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"
274 lines
12 KiB
C++
274 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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/**
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Represents a linear source of mouse events from a mouse device or individual finger
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in a multi-touch environment.
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Each MouseEvent object contains a reference to the MouseInputSource that generated
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it. In an environment with a single mouse for input, all events will come from the
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same source, but in a multi-touch system, there may be multiple MouseInputSource
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objects active, each representing a stream of events coming from a particular finger.
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Events coming from a single MouseInputSource are always sent in a fixed and predictable
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order: a mouseMove will never be called without a mouseEnter having been sent beforehand,
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the only events that can happen between a mouseDown and its corresponding mouseUp are
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mouseDrags, etc.
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When there are multiple touches arriving from multiple MouseInputSources, their
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event streams may arrive in an interleaved order, so you should use the getIndex()
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method to find out which finger each event came from.
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@see MouseEvent
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@tags{GUI}
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*/
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class JUCE_API MouseInputSource final
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{
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public:
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/** Possible mouse input sources. */
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enum InputSourceType
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{
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mouse,
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touch,
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pen
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};
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//==============================================================================
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MouseInputSource (const MouseInputSource&) noexcept;
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MouseInputSource& operator= (const MouseInputSource&) noexcept;
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~MouseInputSource() noexcept;
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//==============================================================================
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bool operator== (const MouseInputSource& other) const noexcept { return pimpl == other.pimpl; }
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bool operator!= (const MouseInputSource& other) const noexcept { return pimpl != other.pimpl; }
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//==============================================================================
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/** Returns the type of input source that this object represents. */
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MouseInputSource::InputSourceType getType() const noexcept;
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/** Returns true if this object represents a normal desk-based mouse device. */
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bool isMouse() const noexcept;
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/** Returns true if this object represents a source of touch events. */
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bool isTouch() const noexcept;
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/** Returns true if this object represents a pen device. */
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bool isPen() const noexcept;
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/** Returns true if this source has an on-screen pointer that can hover over
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items without clicking them.
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*/
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bool canHover() const noexcept;
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/** Returns true if this source may have a scroll wheel. */
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bool hasMouseWheel() const noexcept;
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/** Returns this source's index in the global list of possible sources.
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If the system only has a single mouse, there will only be a single MouseInputSource
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with an index of 0.
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If the system supports multi-touch input, then the index will represent a finger
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number, starting from 0. When the first touch event begins, it will have finger
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number 0, and then if a second touch happens while the first is still down, it
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will have index 1, etc.
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*/
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int getIndex() const noexcept;
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/** Returns true if this device is currently being pressed. */
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bool isDragging() const noexcept;
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/** Returns the last-known screen position of this source. */
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Point<float> getScreenPosition() const noexcept;
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/** Returns the last-known screen position of this source without any scaling applied. */
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Point<float> getRawScreenPosition() const noexcept;
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/** Returns a set of modifiers that indicate which buttons are currently
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held down on this device.
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*/
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ModifierKeys getCurrentModifiers() const noexcept;
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/** Returns the device's current touch or pen pressure.
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The range is 0 (soft) to 1 (hard).
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If the input device doesn't provide any pressure data, it may return a negative
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value here, or 0.0 or 1.0, depending on the platform.
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*/
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float getCurrentPressure() const noexcept;
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/** Returns the device's current orientation in radians. 0 indicates a touch pointer
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aligned with the x-axis and pointing from left to right; increasing values indicate
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rotation in the clockwise direction. Only reported by a touch pointer.
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*/
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float getCurrentOrientation() const noexcept;
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/** Returns the device's current rotation. Indicates the clockwise rotation, or twist, of the pointer
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in radians. The default is 0. Only reported by a pen pointer.
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*/
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float getCurrentRotation() const noexcept;
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/** Returns the angle of tilt of the pointer in a range of -1.0 to 1.0 either in the x- or y-axis. The default is 0.
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If x-axis, a positive value indicates a tilt to the right and if y-axis, a positive value indicates a tilt toward the user.
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Only reported by a pen pointer.
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*/
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float getCurrentTilt (bool tiltX) const noexcept;
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/** Returns true if the current pressure value is meaningful. */
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bool isPressureValid() const noexcept;
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/** Returns true if the current orientation value is meaningful. */
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bool isOrientationValid() const noexcept;
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/** Returns true if the current rotation value is meaningful. */
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bool isRotationValid() const noexcept;
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/** Returns true if the current tilt value (either x- or y-axis) is meaningful. */
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bool isTiltValid (bool tiltX) const noexcept;
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/** Returns the component that was last known to be under this pointer. */
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Component* getComponentUnderMouse() const;
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/** Tells the device to dispatch a mouse-move or mouse-drag event.
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This is asynchronous - the event will occur on the message thread.
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*/
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void triggerFakeMove() const;
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/** Returns the number of clicks that should be counted as belonging to the
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current mouse event.
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So the mouse is currently down and it's the second click of a double-click, this
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will return 2.
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*/
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int getNumberOfMultipleClicks() const noexcept;
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/** Returns the time at which the last mouse-down occurred. */
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Time getLastMouseDownTime() const noexcept;
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/** Returns the screen position at which the last mouse-down occurred. */
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Point<float> getLastMouseDownPosition() const noexcept;
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/** Returns true if this input source represents a long-press or drag interaction i.e. it has been held down for a significant
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amount of time or it has been dragged more than a couple of pixels from the place it was pressed. */
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bool isLongPressOrDrag() const noexcept;
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/** Returns true if this input source has been dragged more than a couple of pixels from the place it was pressed. */
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bool hasMovedSignificantlySincePressed() const noexcept;
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/** Returns true if this input source uses a visible mouse cursor. */
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bool hasMouseCursor() const noexcept;
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/** Changes the mouse cursor, (if there is one). */
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void showMouseCursor (const MouseCursor& cursor);
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/** Hides the mouse cursor (if there is one). */
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void hideCursor();
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/** Un-hides the mouse cursor if it was hidden by hideCursor(). */
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void revealCursor();
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/** Forces an update of the mouse cursor for whatever component it's currently over. */
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void forceMouseCursorUpdate();
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/** Returns true if this mouse can be moved indefinitely in any direction without running out of space. */
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bool canDoUnboundedMovement() const noexcept;
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/** Allows the mouse to move beyond the edges of the screen.
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Calling this method when the mouse button is currently pressed will remove the cursor
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from the screen and allow the mouse to (seem to) move beyond the edges of the screen.
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This means that the coordinates returned to mouseDrag() will be unbounded, and this
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can be used for things like custom slider controls or dragging objects around, where
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movement would be otherwise be limited by the mouse hitting the edges of the screen.
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The unbounded mode is automatically turned off when the mouse button is released, or
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it can be turned off explicitly by calling this method again.
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@param isEnabled whether to turn this mode on or off
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@param keepCursorVisibleUntilOffscreen if set to false, the cursor will immediately be
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hidden; if true, it will only be hidden when it
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is moved beyond the edge of the screen
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*/
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void enableUnboundedMouseMovement (bool isEnabled, bool keepCursorVisibleUntilOffscreen = false) const;
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/** Returns true if this source is currently in "unbounded" mode. */
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bool isUnboundedMouseMovementEnabled() const;
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/** Attempts to set this mouse pointer's screen position. */
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void setScreenPosition (Point<float> newPosition);
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/** A default value for pressure, which is used when a device doesn't support it, or for
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mouse-moves, mouse-ups, etc.
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*/
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static const float invalidPressure;
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/** A default value for orientation, which is used when a device doesn't support it */
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static const float invalidOrientation;
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/** A default value for rotation, which is used when a device doesn't support it */
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static const float invalidRotation;
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/** Default values for tilt, which are used when a device doesn't support it */
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static const float invalidTiltX;
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static const float invalidTiltY;
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/** An offscreen mouse position used when triggering mouse exits where we don't want to move
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the cursor over an existing component.
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*/
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static const Point<float> offscreenMousePos;
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//==============================================================================
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#ifndef DOXYGEN
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[[deprecated ("This method has been replaced with the isLongPressOrDrag and hasMovedSignificantlySincePressed "
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"methods. If you want the same behaviour you should use isLongPressOrDrag which accounts for the "
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"amount of time that the input source has been held down for, but if you only want to know whether "
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"it has been moved use hasMovedSignificantlySincePressed instead.")]]
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bool hasMouseMovedSignificantlySincePressed() const noexcept;
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#endif
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private:
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//==============================================================================
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friend class ComponentPeer;
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friend class Desktop;
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friend class MouseInputSourceInternal;
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MouseInputSourceInternal* pimpl;
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struct SourceList;
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explicit MouseInputSource (MouseInputSourceInternal*) noexcept;
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void handleEvent (ComponentPeer&, Point<float>, int64 time, ModifierKeys, float, float, const PenDetails&);
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void handleWheel (ComponentPeer&, Point<float>, int64 time, const MouseWheelDetails&);
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void handleMagnifyGesture (ComponentPeer&, Point<float>, int64 time, float scaleFactor);
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static Point<float> getCurrentRawMousePosition();
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static void setRawMousePosition (Point<float>);
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JUCE_LEAK_DETECTOR (MouseInputSource)
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};
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} // namespace juce
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