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"
191 lines
8.3 KiB
C++
191 lines
8.3 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 box with a small arrow that can be used as a temporary pop-up window to show
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extra controls when a button or other component is clicked.
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Using one of these is similar to having a popup menu attached to a button or
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other component - but it looks fancier, and has an arrow that can indicate the
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object that it applies to.
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The class works best when shown modally, but obviously running modal loops is
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evil and must never be done, so the launchAsynchronously method is provided as
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a handy way of launching an instance of a CallOutBox and automatically managing
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its lifetime, e.g.
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@code
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void mouseUp (const MouseEvent&)
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{
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auto content = std::make_unique<FoobarContentComp>();
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content->setSize (300, 300);
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auto& myBox = CallOutBox::launchAsynchronously (std::move (content),
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getScreenBounds(),
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nullptr);
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}
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@endcode
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The call-out will resize and position itself when the content changes size.
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@tags{GUI}
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*/
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class JUCE_API CallOutBox : public Component,
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private Timer
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{
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public:
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//==============================================================================
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/** Creates a CallOutBox.
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@param contentComponent the component to display inside the call-out. This should
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already have a size set (although the call-out will also
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update itself when the component's size is changed later).
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Obviously this component must not be deleted until the
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call-out box has been deleted.
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@param areaToPointTo the area that the call-out's arrow should point towards. If
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a parentComponent is supplied, then this is relative to that
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parent; otherwise, it's a global screen coord.
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@param parentComponent if not a nullptr, this is the component to add the call-out to.
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If this is a nullptr, the call-out will be added to the desktop.
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*/
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CallOutBox (Component& contentComponent,
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Rectangle<int> areaToPointTo,
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Component* parentComponent);
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//==============================================================================
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/** Changes the base width of the arrow. */
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void setArrowSize (float newSize);
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/** Updates the position and size of the box.
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You shouldn't normally need to call this, unless you need more precise control over the
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layout.
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@param newAreaToPointTo the rectangle to make the box's arrow point to
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@param newAreaToFitIn the area within which the box's position should be constrained
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*/
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void updatePosition (const Rectangle<int>& newAreaToPointTo,
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const Rectangle<int>& newAreaToFitIn);
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/** This will launch a callout box containing the given content, pointing to the
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specified target component.
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This method will create and display a callout, returning immediately, after which
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the box will continue to run modally until the user clicks on some other component, at
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which point it will be dismissed and deleted automatically.
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It returns a reference to the newly-created box so that you can customise it, but don't
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keep a pointer to it, as it'll be deleted at some point when it gets closed.
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@param contentComponent the component to display inside the call-out. This should
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already have a size set (although the call-out will also
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update itself when the component's size is changed later).
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@param areaToPointTo the area that the call-out's arrow should point towards. If
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a parentComponent is supplied, then this is relative to that
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parent; otherwise, it's a global screen coord.
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@param parentComponent if not a nullptr, this is the component to add the call-out to.
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If this is a nullptr, the call-out will be added to the desktop.
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@param dismissIfBackgrounded If this is true, the call-out will be dismissed if we are no
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longer the foreground app.
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*/
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static CallOutBox& launchAsynchronously (std::unique_ptr<Component> contentComponent,
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Rectangle<int> areaToPointTo,
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Component* parentComponent,
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bool dismissIfBackgrounded=true);
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/** Posts a message which will dismiss the callout box asynchronously.
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NB: it's safe to call this method from any thread.
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*/
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void dismiss();
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/** Determines whether the mouse events for clicks outside the calloutbox are
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consumed, or allowed to arrive at the other component that they were aimed at.
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By default this is false, so that when you click on something outside the calloutbox,
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that event will also be sent to the component that was clicked on. If you set it to
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true, then the first click will always just dismiss the box and not be sent to
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anything else.
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*/
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void setDismissalMouseClicksAreAlwaysConsumed (bool shouldAlwaysBeConsumed) noexcept;
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//==============================================================================
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/** This abstract base class is implemented by LookAndFeel classes. */
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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 drawCallOutBoxBackground (CallOutBox&, Graphics&, const Path&, Image&) = 0;
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virtual int getCallOutBoxBorderSize (const CallOutBox&) = 0;
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virtual float getCallOutBoxCornerSize (const CallOutBox&) = 0;
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};
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//==============================================================================
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/** @internal */
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void paint (Graphics&) override;
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/** @internal */
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void resized() override;
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/** @internal */
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void moved() override;
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/** @internal */
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void childBoundsChanged (Component*) override;
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/** @internal */
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bool hitTest (int x, int y) override;
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/** @internal */
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void inputAttemptWhenModal() override;
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/** @internal */
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bool keyPressed (const KeyPress&) override;
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/** @internal */
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void handleCommandMessage (int) override;
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/** @internal */
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int getBorderSize() const noexcept;
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/** @internal */
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void lookAndFeelChanged() override;
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private:
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//==============================================================================
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Component& content;
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Path outline;
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Point<float> targetPoint;
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Rectangle<int> availableArea, targetArea;
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Image background;
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float arrowSize = 16.0f;
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bool dismissalMouseClicksAreAlwaysConsumed = false;
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Time creationTime;
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std::unique_ptr<AccessibilityHandler> createAccessibilityHandler() override;
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void refreshPath();
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void timerCallback() override;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (CallOutBox)
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};
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} // namespace juce
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