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165 lines
7.1 KiB
165 lines
7.1 KiB
11 years ago
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/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2013 - Raw Material Software Ltd.
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Permission is granted to use this software under the terms of either:
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a) the GPL v2 (or any later version)
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b) the Affero GPL v3
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Details of these licenses can be found at: www.gnu.org/licenses
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JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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------------------------------------------------------------------------------
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To release a closed-source product which uses JUCE, commercial licenses are
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available: visit www.juce.com for more information.
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==============================================================================
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*/
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#ifndef JUCE_CALLOUTBOX_H_INCLUDED
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#define JUCE_CALLOUTBOX_H_INCLUDED
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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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FoobarContentComp* content = new FoobarContentComp();
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content->setSize (300, 300);
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CallOutBox& myBox
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= CallOutBox::launchAsynchronously (content, getScreenBounds(), 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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*/
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class JUCE_API CallOutBox : public Component
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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 non-zero, this is the component to add the call-out to. If
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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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const Rectangle<int>& areaToPointTo,
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Component* parentComponent);
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/** Destructor. */
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~CallOutBox();
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//==============================================================================
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/** Changes the length 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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This component will be owned by the callout box and deleted
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later when the box is dismissed.
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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 non-zero, this is the component to add the call-out to. If
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this is a nullptr, the call-out will be added to the desktop.
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*/
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static CallOutBox& launchAsynchronously (Component* contentComponent,
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const Rectangle<int>& areaToPointTo,
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Component* parentComponent);
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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() {}
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virtual void drawCallOutBoxBackground (CallOutBox&, Graphics&, const Path&, Image& cachedImage) = 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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private:
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//==============================================================================
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int borderSpace;
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float arrowSize;
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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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void refreshPath();
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (CallOutBox)
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};
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#endif // JUCE_CALLOUTBOX_H_INCLUDED
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