885e3712fc
This mirrors the menu in the task manager and makes it a lot more convenient to send windows to the correct Activity BUG: 440036
235 lines
6.3 KiB
C++
235 lines
6.3 KiB
C++
/*
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KWin - the KDE window manager
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This file is part of the KDE project.
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SPDX-FileCopyrightText: 2012 Martin Gräßlin <mgraesslin@kde.org>
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SPDX-License-Identifier: GPL-2.0-or-later
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*/
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#pragma once
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#include "ui_shortcutdialog.h"
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#include <kwinglobals.h>
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// Qt
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#include <QDialog>
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#include <QObject>
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#include <QPointer>
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class QAction;
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class QRect;
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namespace KWin
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{
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class Window;
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/**
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* @brief Menu shown for a Window.
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*
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* The UserActionsMenu implements the Menu which is shown on:
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* @li context-menu event on Window decoration
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* @li window menu button
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* @li Keyboard Shortcut (by default Alt+F3)
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*
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* The menu contains various window management related actions for the Window the menu is opened
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* for, this is normally the active Window.
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*
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* The menu which is shown is tried to be as close as possible to the menu implemented in
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* libtaskmanager, though there are differences as there are some actions only the window manager
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* can provide and on the other hand the libtaskmanager cares also about things like e.g. grouping.
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*
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* Whenever the menu is changed it should be tried to also adjust the menu in libtaskmanager.
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*
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* @author Martin Gräßlin <mgraesslin@kde.org>
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*/
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class KWIN_EXPORT UserActionsMenu : public QObject
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{
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Q_OBJECT
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public:
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explicit UserActionsMenu(QObject *parent = nullptr);
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~UserActionsMenu() override;
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/**
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* Discards the constructed menu, so that it gets recreates
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* on next show event.
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* @see show
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*/
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void discard();
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/**
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* @returns Whether the menu is currently visible
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*/
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bool isShown() const;
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/**
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* grabs keyboard and mouse, workaround(?) for bug #351112
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*/
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void grabInput();
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/**
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* @returns Whether the menu has a Window set to operate on.
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*/
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bool hasWindow() const;
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/**
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* Checks whether the given Window @p window is the Window
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* for which the Menu is shown.
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* @param c The Window to compare
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* @returns Whether the Window is the one related to this Menu
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*/
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bool isMenuWindow(const Window *window) const;
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/**
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* Closes the Menu and prepares it for next usage.
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*/
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void close();
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/**
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* @brief Shows the menu at the given @p pos for the given @p window.
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*
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* @param pos The position where the menu should be shown.
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* @param window The Window for which the Menu has to be shown.
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*/
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void show(const QRect &pos, Window *window);
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public Q_SLOTS:
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/**
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* Delayed initialization of the activity menu.
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*
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* The call to retrieve the current list of activities is performed in a thread and this
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* slot is invoked once the list has been fetched. Only task of this method is to decide
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* whether to show the activity menu and to invoke the initialization of it.
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*
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* @see initActivityPopup
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*/
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void showHideActivityMenu();
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private Q_SLOTS:
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/**
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* The menu will become visible soon.
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*
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* Adjust the items according to the respective Window.
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*/
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void menuAboutToShow();
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/**
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* The menu is about to close, all actions have been handled
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*
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* Perform cleanup
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*/
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void menuAboutToHide();
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/**
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* Adjusts the desktop popup to the current values and the location of
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* the Window.
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*/
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void desktopPopupAboutToShow();
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/**
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* Adjusts the multipleDesktopsMenu popup to the current values and the location of
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* the Window, Wayland only.
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*/
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void multipleDesktopsPopupAboutToShow();
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/**
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* Adjusts the screen popup to the current values and the location of
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* the Window.
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*/
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void screenPopupAboutToShow();
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/**
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* Adjusts the activity popup to the current values and the location of
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* the Window.
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*/
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void activityPopupAboutToShow();
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/**
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* Performs a window operation.
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*
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* @param action Invoked Action containing the Window Operation to perform for the Window
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*/
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void slotWindowOperation(QAction *action);
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private:
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/**
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* Creates the menu if not already created.
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*/
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void init();
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/**
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* Creates the Move to Desktop sub-menu.
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*/
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void initDesktopPopup();
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/**
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* Creates the Move to Screen sub-menu.
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*/
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void initScreenPopup();
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/**
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* Creates activity popup.
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* I'm going with checkable ones instead of "copy to" and "move to" menus; I *think* it's an easier way.
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* Oh, and an 'all' option too of course
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*/
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void initActivityPopup();
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/**
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* Shows a helper Dialog to inform the user how to get back in case he triggered
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* an action which hides the window decoration (e.g. NoBorder or Fullscreen).
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* @param message The message type to be shown
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* @param window The Window for which the dialog should be shown.
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*/
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void helperDialog(const QString &message, Window *window);
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/**
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* The actual main context menu which is show when the UserActionsMenu is invoked.
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*/
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QMenu *m_menu;
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/**
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* The move to desktop sub menu.
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*/
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QMenu *m_desktopMenu;
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/**
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* The move to desktop sub menu, with the Wayland protocol.
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*/
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QMenu *m_multipleDesktopsMenu;
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/**
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* The move to screen sub menu.
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*/
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QMenu *m_screenMenu;
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/**
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* The activities sub menu.
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*/
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QMenu *m_activityMenu;
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/**
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* Menu for further entries added by scripts.
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*/
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QMenu *m_scriptsMenu;
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QAction *m_resizeOperation;
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QAction *m_moveOperation;
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QAction *m_maximizeOperation;
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QAction *m_shadeOperation;
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QAction *m_keepAboveOperation;
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QAction *m_keepBelowOperation;
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QAction *m_fullScreenOperation;
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QAction *m_noBorderOperation;
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QAction *m_minimizeOperation;
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QAction *m_closeOperation;
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QAction *m_shortcutOperation;
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/**
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* The window for which the menu is shown.
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*/
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QPointer<Window> m_window;
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QAction *m_rulesOperation = nullptr;
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QAction *m_applicationRulesOperation = nullptr;
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};
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class ShortcutDialog
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: public QDialog
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{
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Q_OBJECT
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public:
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explicit ShortcutDialog(const QKeySequence &cut);
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void accept() override;
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QKeySequence shortcut() const;
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public Q_SLOTS:
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void keySequenceChanged();
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Q_SIGNALS:
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void dialogDone(bool ok);
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protected:
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void done(int r) override;
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private:
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Ui::ShortcutDialog m_ui;
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QKeySequence _shortcut;
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};
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} // namespace
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