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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) 2015 - ROLI 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_BUBBLECOMPONENT_H_INCLUDED
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#define JUCE_BUBBLECOMPONENT_H_INCLUDED
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//==============================================================================
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/**
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A component for showing a message or other graphics inside a speech-bubble-shaped
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outline, pointing at a location on the screen.
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This is a base class that just draws and positions the bubble shape, but leaves
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the drawing of any content up to a subclass. See BubbleMessageComponent for a subclass
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that draws a text message.
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To use it, create your subclass, then either add it to a parent component or
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put it on the desktop with addToDesktop (0), use setPosition() to
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resize and position it, then make it visible.
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@see BubbleMessageComponent
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*/
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class JUCE_API BubbleComponent : public Component
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{
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protected:
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//==============================================================================
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/** Creates a BubbleComponent.
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Your subclass will need to implement the getContentSize() and paintContent()
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methods to draw the bubble's contents.
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*/
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BubbleComponent();
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public:
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/** Destructor. */
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~BubbleComponent();
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//==============================================================================
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/** A list of permitted placements for the bubble, relative to the coordinates
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at which it should be pointing.
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@see setAllowedPlacement
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*/
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enum BubblePlacement
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{
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above = 1,
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below = 2,
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left = 4,
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right = 8
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};
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/** Tells the bubble which positions it's allowed to put itself in, relative to the
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point at which it's pointing.
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By default when setPosition() is called, the bubble will place itself either
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above, below, left, or right of the target area. You can pass in a bitwise-'or' of
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the values in BubblePlacement to restrict this choice.
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E.g. if you only want your bubble to appear above or below the target area,
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use setAllowedPlacement (above | below);
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@see BubblePlacement
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*/
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void setAllowedPlacement (int newPlacement);
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//==============================================================================
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/** Moves and resizes the bubble to point at a given component.
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This will resize the bubble to fit its content, then find a position for it
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so that it's next to, but doesn't overlap the given component.
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It'll put itself either above, below, or to the side of the component depending
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on where there's the most space, honouring any restrictions that were set
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with setAllowedPlacement().
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*/
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void setPosition (Component* componentToPointTo);
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/** Moves and resizes the bubble to point at a given point.
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This will resize the bubble to fit its content, then position it
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so that the tip of the bubble points to the given coordinate. The coordinates
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are relative to either the bubble component's parent component if it has one, or
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they are screen coordinates if not.
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It'll put itself either above, below, or to the side of this point, depending
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on where there's the most space, honouring any restrictions that were set
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with setAllowedPlacement().
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*/
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void setPosition (Point<int> arrowTipPosition);
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/** Moves and resizes the bubble to point at a given rectangle.
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This will resize the bubble to fit its content, then find a position for it
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so that it's next to, but doesn't overlap the given rectangle. The rectangle's
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coordinates are relative to either the bubble component's parent component
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if it has one, or they are screen coordinates if not.
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It'll put itself either above, below, or to the side of the component depending
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on where there's the most space, honouring any restrictions that were set
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with setAllowedPlacement().
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*/
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void setPosition (const Rectangle<int>& rectangleToPointTo);
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//==============================================================================
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/** A set of colour IDs to use to change the colour of various aspects of the bubble component.
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These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
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methods.
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@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
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*/
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enum ColourIds
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{
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backgroundColourId = 0x1000af0, /**< A background colour to fill the bubble with. */
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outlineColourId = 0x1000af1 /**< The colour to use for an outline around the bubble. */
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};
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//==============================================================================
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/** This abstract base class is implemented by LookAndFeel classes.
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*/
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struct JUCE_API LookAndFeelMethods
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{
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virtual ~LookAndFeelMethods() {}
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virtual void drawBubble (Graphics&, BubbleComponent&,
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const Point<float>& positionOfTip,
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const Rectangle<float>& body) = 0;
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};
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protected:
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//==============================================================================
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/** Subclasses should override this to return the size of the content they
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want to draw inside the bubble.
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*/
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virtual void getContentSize (int& width, int& height) = 0;
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/** Subclasses should override this to draw their bubble's contents.
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The graphics object's clip region and the dimensions passed in here are
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set up to paint just the rectangle inside the bubble.
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*/
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virtual void paintContent (Graphics& g, int width, int height) = 0;
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public:
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/** @internal */
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void paint (Graphics&) override;
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private:
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Rectangle<int> content;
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Point<int> arrowTip;
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int allowablePlacements;
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DropShadowEffect shadow;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (BubbleComponent)
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};
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#endif // JUCE_BUBBLECOMPONENT_H_INCLUDED
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