25bd5d8adb
subrepo: subdir: "deps/juce" merged: "b13f9084e" upstream: origin: "https://github.com/essej/JUCE.git" branch: "sono6good" commit: "b13f9084e" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo.git" commit: "2f68596"
247 lines
12 KiB
C++
247 lines
12 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2020 - Raw Material Software Limited
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JUCE is an open source library subject to commercial or open-source
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licensing.
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By using JUCE, you agree to the terms of both the JUCE 6 End-User License
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Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
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End User License Agreement: www.juce.com/juce-6-licence
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Privacy Policy: www.juce.com/juce-privacy-policy
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Or: You may also use this code under the terms of the GPL v3 (see
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www.gnu.org/licenses).
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JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
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EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
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DISCLAIMED.
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==============================================================================
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*/
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namespace juce
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{
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//==============================================================================
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/** This class is used to hold a few look and feel base classes which are associated
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with classes that may not be present because they're from modules other than
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juce_gui_basics.
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@tags{GUI}
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*/
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struct JUCE_API ExtraLookAndFeelBaseClasses
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{
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//==============================================================================
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/** This abstract base class is implemented by LookAndFeel classes. */
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struct JUCE_API LassoComponentMethods
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{
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virtual ~LassoComponentMethods() = default;
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virtual void drawLasso (Graphics&, Component& lassoComp) = 0;
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};
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//==============================================================================
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/** This abstract base class is implemented by LookAndFeel classes. */
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struct JUCE_API KeyMappingEditorComponentMethods
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{
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virtual ~KeyMappingEditorComponentMethods() = default;
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virtual void drawKeymapChangeButton (Graphics&, int width, int height, Button&, const String& keyDescription) = 0;
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};
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//==============================================================================
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/** This abstract base class is implemented by LookAndFeel classes. */
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struct JUCE_API AudioDeviceSelectorComponentMethods
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{
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virtual ~AudioDeviceSelectorComponentMethods() = default;
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virtual void drawLevelMeter (Graphics&, int width, int height, float level) = 0;
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};
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};
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//==============================================================================
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/**
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LookAndFeel objects define the appearance of all the JUCE widgets, and subclasses
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can be used to apply different 'skins' to the application.
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This class is an abstract base-class - for actual look-and-feels that you can
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instantiate, see LookAndFeel_V1, LookAndFeel_V2 and LookAndFeel_V3.
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@see LookAndFeel_V1, LookAndFeel_V2, LookAndFeel_V3
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@tags{GUI}
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*/
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class JUCE_API LookAndFeel : public ScrollBar::LookAndFeelMethods,
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public Button::LookAndFeelMethods,
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public ImageButton::LookAndFeelMethods,
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public TextEditor::LookAndFeelMethods,
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public FileBrowserComponent::LookAndFeelMethods,
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public TreeView::LookAndFeelMethods,
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public BubbleComponent::LookAndFeelMethods,
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public AlertWindow::LookAndFeelMethods,
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public PopupMenu::LookAndFeelMethods,
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public ComboBox::LookAndFeelMethods,
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public Label::LookAndFeelMethods,
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public Slider::LookAndFeelMethods,
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public ResizableWindow::LookAndFeelMethods,
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public DocumentWindow::LookAndFeelMethods,
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public TooltipWindow::LookAndFeelMethods,
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public TabbedButtonBar::LookAndFeelMethods,
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public PropertyComponent::LookAndFeelMethods,
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public FilenameComponent::LookAndFeelMethods,
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public GroupComponent::LookAndFeelMethods,
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public TableHeaderComponent::LookAndFeelMethods,
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public CallOutBox::LookAndFeelMethods,
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public Toolbar::LookAndFeelMethods,
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public ConcertinaPanel::LookAndFeelMethods,
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public ProgressBar::LookAndFeelMethods,
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public StretchableLayoutResizerBar::LookAndFeelMethods,
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public ExtraLookAndFeelBaseClasses::KeyMappingEditorComponentMethods,
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public ExtraLookAndFeelBaseClasses::AudioDeviceSelectorComponentMethods,
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public ExtraLookAndFeelBaseClasses::LassoComponentMethods,
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public SidePanel::LookAndFeelMethods
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{
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public:
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//==============================================================================
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/** Creates the default JUCE look and feel. */
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LookAndFeel();
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/** Destructor. */
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~LookAndFeel() override;
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//==============================================================================
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/** Returns the current default look-and-feel for a component to use when it
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hasn't got one explicitly set.
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@see setDefaultLookAndFeel
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*/
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static LookAndFeel& getDefaultLookAndFeel() noexcept;
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/** Changes the default look-and-feel.
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@param newDefaultLookAndFeel the new look-and-feel object to use - if this is
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set to null, it will revert to using the default one. The
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object passed-in must be deleted by the caller when
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it's no longer needed.
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@see getDefaultLookAndFeel
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*/
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static void setDefaultLookAndFeel (LookAndFeel* newDefaultLookAndFeel) noexcept;
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//==============================================================================
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/** Looks for a colour that has been registered with the given colour ID number.
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If a colour has been set for this ID number using setColour(), then it is
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returned. If none has been set, it will just return Colours::black.
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The colour IDs for various purposes are stored as enums in the components that
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they are relevant to - for an example, see Slider::ColourIds,
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Label::ColourIds, TextEditor::ColourIds, TreeView::ColourIds, etc.
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If you're looking up a colour for use in drawing a component, it's usually
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best not to call this directly, but to use the Component::findColour() method
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instead. That will first check whether a suitable colour has been registered
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directly with the component, and will fall-back on calling the component's
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LookAndFeel's findColour() method if none is found.
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@see setColour, Component::findColour, Component::setColour
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*/
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Colour findColour (int colourId) const noexcept;
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/** Registers a colour to be used for a particular purpose.
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For more details, see the comments for findColour().
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@see findColour, Component::findColour, Component::setColour
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*/
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void setColour (int colourId, Colour colour) noexcept;
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/** Returns true if the specified colour ID has been explicitly set using the
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setColour() method.
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*/
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bool isColourSpecified (int colourId) const noexcept;
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//==============================================================================
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/** Returns the typeface that should be used for a given font.
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The default implementation just does what you'd expect it to, but you can override
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this if you want to intercept fonts and use your own custom typeface object.
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@see setDefaultTypeface
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*/
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virtual Typeface::Ptr getTypefaceForFont (const Font&);
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/** Allows you to supply a default typeface that will be returned as the default
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sans-serif font.
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Instead of a typeface object, you can specify a typeface by name using the
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setDefaultSansSerifTypefaceName() method.
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You can perform more complex typeface substitutions by overloading
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getTypefaceForFont() but this lets you easily set a global typeface.
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*/
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void setDefaultSansSerifTypeface (Typeface::Ptr newDefaultTypeface);
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/** Allows you to change the default sans-serif font.
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If you need to supply your own Typeface object for any of the default fonts, rather
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than just supplying the name (e.g. if you want to use an embedded font), then
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you can instead call setDefaultSansSerifTypeface() with an object to use.
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*/
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void setDefaultSansSerifTypefaceName (const String& newName);
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//==============================================================================
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/** Override this to get the chance to swap a component's mouse cursor for a
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customised one.
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*/
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virtual MouseCursor getMouseCursorFor (Component&);
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//==============================================================================
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/** Creates a new graphics context object. */
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virtual std::unique_ptr<LowLevelGraphicsContext> createGraphicsContext (const Image& imageToRenderOn,
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Point<int> origin,
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const RectangleList<int>& initialClip);
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void setUsingNativeAlertWindows (bool shouldUseNativeAlerts);
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bool isUsingNativeAlertWindows();
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//==============================================================================
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/** Draws a small image that spins to indicate that something's happening.
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This method should use the current time to animate itself, so just keep
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repainting it every so often.
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*/
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virtual void drawSpinningWaitAnimation (Graphics&, const Colour& colour,
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int x, int y, int w, int h) = 0;
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//==============================================================================
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/** Returns a tick shape for use in yes/no boxes, etc. */
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virtual Path getTickShape (float height) = 0;
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/** Returns a cross shape for use in yes/no boxes, etc. */
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virtual Path getCrossShape (float height) = 0;
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//==============================================================================
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virtual DropShadower* createDropShadowerForComponent (Component*) = 0;
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//==============================================================================
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/** Plays the system's default 'beep' noise, to alert the user about something very important. */
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virtual void playAlertSound();
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private:
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//==============================================================================
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struct ColourSetting
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{
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int colourID;
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Colour colour;
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bool operator< (const ColourSetting& other) const noexcept { return colourID < other.colourID; }
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bool operator== (const ColourSetting& other) const noexcept { return colourID == other.colourID; }
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};
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SortedSet<ColourSetting> colours;
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String defaultSans, defaultSerif, defaultFixed;
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Typeface::Ptr defaultTypeface;
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bool useNativeAlertWindows = false;
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JUCE_DECLARE_WEAK_REFERENCEABLE (LookAndFeel)
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (LookAndFeel)
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};
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} // namespace juce
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