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76 lines
2.2 KiB
Plaintext
76 lines
2.2 KiB
Plaintext
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/** \ingroup gui
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* \class QgsMultiEditToolButton
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* A tool button widget which is displayed next to editor widgets in attribute forms, and
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* allows for controlling how the widget behaves and interacts with the form while in multi
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* edit mode.
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* \note Added in version 2.16
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*/
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class QgsMultiEditToolButton : QToolButton
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{
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%TypeHeaderCode
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#include <qgsmultiedittoolbutton.h>
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%End
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public:
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//! Button states
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enum State
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{
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Default, /*!< Default state, all features have same value for widget */
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MixedValues, /*!< Mixed state, some features have different values for the widget */
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Changed, /*!< Value for widget has changed but changes have not yet been committed */
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};
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/** Constructor for QgsMultiEditToolButton.
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* @param parent parent object
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*/
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explicit QgsMultiEditToolButton( QWidget *parent /TransferThis/ = nullptr );
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/** Returns the current displayed state of the button.
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*/
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State state() const;
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/** Sets the field associated with this button. This is used to customise the widget menu
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* and tooltips to match the field properties.
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* @param field associated field
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*/
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void setField( const QgsField& field );
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public slots:
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/** Sets whether the associated field contains mixed values.
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* @param mixed whether field values are mixed
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* @see isMixed()
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* @see setIsChanged()
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* @see resetChanges()
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*/
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void setIsMixed( bool mixed );
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/** Sets whether the associated field has changed.
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* @param changed whether field has changed
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* @see isChanged()
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* @see setIsMixed()
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* @see resetChanges()
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*/
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void setIsChanged( bool changed );
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/** Resets the changed state for the field.
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* @see setIsMixed()
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* @see setIsChanged()
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* @see changesCommitted()
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*/
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void resetChanges();
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/** Called when field values have been changed and field now contains all the same values.
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* @see resetChanges()
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*/
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void changesCommitted();
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signals:
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//! Emitted when the "set field value for all features" option is selected.
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void setFieldValueTriggered();
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//! Emitted when the "reset to original values" option is selected.
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void resetFieldValueTriggered();
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};
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