namespace comphelper
{ class NamedValueCollection;
}
namespace dbaui
{ class OAddTableDlg; class AddTableDialogContext; class OTableWindow; typedef OSingleDocumentController OJoinController_BASE;
class OJoinController : public OJoinController_BASE
{ protected:
TTableConnectionData m_vTableConnectionData;
TTableWindowData m_vTableData;
::dbtools::SQLExceptionInfo m_aExceptionInfo;
std::shared_ptr<OAddTableDlg> m_xAddTableDialog;
std::unique_ptr< AddTableDialogContext > m_pDialogContext;
Point m_aMinimumTableViewSize;
// state of a feature. 'feature' may be the handle of a css::util::URL somebody requested a dispatch interface for OR a toolbar slot. virtual FeatureState GetState(sal_uInt16 nId) const override; // execute a feature virtualvoid Execute(sal_uInt16 nId, const css::uno::Sequence< css::beans::PropertyValue>& aArgs) override;
/** loads the information for the windows. @parami_rViewSettings Thepropertieswhichcomesfromthelayoutinformation.
*/ void loadTableWindows( const ::comphelper::NamedValueCollection& i_rViewSettings );
/** loads the information for one window. @param_rTable Thepropertieswhichcomesfromthelayoutinformation.
*/ void loadTableWindow( const ::comphelper::NamedValueCollection& i_rTableWindowSettings );
/** saves the TableWindows structure in a sequence of property values @param_rViewProps Containsthenewsequence.
*/ void saveTableWindows( ::comphelper::NamedValueCollection& o_rViewSettings ) const;
// own overridables /** determines whether or not it's allowed for database views to participate in the game
*/ virtualbool allowViews() const = 0;
/** determines whether or not it's allowed for queries to participate in the game
*/ virtualbool allowQueries() const = 0;
/** provides access to the OJoinDesignView belonging to the controller, which might ormightnotbethedirectview(getView)
*/ virtual OJoinDesignView* getJoinView();
/** erase the data in the data vector @param_pData thedatawhichshouldbeerased
*/ void removeConnectionData(const TTableConnectionData::value_type& _pData);
// misc /** only defines a method to save a SQLException in d&d methods to show the error at a later state settheinternalmemberm_aExceptionInfoto_rInfo
*/ void setErrorOccurred(const ::dbtools::SQLExceptionInfo& _rInfo)
{
m_aExceptionInfo = _rInfo;
} /** justreturnstheinternalmemberandclearsit
*/
::dbtools::SQLExceptionInfo clearOccurredError()
{
::dbtools::SQLExceptionInfo aInfo = m_aExceptionInfo;
m_aExceptionInfo = ::dbtools::SQLExceptionInfo(); return aInfo;
}
// show the dialog void runDialogAsync();
protected:
TTableWindowData::value_type createTableWindowData(const OUString& _sComposedName,const OUString& _sTableName,const OUString& _sWindowName); // ask the user if the design should be saved when it is modified virtualshort saveModified() = 0; // called when the original state should be reset (first time load) virtualvoid reset() = 0; virtualvoid describeSupportedFeatures() override;
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