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"
210 lines
8.5 KiB
C++
210 lines
8.5 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 component that can be used as one of the items in a Toolbar.
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Each of the items on a toolbar must be a component derived from ToolbarItemComponent,
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and these objects are always created by a ToolbarItemFactory - see the ToolbarItemFactory
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class for further info about creating them.
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The ToolbarItemComponent class is actually a button, but can be used to hold non-button
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components too. To do this, set the value of isBeingUsedAsAButton to false when
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calling the constructor, and override contentAreaChanged(), in which you can position
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any sub-components you need to add.
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To add basic buttons without writing a special subclass, have a look at the
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ToolbarButton class.
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@see ToolbarButton, Toolbar, ToolbarItemFactory
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@tags{GUI}
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*/
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class JUCE_API ToolbarItemComponent : public Button
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{
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public:
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//==============================================================================
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/** Constructor.
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@param itemId the ID of the type of toolbar item which this represents
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@param labelText the text to display if the toolbar's style is set to
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Toolbar::iconsWithText or Toolbar::textOnly
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@param isBeingUsedAsAButton set this to false if you don't want the button
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to draw itself with button over/down states when the mouse
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moves over it or clicks
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*/
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ToolbarItemComponent (int itemId,
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const String& labelText,
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bool isBeingUsedAsAButton);
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/** Destructor. */
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~ToolbarItemComponent() override;
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//==============================================================================
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/** Returns the item type ID that this component represents.
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This value is in the constructor.
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*/
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int getItemId() const noexcept { return itemId; }
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/** Returns the toolbar that contains this component, or nullptr if it's not currently
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inside one.
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*/
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Toolbar* getToolbar() const;
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/** Returns true if this component is currently inside a toolbar which is vertical.
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@see Toolbar::isVertical
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*/
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bool isToolbarVertical() const;
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/** Returns the current style setting of this item.
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Styles are listed in the Toolbar::ToolbarItemStyle enum.
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@see setStyle, Toolbar::getStyle
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*/
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Toolbar::ToolbarItemStyle getStyle() const noexcept { return toolbarStyle; }
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/** Changes the current style setting of this item.
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Styles are listed in the Toolbar::ToolbarItemStyle enum, and are automatically updated
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by the toolbar that holds this item.
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@see setStyle, Toolbar::setStyle
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*/
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virtual void setStyle (const Toolbar::ToolbarItemStyle& newStyle);
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/** Returns the area of the component that should be used to display the button image or
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other contents of the item.
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This content area may change when the item's style changes, and may leave a space around the
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edge of the component where the text label can be shown.
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@see contentAreaChanged
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*/
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Rectangle<int> getContentArea() const noexcept { return contentArea; }
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//==============================================================================
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/** This method must return the size criteria for this item, based on a given toolbar
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size and orientation.
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The preferredSize, minSize and maxSize values must all be set by your implementation
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method. If the toolbar is horizontal, these will be the width of the item; for a vertical
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toolbar, they refer to the item's height.
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The preferredSize is the size that the component would like to be, and this must be
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between the min and max sizes. For a fixed-size item, simply set all three variables to
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the same value.
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The toolbarThickness parameter tells you the depth of the toolbar - the same as calling
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Toolbar::getThickness().
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The isToolbarVertical parameter tells you whether the bar is oriented horizontally or
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vertically.
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*/
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virtual bool getToolbarItemSizes (int toolbarThickness,
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bool isToolbarVertical,
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int& preferredSize,
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int& minSize,
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int& maxSize) = 0;
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/** Your subclass should use this method to draw its content area.
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The graphics object that is passed-in will have been clipped and had its origin
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moved to fit the content area as specified get getContentArea(). The width and height
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parameters are the width and height of the content area.
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If the component you're writing isn't a button, you can just do nothing in this method.
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*/
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virtual void paintButtonArea (Graphics& g,
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int width, int height,
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bool isMouseOver, bool isMouseDown) = 0;
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/** Callback to indicate that the content area of this item has changed.
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This might be because the component was resized, or because the style changed and
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the space needed for the text label is different.
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See getContentArea() for a description of what the area is.
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*/
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virtual void contentAreaChanged (const Rectangle<int>& newBounds) = 0;
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//==============================================================================
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/** Editing modes.
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These are used by setEditingMode(), but will be rarely needed in user code.
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*/
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enum ToolbarEditingMode
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{
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normalMode = 0, /**< Means that the component is active, inside a toolbar. */
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editableOnToolbar, /**< Means that the component is on a toolbar, but the toolbar is in
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customisation mode, and the items can be dragged around. */
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editableOnPalette /**< Means that the component is on an new-item palette, so it can be
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dragged onto a toolbar to add it to that bar.*/
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};
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/** Changes the editing mode of this component.
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This is used by the ToolbarItemPalette and related classes for making the items draggable,
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and is unlikely to be of much use in end-user-code.
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*/
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void setEditingMode (const ToolbarEditingMode newMode);
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/** Returns the current editing mode of this component.
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This is used by the ToolbarItemPalette and related classes for making the items draggable,
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and is unlikely to be of much use in end-user-code.
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*/
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ToolbarEditingMode getEditingMode() const noexcept { return mode; }
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//==============================================================================
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/** @internal */
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void paintButton (Graphics&, bool isMouseOver, bool isMouseDown) override;
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/** @internal */
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void resized() override;
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private:
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friend class Toolbar;
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class ItemDragAndDropOverlayComponent;
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friend class ItemDragAndDropOverlayComponent;
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std::unique_ptr<AccessibilityHandler> createAccessibilityHandler() override;
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const int itemId;
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ToolbarEditingMode mode;
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Toolbar::ToolbarItemStyle toolbarStyle;
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std::unique_ptr<Component> overlayComp;
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int dragOffsetX, dragOffsetY;
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bool isActive, isBeingDragged, isBeingUsedAsAButton;
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Rectangle<int> contentArea;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (ToolbarItemComponent)
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};
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} // namespace juce
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