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"
529 lines
21 KiB
C++
529 lines
21 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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/**
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A base class for buttons.
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This contains all the logic for button behaviours such as enabling/disabling,
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responding to shortcut keystrokes, auto-repeating when held down, toggle-buttons
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and radio groups, etc.
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@see TextButton, DrawableButton, ToggleButton
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@tags{GUI}
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*/
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class JUCE_API Button : public Component,
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public SettableTooltipClient
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{
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protected:
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//==============================================================================
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/** Creates a button.
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@param buttonName the text to put in the button (the component's name is also
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initially set to this string, but these can be changed later
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using the setName() and setButtonText() methods)
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*/
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explicit Button (const String& buttonName);
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public:
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/** Destructor. */
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~Button() override;
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//==============================================================================
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/** Changes the button's text.
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@see getButtonText
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*/
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void setButtonText (const String& newText);
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/** Returns the text displayed in the button.
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@see setButtonText
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*/
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const String& getButtonText() const { return text; }
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//==============================================================================
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/** Returns true if the button is currently being held down.
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@see isOver
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*/
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bool isDown() const noexcept;
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/** Returns true if the mouse is currently over the button.
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This will be also be true if the button is being held down.
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@see isDown
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*/
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bool isOver() const noexcept;
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//==============================================================================
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/** A button has an on/off state associated with it, and this changes that.
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By default buttons are 'off' and for simple buttons that you click to perform
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an action you won't change this. Toggle buttons, however will want to
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change their state when turned on or off.
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@param shouldBeOn whether to set the button's toggle state to be on or
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off. If it's a member of a button group, this will
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always try to turn it on, and to turn off any other
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buttons in the group
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@param notification determines the behaviour if the value changes - this
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can invoke a synchronous call to clicked(), but
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sendNotificationAsync is not supported
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@see getToggleState, setRadioGroupId
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*/
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void setToggleState (bool shouldBeOn, NotificationType notification);
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/** Returns true if the button is 'on'.
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By default buttons are 'off' and for simple buttons that you click to perform
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an action you won't change this. Toggle buttons, however will want to
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change their state when turned on or off.
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@see setToggleState
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*/
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bool getToggleState() const noexcept { return isOn.getValue(); }
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/** Returns the Value object that represents the button's toggle state.
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You can use this Value object to connect the button's state to external values or setters,
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either by taking a copy of the Value, or by using Value::referTo() to make it point to
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your own Value object.
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@see getToggleState, Value
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*/
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Value& getToggleStateValue() noexcept { return isOn; }
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/** This tells the button to automatically flip the toggle state when
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the button is clicked.
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If set to true, then before the clicked() callback occurs, the toggle-state
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of the button is flipped.
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*/
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void setClickingTogglesState (bool shouldAutoToggleOnClick) noexcept;
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/** Returns true if this button is set to be an automatic toggle-button.
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This returns the last value that was passed to setClickingTogglesState().
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*/
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bool getClickingTogglesState() const noexcept;
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//==============================================================================
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/** Enables the button to act as a member of a mutually-exclusive group
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of 'radio buttons'.
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If the group ID is set to a non-zero number, then this button will
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act as part of a group of buttons with the same ID, only one of
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which can be 'on' at the same time. Note that when it's part of
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a group, clicking a toggle-button that's 'on' won't turn it off.
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To find other buttons with the same ID, this button will search through
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its sibling components for ToggleButtons, so all the buttons for a
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particular group must be placed inside the same parent component.
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Set the group ID back to zero if you want it to act as a normal toggle
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button again.
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The notification argument lets you specify how other buttons should react
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to being turned on or off in response to this call.
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@see getRadioGroupId
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*/
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void setRadioGroupId (int newGroupId, NotificationType notification = sendNotification);
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/** Returns the ID of the group to which this button belongs.
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(See setRadioGroupId() for an explanation of this).
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*/
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int getRadioGroupId() const noexcept { return radioGroupId; }
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//==============================================================================
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/**
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Used to receive callbacks when a button is clicked.
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@see Button::addListener, Button::removeListener
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*/
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class JUCE_API Listener
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{
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public:
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/** Destructor. */
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virtual ~Listener() = default;
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/** Called when the button is clicked. */
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virtual void buttonClicked (Button*) = 0;
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/** Called when the button's state changes. */
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virtual void buttonStateChanged (Button*) {}
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};
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/** Registers a listener to receive events when this button's state changes.
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If the listener is already registered, this will not register it again.
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@see removeListener
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*/
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void addListener (Listener* newListener);
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/** Removes a previously-registered button listener
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@see addListener
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*/
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void removeListener (Listener* listener);
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//==============================================================================
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/** You can assign a lambda to this callback object to have it called when the button is clicked. */
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std::function<void()> onClick;
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/** You can assign a lambda to this callback object to have it called when the button's state changes. */
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std::function<void()> onStateChange;
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//==============================================================================
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/** Causes the button to act as if it's been clicked.
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This will asynchronously make the button draw itself going down and up, and
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will then call back the clicked() method as if mouse was clicked on it.
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@see clicked
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*/
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virtual void triggerClick();
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//==============================================================================
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/** Sets a command ID for this button to automatically invoke when it's clicked.
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When the button is pressed, it will use the given manager to trigger the
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command ID.
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Obviously be careful that the ApplicationCommandManager doesn't get deleted
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before this button is. To disable the command triggering, call this method and
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pass nullptr as the command manager.
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If generateTooltip is true, then the button's tooltip will be automatically
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generated based on the name of this command and its current shortcut key.
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@see addShortcut, getCommandID
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*/
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void setCommandToTrigger (ApplicationCommandManager* commandManagerToUse,
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CommandID commandID,
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bool generateTooltip);
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/** Returns the command ID that was set by setCommandToTrigger(). */
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CommandID getCommandID() const noexcept { return commandID; }
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//==============================================================================
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/** Assigns a shortcut key to trigger the button.
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The button registers itself with its top-level parent component for keypresses.
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Note that a different way of linking buttons to keypresses is by using the
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setCommandToTrigger() method to invoke a command.
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@see clearShortcuts
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*/
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void addShortcut (const KeyPress&);
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/** Removes all key shortcuts that had been set for this button.
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@see addShortcut
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*/
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void clearShortcuts();
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/** Returns true if the given keypress is a shortcut for this button.
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@see addShortcut
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*/
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bool isRegisteredForShortcut (const KeyPress&) const;
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//==============================================================================
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/** Sets an auto-repeat speed for the button when it is held down.
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(Auto-repeat is disabled by default).
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@param initialDelayInMillisecs how long to wait after the mouse is pressed before
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triggering the next click. If this is zero, auto-repeat
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is disabled
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@param repeatDelayInMillisecs the frequently subsequent repeated clicks should be
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triggered
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@param minimumDelayInMillisecs if this is greater than 0, the auto-repeat speed will
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get faster, the longer the button is held down, up to the
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minimum interval specified here
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*/
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void setRepeatSpeed (int initialDelayInMillisecs,
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int repeatDelayInMillisecs,
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int minimumDelayInMillisecs = -1) noexcept;
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/** Sets whether the button click should happen when the mouse is pressed or released.
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By default the button is only considered to have been clicked when the mouse is
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released, but setting this to true will make it call the clicked() method as soon
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as the button is pressed.
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This is useful if the button is being used to show a pop-up menu, as it allows
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the click to be used as a drag onto the menu.
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*/
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void setTriggeredOnMouseDown (bool isTriggeredOnMouseDown) noexcept;
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/** Returns whether the button click happens when the mouse is pressed or released.
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@see setTriggeredOnMouseDown
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*/
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bool getTriggeredOnMouseDown() const noexcept;
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/** Returns the number of milliseconds since the last time the button
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went into the 'down' state.
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*/
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uint32 getMillisecondsSinceButtonDown() const noexcept;
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//==============================================================================
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/** Sets the tooltip for this button.
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@see TooltipClient, TooltipWindow
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*/
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void setTooltip (const String& newTooltip) override;
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//==============================================================================
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/** A combination of these flags are used by setConnectedEdges(). */
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enum ConnectedEdgeFlags
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{
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ConnectedOnLeft = 1,
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ConnectedOnRight = 2,
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ConnectedOnTop = 4,
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ConnectedOnBottom = 8
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};
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/** Hints about which edges of the button might be connected to adjoining buttons.
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The value passed in is a bitwise combination of any of the values in the
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ConnectedEdgeFlags enum.
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E.g. if you are placing two buttons adjacent to each other, you could use this to
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indicate which edges are touching, and the LookAndFeel might choose to drawn them
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without rounded corners on the edges that connect. It's only a hint, so the
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LookAndFeel can choose to ignore it if it's not relevant for this type of
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button.
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*/
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void setConnectedEdges (int connectedEdgeFlags);
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/** Returns the set of flags passed into setConnectedEdges(). */
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int getConnectedEdgeFlags() const noexcept { return connectedEdgeFlags; }
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/** Indicates whether the button adjoins another one on its left edge.
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@see setConnectedEdges
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*/
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bool isConnectedOnLeft() const noexcept { return (connectedEdgeFlags & ConnectedOnLeft) != 0; }
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/** Indicates whether the button adjoins another one on its right edge.
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@see setConnectedEdges
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*/
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bool isConnectedOnRight() const noexcept { return (connectedEdgeFlags & ConnectedOnRight) != 0; }
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/** Indicates whether the button adjoins another one on its top edge.
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@see setConnectedEdges
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*/
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bool isConnectedOnTop() const noexcept { return (connectedEdgeFlags & ConnectedOnTop) != 0; }
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/** Indicates whether the button adjoins another one on its bottom edge.
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@see setConnectedEdges
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*/
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bool isConnectedOnBottom() const noexcept { return (connectedEdgeFlags & ConnectedOnBottom) != 0; }
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//==============================================================================
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/** Used by setState(). */
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enum ButtonState
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{
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buttonNormal,
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buttonOver,
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buttonDown
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};
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/** Can be used to force the button into a particular state.
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This only changes the button's appearance, it won't trigger a click, or stop any mouse-clicks
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from happening.
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The state that you set here will only last until it is automatically changed when the mouse
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enters or exits the button, or the mouse-button is pressed or released.
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*/
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void setState (ButtonState newState);
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/** Returns the button's current over/down/up state. */
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ButtonState getState() const noexcept { return buttonState; }
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//==============================================================================
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/** This abstract base class is implemented by LookAndFeel classes to provide
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button-drawing functionality.
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*/
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struct JUCE_API LookAndFeelMethods
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{
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virtual ~LookAndFeelMethods() = default;
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virtual void drawButtonBackground (Graphics&, Button&, const Colour& backgroundColour,
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bool shouldDrawButtonAsHighlighted, bool shouldDrawButtonAsDown) = 0;
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virtual Font getTextButtonFont (TextButton&, int buttonHeight) = 0;
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virtual int getTextButtonWidthToFitText (TextButton&, int buttonHeight) = 0;
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/** Draws the text for a TextButton. */
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virtual void drawButtonText (Graphics&, TextButton&,
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bool shouldDrawButtonAsHighlighted, bool shouldDrawButtonAsDown) = 0;
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/** Draws the contents of a standard ToggleButton. */
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virtual void drawToggleButton (Graphics&, ToggleButton&,
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bool shouldDrawButtonAsHighlighted, bool shouldDrawButtonAsDown) = 0;
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virtual void changeToggleButtonWidthToFitText (ToggleButton&) = 0;
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virtual void drawTickBox (Graphics&, Component&, float x, float y, float w, float h,
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bool ticked, bool isEnabled,
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bool shouldDrawButtonAsHighlighted, bool shouldDrawButtonAsDown) = 0;
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virtual void drawDrawableButton (Graphics&, DrawableButton&,
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bool shouldDrawButtonAsHighlighted, bool shouldDrawButtonAsDown) = 0;
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};
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//==============================================================================
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#ifndef DOXYGEN
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[[deprecated ("This method's parameters have changed.")]]
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void setToggleState (bool, bool);
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#endif
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protected:
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//==============================================================================
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/** This method is called when the button has been clicked.
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Subclasses can override this to perform whatever actions they need to do.
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In general, you wouldn't use this method to receive clicks, but should get your callbacks
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by attaching a std::function to the onClick callback, or adding a Button::Listener.
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@see triggerClick, onClick
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*/
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virtual void clicked();
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/** This method is called when the button has been clicked.
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By default it just calls clicked(), but you might want to override it to handle
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things like clicking when a modifier key is pressed, etc.
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@see ModifierKeys
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*/
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virtual void clicked (const ModifierKeys& modifiers);
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/** Subclasses should override this to actually paint the button's contents.
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It's better to use this than the paint method, because it gives you information
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about the over/down state of the button.
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@param g the graphics context to use
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@param shouldDrawButtonAsHighlighted true if the button is either in the 'over' or 'down' state
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@param shouldDrawButtonAsDown true if the button should be drawn in the 'down' position
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*/
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virtual void paintButton (Graphics& g,
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bool shouldDrawButtonAsHighlighted,
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bool shouldDrawButtonAsDown) = 0;
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/** Called when the button's up/down/over state changes.
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Subclasses can override this if they need to do something special when the button
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goes up or down.
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@see isDown, isOver
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*/
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virtual void buttonStateChanged();
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//==============================================================================
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/** @internal */
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virtual void internalClickCallback (const ModifierKeys&);
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/** @internal */
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void handleCommandMessage (int commandId) override;
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/** @internal */
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void mouseEnter (const MouseEvent&) override;
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/** @internal */
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void mouseExit (const MouseEvent&) override;
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/** @internal */
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void mouseDown (const MouseEvent&) override;
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/** @internal */
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void mouseDrag (const MouseEvent&) override;
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/** @internal */
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void mouseUp (const MouseEvent&) override;
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/** @internal */
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bool keyPressed (const KeyPress&) override;
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/** @internal */
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using Component::keyStateChanged;
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/** @internal */
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void paint (Graphics&) override;
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/** @internal */
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void parentHierarchyChanged() override;
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/** @internal */
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void visibilityChanged() override;
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/** @internal */
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void focusGained (FocusChangeType) override;
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/** @internal */
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void focusLost (FocusChangeType) override;
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/** @internal */
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void enablementChanged() override;
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private:
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//==============================================================================
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Array<KeyPress> shortcuts;
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WeakReference<Component> keySource;
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String text;
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ListenerList<Listener> buttonListeners;
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struct CallbackHelper;
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std::unique_ptr<CallbackHelper> callbackHelper;
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uint32 buttonPressTime = 0, lastRepeatTime = 0;
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ApplicationCommandManager* commandManagerToUse = nullptr;
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int autoRepeatDelay = -1, autoRepeatSpeed = 0, autoRepeatMinimumDelay = -1;
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int radioGroupId = 0, connectedEdgeFlags = 0;
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CommandID commandID = {};
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ButtonState buttonState = buttonNormal, lastStatePainted = buttonNormal;
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Value isOn;
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bool lastToggleState = false;
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bool clickTogglesState = false;
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bool needsToRelease = false;
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bool needsRepainting = false;
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bool isKeyDown = false;
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bool triggerOnMouseDown = false;
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bool generateTooltip = false;
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bool isInDraggableViewport = false ,isDraggingToScroll = false;
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std::unique_ptr<AccessibilityHandler> createAccessibilityHandler() override;
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void repeatTimerCallback();
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bool keyStateChangedCallback();
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void applicationCommandListChangeCallback();
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void updateAutomaticTooltip (const ApplicationCommandInfo&);
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ButtonState updateState();
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ButtonState updateState (bool isOver, bool isDown);
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bool isShortcutPressed() const;
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void turnOffOtherButtonsInGroup (NotificationType click, NotificationType state);
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void flashButtonState();
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void sendClickMessage (const ModifierKeys&);
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void sendStateMessage();
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void setToggleState (bool shouldBeOn, NotificationType click, NotificationType state);
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bool isMouseSourceOver (const MouseEvent& e);
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bool isInDragToScrollViewport() const noexcept;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (Button)
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};
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} // namespace juce
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