry.wxItem()->GetItemLabel(),
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entry.wxItem()->GetHelp(),
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entry.wxItem()->GetKind() );
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if( entry.GetIcon() )
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AddBitmapToMenuItem( menuItem, KiBitmap( entry.GetIcon() ) );
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// the wxMenuItem must be append only after the bitmap is set:
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Append( menuItem );
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menu_count++;
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break;
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case ENTRY::SEPARATOR:
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if( menu_count )
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menuItem = AppendSeparator();
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menu_count = 0;
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break;
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default:
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wxASSERT( false );
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break;
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}
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if( menuItem )
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{
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if( entry.IsCheckmarkEntry() )
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menuItem->Check( result );
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else
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menuItem->Enable( result );
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}
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}
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// Recursively call Evaluate on all the submenus that are CONDITIONAL_MENUs to ensure
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// they are updated. This is also required on GTK to make sure the menus have the proper
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// size when created.
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runOnSubmenus(
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[&aSelection]( ACTION_MENU* aMenu )
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{
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CONDITIONAL_MENU* conditionalMenu = dynamic_cast<CONDITIONAL_MENU*>( aMenu );
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if( conditionalMenu )
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conditionalMenu->Evaluate( aSelection );
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} );
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}
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void CONDITIONAL_MENU::addEntry( ENTRY aEntry )
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{
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if( aEntry.Order() < 0 ) // Any order, so give it any order number
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aEntry.SetOrder( m_entries.size() );
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std::list<ENTRY>::iterator it = m_entries.begin();
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// Find the right spot for the entry
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while( it != m_entries.end() && it->Order() <= aEntry.Order() )
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++it;
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m_entries.insert( it, aEntry );
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}
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CONDITIONAL_MENU::ENTRY::ENTRY( const ENTRY& aEntry )
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{
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m_type = aEntry.m_type;
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m_icon = aEntry.m_icon;
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switch( aEntry.m_type )
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{
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case ACTION:
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m_data.action = aEntry.m_data.action;
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break;
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case MENU:
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m_data.menu = aEntry.m_data.menu;
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break;
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case WXITEM:
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// We own the wxItem, so we need to make a new one for the new object
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m_data.wxItem = new wxMenuItem( nullptr,
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aEntry.m_data.wxItem->GetId(),
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aEntry.m_data.wxItem->GetItemLabel(),
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aEntry.m_data.wxItem->GetHelp(),
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aEntry.m_data.wxItem->GetKind() );
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break;
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case SEPARATOR:
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break; //No data to copy
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}
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m_condition = aEntry.m_condition;
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m_order = aEntry.m_order;
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m_isCheckmarkEntry = aEntry.m_isCheckmarkEntry;
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}
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CONDITIONAL_MENU::ENTRY::~ENTRY()
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{
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if( WXITEM == m_type )
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delete m_data.wxItem;
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}
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