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IBehaviorData Class Referenceabstract

#include <IBehaviorData.h>

Inheritance diagram for IBehaviorData:
IPMUnknownIAnimationBehaviorDataIGoToURLBehaviorDataIGoToZoomBehaviorDataIMovieActionDataIMultiStateObjectBehaviorDataIOpenFileBehaviorDataIPrintFormBehaviorDataIResetFormBehaviorDataIShowHideFieldActionDataISoundActionDataISubmitFormBehaviorDataIViewZoomBehaviorData

Public Types

enum  { kDefaultIID = IID_IBEHAVIORDATA }
 

Public Member Functions

virtual int32 GetAction () const =0
 
virtual PMString GetName () const =0
 
virtual UID GetOwner () const =0
 
virtual void SetOwner (const UID &owner)=0
 
virtual bool16 IsEnabled () const =0
 
virtual bool16 Enable (const bool16 &enable=kTrue)=0
 
bool16 IsDisabled () const
 
bool16 Disable ()
 
virtual void Copy (IPMUnknown *srcData)=0
 
- Public Member Functions inherited from IPMUnknown
virtual IPMUnknownQueryInterface (PMIID interfaceID) const =0
 
virtual void AddRef () const =0
 
virtual void Release () const =0
 

Detailed Description

Base data interface for all behavior bosses Each behavior has an interface that inherits from this interface that contains methods to access the parameters specific to that behavior

See Also
IBehaviorList, IMovieActionData

Member Function Documentation

virtual void IBehaviorData::Copy (IPMUnknownsrcData)
pure virtual

Copy parameters from one IBehaviorData interface to another.

Parameters
srcData,thisshould be an IBehaviorData interface matching this one. That is if you call Copy on an IMovieActionData interface, srcData should be an IMovieActionData interface as well.
virtual bool16 IBehaviorData::Enable (const bool16 & enable = kTrue)
pure virtual

Enable or Disable this behavior, that is whether it should be exported in the output PDF

virtual int32 IBehaviorData::GetAction () const
pure virtual

Get an unique enumeration, a PMID in kBehaviorIDSpace, for this behavior

virtual PMString IBehaviorData::GetName () const
pure virtual

Get a human readable name for the behavior

virtual UID IBehaviorData::GetOwner () const
pure virtual

Get the UID of the boss to which this behavior belongs. Typically, a behavior boss belongs to an IBehaviorList interface which is an event/behavior list map. IBehaviorLists are interfaces on Form Field and Document bosses, for instance. So this would return the UID of a form field or document.

virtual bool16 IBehaviorData::IsEnabled () const
pure virtual

Return if this behavior is enabled, that is whether it should be exported in the output PDF

virtual void IBehaviorData::SetOwner (const UIDowner)
pure virtual

Set the owner of the boss that this behavior belongs to

Parameters
ownerUID of boss that owns the behavior