Package OpenCAGE.Controller.Command.Paste

Contains Command and Command_Factory that implements pasting the clipboard.

Class Paste_Cmd

extends OpenCAGE.Controller.Command.Abstract_Command

This command ...

Operations

public Execute(void);

Executes the Command. May raise Illegal_State_Exception if precondition is not met, i.e. if the state is not "Collect_Data, Done". [This description is adopted from 'OpenCAGE.Controller.Command.Command'.]

Precondition: Collect_Data has been performed before and Execute is called the first time. [This precondition is adopted from 'OpenCAGE.Controller.Command.Command'.]

public Ada.Strings.Unbounded.Unbounded_String To_String(void);

Returns a string that tells what the Command does in a human readable format. This operation is used for debugging. [This description is adopted from 'OpenCAGE.Controller.Command.Command'.]

public Ada.Strings.Unbounded.Unbounded_String Get_Name(void);

Returns the name of the Command. This operation is used for writing the script. [This description is adopted from 'OpenCAGE.Controller.Command.Command'.]

Class Paste_Cmd_Fty

extends OpenCAGE.Controller.Command.Abstract_Command_Factory

This command Factory builds a Command that...

Operations

public OpenCAGE.Controller.Command.Command Create_Command( FET.Data_Source Data);

Creates a new command object and initializes it with the given data source. The factory may add other data sources (e.g. dialogs) to the command. The factory may (but is not required to) check if the given data source contains all data required. It is recommanded to first check with Can_Excecute if the created command will get all data required. [This description is adopted from 'OpenCAGE.Controller.Command.Command_Factory'.]

public Boolean Can_Execute( FET.Data_Source Data);

Computes all necessary conditions and tells whether the Command is executable or not. Probably the Command_Factory needs a data_source first. [This description is adopted from 'OpenCAGE.Controller.Command.Command_Factory'.]

public Ada.Strings.Unbounded.Unbounded_String Get_Name(void);

Returns the name of the command this factory creates. [This description is adopted from 'OpenCAGE.Controller.Command.Command_Factory'.]

Postcondition: Nothing is changed. [This postcondition is adopted from 'OpenCAGE.Controller.Command.Command_Factory'.]