I am writing a class which will map a large legacy application's TMainMenu
hierarchy to TActionMainMenuBar
items.
The most important method, which borrows heavily from a EDN CodeCentralC article by Steve Trevethen, looks like this. I apologize for the length, but this really is probably the shortest length of code I could meaningfully show in this case:
procedure TMainMenuSkin.DoLoadMenu(
ActionList: TCustomActionList;
Clients: TActionClients;
AMenu: TMenuItem;
SetActionList: Boolean = True;
bRecurseFlag:Boolean = False);
var
I: Integer;
J: Integer;
AC: TActionClientItem;
ca : TCustomAction;
newAction : TSkinnedMenuAction;
aci:TActionClientItem;
submenuitem : TMEnuItem;
procedure PopulateNodeFromMenuItem(menuitem:TMenuItem);
begin
newAction := TSkinnedMenuAction.Create(Application.MainForm);
menuitem.FreeNotification(newAction);
newAction.FMenuItem := menuitem;
newAction.Name := 'action_'+newAction.FMenuItem.Name;
FNewMenuActions.Add(newAction);
newAction.ActionList := ActionManager;
newAction.Tag := menuitem.Tag;
ca := newAction;
ca.ImageIndex := menuitem.ImageIndex;
ca.HelpContext := menuitem.HelpContext;
ca.Visible := menuitem.Visible;
ca.Checked := menuitem.Checked;
ca.Caption := menuitem.Caption;
ca.ShortCut := menuitem.ShortCut;
ca.Enabled := menuitem.Enabled;
ca.AutoCheck := menuitem.AutoCheck;
ca.Checked := menuitem.Checked;
ca.GroupIndex := menuitem.GroupIndex;
AC.ImageIndex := menuitem.ImageIndex;
AC.ShortCut := menuitem.ShortCut;
AC.Action := newAction;
end;
begin
if not Assigned(AMenu) then
exit;
AMenu.RethinkHotkeys;
AMenu.RethinkLines;
Clients.AutoHotKeys := False;
for I := 0 to AMenu.Count - 1 do
begin
AC := Clients.Add;
AC.Caption := AMenu.Items[I].Caption;
// Assign the Tag property to the TMenuItem for reference
AC.Tag := Integer(AMenu.Items[I]);
AC.Action := TContainedAction(AMenu.Items[I].Action);
AC.Visible := AMenu.Items[I].Visible;
// original sample code only created placeholders for submenus. I want to populate
// fully because I need the actions and their keyboard shortcuts to exist.
submenuitem := AMenu.Items[I];
if submenuitem.Count > 0 then
begin
if not bRecurseFlag then
AC.Items.Add // old busted way to work
else
begin
// How do I recursively populate the Action Clients menu?
DoLoadMenu(ActionList, AC.ActionClients, submenuitem, true);
end;
end
else
if ((AMenu.Items[I].Caption <> '') and (AMenu.Items[I].Action = nil) and
(AMenu.Items[I].Caption <> '-')) then
begin
PopulateNodeFromMenuItem( AMenu.Items[I] );
end;
AC.Caption := AMenu.Items[I].Caption;
AC.ImageIndex := AMenu.Items[I].ImageIndex;
AC.HelpContext := AMenu.Items[I].HelpContext;
AC.ShortCut := AMenu.Items[I].ShortCut;
AC.Visible := AMenu.Items[I].Visible;
end;
end;
The most important line above is this one, and it's also the one that is wrong:
DoLoadMenu(ActionList, AC.ActionClients, submenuitem, true);
If the code is written like that, then I get all the menu items displayed in a flattened form. So I need something like AC.GetMeSubItems.ActionClients
in the line above,
but I can't figure out what it is. AC
is of type TActionClientItem
and is a toolbar button itself also created at runtime.
What I can't figure out for the life of me is, if I need to populate the Actions list and the menu items all at once, recursively, how do I do it? Perhaps my thinking is constrained by the sample code I started out with here. It seems like I'm one line of code away from knowing how to do this.
I have a feeling that I'm just not understanding very well the complex hiearchical relationships of the various classes I'm messing with here.
Update: The following SEEMS to work, but I don't trust myself.
aci := AC.Items.Add;
DoLoadMenu(ActionList, aci.Items, submenuitem, true);
Here's some code that I once wrote or found somewhere and which seems to do what you want to achieve: it is a converter class which copies the items of a Mainmenu to an ActionMainMenubar. It has some issues, but hopefully you can catch the point how it works.
The component assumes that you have a completed MainMenu on a form. You also need a TActionManager and an empty TActionMainMenubar. You create an instance of the TActionbarConverter in the OnCreate event of the MainForm, and assign its properties correspondingly, something like this:
procedure TForm1.FormCreate(Sender: TObject);
begin
with TActionbarConverter.Create(self) do begin
Form := self;
ActionManager := Actionmanager1;
ActionMainMenubar := ActionMainmenubar1;
end;
end;
You can change properties of the ActionManager, or use your own ColorMap to modify the appearance.
I hope that I don't get banned here by posting almost 400 lines of code here (don't know how to upload files...).
unit ActnbarCnv;
interface
uses
Classes, Menus, Forms, ComCtrls, ActnList, ActnMan, ActnMenus,
StdStyleActnCtrls, XPStyleActnCtrls;
type
TActionbarConverter = class(TComponent)
private
FForm : TCustomForm;
FMainMenu : TMainMenu;
FMainMenuToolbar : TToolbar;
FActionManager : TActionManager;
FActionMainMenubar : TActionMainMenubar;
FNewMenuActions : TList;
procedure ActionMainMenuBar_ExitMenuLoop(Sender:TCustomActionMenuBar;
Cancelled: Boolean);
procedure ActionMainMenubar_Popup(Sender:TObject; Item:TCustomActionControl);
procedure SetActionMainMenubar(Value:TActionMainMenubar);
procedure SetActionManager(Value:TActionManager);
procedure SetForm(Value:TCustomForm);
protected
procedure AnalyzeForm;
procedure Loaded; override;
procedure LoadMenu(ActionList: TCustomActionList; Clients: TActionClients;
AMenu: TMenuItem; SetActionList: Boolean = True);
procedure Notification(AComponent: TComponent; Operation: TOperation); override;
procedure ProcessMenu;
procedure UpdateActionMainMenuBar(Menu: TMenu);
public
constructor Create(AOwner:TComponent); override;
destructor Destroy; override;
procedure Update;
published
property Form : TCustomForm read FForm write SetForm;
property ActionManager : TActionManager read FActionManager write SetActionManager;
property ActionMainMenubar : TActionMainMenubar read FActionMainMenubar write SetActionMainMenubar;
end;
//==============================================================================
implementation
//==============================================================================
uses
SysUtils;
//==============================================================================
{ TABMenuAction -
This class is a special ActionBand menu action that stores the TMenuItem
that it is associated with so that if it is executed it can actually call the
TMenuItem.Click method simulating an actual click on the TMenuItem itself. }
type
TABMenuAction = class(TCustomAction)
private
FMenuItem: TMenuItem;
protected
procedure Notification(AComponent: TComponent; Operation: TOperation); override;
public
destructor Destroy; override;
procedure ExecuteTarget(Target: TObject); override;
function HandlesTarget(Target: TObject): Boolean; override;
end;
//------------------------------------------------------------------------------
destructor TABMenuAction.Destroy;
begin
if Assigned(FMenuItem) then FMenuItem.RemoveFreeNotification(Self);
inherited;
end;
//------------------------------------------------------------------------------
procedure TABMenuAction.ExecuteTarget(Target: TObject);
begin
if Assigned(FMenuItem) then FMenuItem.Click;
end;
//------------------------------------------------------------------------------
function TABMenuAction.HandlesTarget(Target: TObject): Boolean;
begin
Result := True;
end;
//------------------------------------------------------------------------------
procedure TABMenuAction.Notification(AComponent: TComponent; Operation: TOperation);
begin
if (Operation = opRemove) and (AComponent = FMenuItem)
then FMenuItem := nil;
end;
//------------------------------------------------------------------------------
// TActionbarConverter
//------------------------------------------------------------------------------
constructor TActionbarConverter.Create(AOwner:TComponent);
begin
inherited Create(AOwner);
FNewMenuActions := TList.Create;
if (AOwner is TCustomForm) then SetForm(TCustomForm(AOwner));
end;
//------------------------------------------------------------------------------
destructor TActionbarConverter.Destroy;
begin
FNewMenuActions.Free;
inherited Destroy;
end;
//------------------------------------------------------------------------------
procedure TActionbarConverter.ActionMainMenuBar_ExitMenuLoop(Sender:TCustomActionMenuBar;
Cancelled: Boolean);
var
I: Integer;
AnAction: TObject;
begin
// Clear the top level menu sub item and add a single dummy item which
// will cause them to be regenerated on the next menu loop. This is done
// because the IDE's menus can be very dynamic and this ensures that the
// menus will always be up-to-date.
for I := 0 to FActionManager.ActionBars[0].Items.Count - 1 do begin
FActionManager.ActionBars[0].Items[I].Items.Clear;
FActionManager.ActionBars[0].Items[I].Items.Add;
end;
// Any menuitems not linked to an action had one dynamically created for them
// during the menu loop so now we need to destroy them
while FNewMenuActions.Count > 0 do begin
AnAction := TObject(FNewMenuActions.Items[0]);
AnAction.Free;
FNewMenuActions.Delete(0);
end;
end;
//------------------------------------------------------------------------------
procedure TActionbarConverter.ActionMainMenubar_Popup(Sender:TObject;
Item: TCustomActionControl);
begin
// If the tag is not zero then we've already populated this submenu...
if Item.ActionClient.Items[0].Tag <> 0 then exit;
// ...otherwise this is the first visit to this submenu and we need to
// populate the actual ActionClients collection.
if Assigned(TMenuItem(Item.ActionClient.Tag).OnClick) then
TMenuItem(Item.ActionClient.Tag).OnClick(TMenuItem(Item.ActionClient.Tag));
Item.ActionClient.Items.Clear;
TMenuItem(Item.ActionClient.Tag).RethinkHotkeys;
LoadMenu(FActionManager, Item.ActionClient.Items, TMenuItem(Item.ActionClient.Tag), False);
end;
//------------------------------------------------------------------------------
procedure TActionbarConverter.AnalyzeForm;
var
i : integer;
begin
FMainMenu := nil;
FMainMenuToolbar := nil;
if Assigned(FForm) then begin
for i:=0 to FForm.ComponentCount-1 do
if (FForm.Components[i] is TMainMenu) then begin
FMainMenu := FForm.Components[i] as TMainMenu;
break;
end;
for i:=0 to FForm.ComponentCount-1 do
if (FForm.Components[i] is TToolbar) then begin
FMainMenuToolbar := FForm.Components[i] as TToolbar;
if FMainMenuToolbar.Menu = FMainMenu
then break
else FMainMenuToolbar := nil;
end;
end;
ProcessMenu;
end;
//------------------------------------------------------------------------------
procedure TActionbarConverter.Loaded;
begin
AnalyzeForm;
end;
//------------------------------------------------------------------------------
procedure TActionbarConverter.LoadMenu(ActionList: TCustomActionList;
Clients: TActionClients; AMenu: TMenuItem; SetActionList: Boolean = True);
{ This method dynamically builds the ActionBand menu from an existing
TMenuItem. }
var
I: Integer;
AC: TActionClientItem;
begin
AMenu.RethinkHotkeys;
AMenu.RethinkLines;
// Use the existing hotkeys from the TMenuItem
Clients.AutoHotKeys := False;
for I := 0 to AMenu.Count - 1 do begin
AC := Clients.Add;
AC.Caption := AMenu.Items[I].Caption;
// Assign the Tag property to the TMenuItem for reference
AC.Tag := Integer(AMenu.Items[I]);
AC.Action := TContainedAction(AMenu.Items[I].Action);
AC.Visible := AMenu.Items[I].Visible;
// If the TMenuItem has subitems add an ActionClient placeholder.
// Submenus are only populated when the user selects the parent item of the
// submenu.
if AMenu.Items[I].Count > 0 then
AC.Items.Add // Add a dummy indicating this item can/should be dynamically built
else
if (AMenu.Items[I].Caption <> '')
and (AMenu.Items[I].Action = nil)
and (AMenu.Items[I].Caption <> '-')
then begin
// The TMenuItem is not connected to an action so dynamically create
// an action.
AC.Action := TABMenuAction.Create(self); //Application.MainForm);
AMenu.Items[I].FreeNotification(AC.Action);
TABMenuAction(AC.Action).FMenuItem := AMenu.Items[I];
FNewMenuActions.Add(AC.Action);
AC.Action.ActionList := FActionManager;
AC.Action.Tag := AMenu.Items[I].Tag;
TCustomAction(AC.Action).ImageIndex := AMenu.Items[I].ImageIndex;
TCustomAction(AC.Action).HelpContext := AMenu.Items[I].HelpContext;
TCustomAction(AC.Action).Visible := AMenu.Items[I].Visible;
TCustomAction(AC.Action).Checked := AMenu.Items[I].Checked;
TCustomAction(AC.Action).Caption := AMenu.Items[I].Caption;
TCustomAction(AC.Action).ShortCut := AMenu.Items[I].ShortCut;
TCustomAction(AC.Action).Enabled := AMenu.Items[I].Enabled;
TCustomAction(AC.Action).AutoCheck := AMenu.Items[I].AutoCheck;
TCustomAction(AC.Action).Checked := AMenu.Items[I].Checked;
TCustomAction(AC.Action).GroupIndex := AMenu.Items[I].GroupIndex;
AC.ImageIndex := AMenu.Items[I].ImageIndex;
AC.ShortCut := AMenu.Items[I].ShortCut;
end;
AC.Caption := AMenu.Items[I].Caption;
AC.ImageIndex := AMenu.Items[I].ImageIndex;
AC.HelpContext := AMenu.Items[I].HelpContext;
AC.ShortCut := AMenu.Items[I].ShortCut;
AC.Visible := AMenu.Items[I].Visible;
end;
end;
//------------------------------------------------------------------------------
procedure TActionbarConverter.Notification(AComponent: TComponent;
Operation: TOperation);
begin
inherited;
if (Operation = opRemove) then
if (AComponent=FForm) then SetForm(nil);
end;
//------------------------------------------------------------------------------
procedure TActionbarConverter.ProcessMenu;
begin
if FMainMenu <> nil then begin
if FMainMenutoolbar <> nil then begin
FMainMenutoolbar.Menu := nil;
FMainMenutoolbar.Visible := false;
end;
FForm.Menu := nil;
if FActionManager=nil then begin
FActionManager := TActionManager.Create(self);
// FActionManager.Style := XPStyle;
end else
FActionManager.Actionbars.Clear;
FActionManager.Images := FMainMenu.Images;
FActionManager.Actionbars.Add;
if FActionMainMenubar=nil then begin
FActionMainMenubar := TActionMainMenubar.Create(self);
if (FMainMenuToolbar <> nil)
then FActionMainMenubar.Parent := FMainMenuToolbar.Parent
else FActionMainMenubar.Parent := FForm;
end;
FActionMainMenubar.ActionManager := FActionManager;
FActionMainMenubar.OnPopup := ActionMainMenubar_Popup;
FActionMainMenubar.OnExitMenuLoop := ActionMainMenubar_ExitMenuLoop;
UpdateActionMainMenubar(FMainMenu);
end;
end;
//------------------------------------------------------------------------------
procedure TActionbarConverter.SetActionMainmenubar(Value:TActionMainMenubar);
begin
if Value=nil then begin
FActionMainMenubar := TActionMainMenubar.Create(self);
if FMainmenuToolbar <> nil
then FActionMainMenubar.Parent := FMainMenuToolbar.Parent
else FActionMainMenubar.Parent := FForm;
end else begin
FActionMainMenubar.Free;
FActionMainMenubar := value;
end;
Update;
end;
//------------------------------------------------------------------------------
procedure TActionbarConverter.SetActionManager(value:TActionManager);
begin
if Value = nil then begin
FActionManager := TActionManager.Create(self);
FActionManager.Style := XPStyle;
end else begin
FActionManager := value;
// if FMainMenu <> nil then FActionManager.Images := FMainMenu.Images;
end;
Update;
end;
//------------------------------------------------------------------------------
procedure TActionbarConverter.SetForm(value:TCustomForm);
begin
if FForm <> Value then begin
FForm := Value;
AnalyzeForm;
end;
end;
//------------------------------------------------------------------------------
procedure TActionbarConverter.Update;
begin
AnalyzeForm;
end;
//------------------------------------------------------------------------------
procedure TActionbarConverter.UpdateActionMainMenuBar(Menu: TMenu);
{ This routine should probably also check for Enabled state although it would
be very wierd to have a top level menu disabled. }
function RefreshItems: Boolean;
var
I: Integer;
begin
Result := FMainMenu.Items.Count <> FActionManager.ActionBars[0].Items.Count;
if not Result then
for I := 0 to FMainMenu.Items.Count - 1 do
if AnsiCompareText(
FMainMenu.Items[I].Caption,
FActionManager.ActionBars[0].Items[I].Caption ) <> 0
then begin
Result := True;
break;
end;
end;
begin
if not (csLoading in FActionManager.ComponentState) and RefreshItems
then begin
// Clear any existing items and repopulate the TActionMainMenuBar
FActionManager.ActionBars[0].Items.Clear;
FActionManager.ActionBars[0].ActionBar := nil;
LoadMenu(FActionManager, FActionManager.ActionBars[0].Items, FMainMenu.Items);
FActionManager.ActionBars[0].ActionBar := FActionMainMenuBar;
// Update the size of the main menu
with FActionMainMenuBar do
SetBounds(
0,
0,
Controls[ControlCount-1].BoundsRect.Right + 2 + FActionMainMenuBar.HorzMargin,
Height
);
end;
end;
end.