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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_TOOLBAR_H_INCLUDED
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#define JUCE_TOOLBAR_H_INCLUDED
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class ToolbarItemComponent;
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class ToolbarItemFactory;
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//==============================================================================
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/**
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A toolbar component.
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A toolbar contains a horizontal or vertical strip of ToolbarItemComponents,
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and looks after their order and layout.
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Items (icon buttons or other custom components) are added to a toolbar using a
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ToolbarItemFactory - each type of item is given a unique ID number, and a
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toolbar might contain more than one instance of a particular item type.
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Toolbars can be interactively customised, allowing the user to drag the items
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around, and to drag items onto or off the toolbar, using the ToolbarItemPalette
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component as a source of new items.
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@see ToolbarItemFactory, ToolbarItemComponent, ToolbarItemPalette
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*/
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class JUCE_API Toolbar : public Component,
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public DragAndDropContainer,
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public DragAndDropTarget,
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private ButtonListener // (can't use Button::Listener due to idiotic VC2005 bug)
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{
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public:
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//==============================================================================
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/** Creates an empty toolbar component.
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To add some icons or other components to your toolbar, you'll need to
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create a ToolbarItemFactory class that can create a suitable set of
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ToolbarItemComponents.
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@see ToolbarItemFactory, ToolbarItemComponents
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*/
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Toolbar();
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/** Destructor.
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Any items on the bar will be deleted when the toolbar is deleted.
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*/
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~Toolbar();
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//==============================================================================
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/** Changes the bar's orientation.
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@see isVertical
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*/
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void setVertical (bool shouldBeVertical);
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/** Returns true if the bar is set to be vertical, or false if it's horizontal.
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You can change the bar's orientation with setVertical().
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*/
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bool isVertical() const noexcept { return vertical; }
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/** Returns the depth of the bar.
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If the bar is horizontal, this will return its height; if it's vertical, it
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will return its width.
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@see getLength
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*/
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int getThickness() const noexcept;
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/** Returns the length of the bar.
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If the bar is horizontal, this will return its width; if it's vertical, it
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will return its height.
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@see getThickness
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*/
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int getLength() const noexcept;
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//==============================================================================
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/** Deletes all items from the bar.
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*/
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void clear();
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/** Adds an item to the toolbar.
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The factory's ToolbarItemFactory::createItem() will be called by this method
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to create the component that will actually be added to the bar.
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The new item will be inserted at the specified index (if the index is -1, it
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will be added to the right-hand or bottom end of the bar).
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Once added, the component will be automatically deleted by this object when it
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is no longer needed.
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@see ToolbarItemFactory
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*/
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void addItem (ToolbarItemFactory& factory,
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int itemId,
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int insertIndex = -1);
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/** Deletes one of the items from the bar. */
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void removeToolbarItem (int itemIndex);
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/** Removes an item from the bar and returns it. */
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ToolbarItemComponent* removeAndReturnItem (int itemIndex);
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/** Returns the number of items currently on the toolbar.
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@see getItemId, getItemComponent
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*/
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int getNumItems() const noexcept;
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/** Returns the ID of the item with the given index.
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If the index is less than zero or greater than the number of items,
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this will return nullptr.
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@see getNumItems
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*/
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int getItemId (int itemIndex) const noexcept;
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/** Returns the component being used for the item with the given index.
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If the index is less than zero or greater than the number of items,
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this will return nullptr.
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@see getNumItems
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*/
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ToolbarItemComponent* getItemComponent (int itemIndex) const noexcept;
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/** Clears this toolbar and adds to it the default set of items that the specified
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factory creates.
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@see ToolbarItemFactory::getDefaultItemSet
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*/
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void addDefaultItems (ToolbarItemFactory& factoryToUse);
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//==============================================================================
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/** Options for the way items should be displayed.
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@see setStyle, getStyle
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*/
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enum ToolbarItemStyle
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{
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iconsOnly, /**< Means that the toolbar should just contain icons. */
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iconsWithText, /**< Means that the toolbar should have text labels under each icon. */
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textOnly /**< Means that the toolbar only display text labels for each item. */
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};
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/** Returns the toolbar's current style.
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@see ToolbarItemStyle, setStyle
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*/
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ToolbarItemStyle getStyle() const noexcept { return toolbarStyle; }
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/** Changes the toolbar's current style.
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@see ToolbarItemStyle, getStyle, ToolbarItemComponent::setStyle
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*/
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void setStyle (const ToolbarItemStyle& newStyle);
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//==============================================================================
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/** Flags used by the showCustomisationDialog() method. */
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enum CustomisationFlags
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{
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allowIconsOnlyChoice = 1, /**< If this flag is specified, the customisation dialog can
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show the "icons only" option on its choice of toolbar styles. */
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allowIconsWithTextChoice = 2, /**< If this flag is specified, the customisation dialog can
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show the "icons with text" option on its choice of toolbar styles. */
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allowTextOnlyChoice = 4, /**< If this flag is specified, the customisation dialog can
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show the "text only" option on its choice of toolbar styles. */
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showResetToDefaultsButton = 8, /**< If this flag is specified, the customisation dialog can
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show a button to reset the toolbar to its default set of items. */
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allCustomisationOptionsEnabled = (allowIconsOnlyChoice | allowIconsWithTextChoice | allowTextOnlyChoice | showResetToDefaultsButton)
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};
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/** Pops up a modal dialog box that allows this toolbar to be customised by the user.
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The dialog contains a ToolbarItemPalette and various controls for editing other
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aspects of the toolbar. The dialog box will be opened modally, but the method will
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return immediately.
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The factory is used to determine the set of items that will be shown on the
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palette.
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The optionFlags parameter is a bitwise-or of values from the CustomisationFlags
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enum.
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@see ToolbarItemPalette
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*/
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void showCustomisationDialog (ToolbarItemFactory& factory,
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int optionFlags = allCustomisationOptionsEnabled);
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/** Turns on or off the toolbar's editing mode, in which its items can be
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rearranged by the user.
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(In most cases it's easier just to use showCustomisationDialog() instead of
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trying to enable editing directly).
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@see ToolbarItemPalette
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*/
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void setEditingActive (bool editingEnabled);
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//==============================================================================
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/** A set of colour IDs to use to change the colour of various aspects of the toolbar.
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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 = 0x1003200, /**< A colour to use to fill the toolbar's background. For
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more control over this, override LookAndFeel::paintToolbarBackground(). */
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separatorColourId = 0x1003210, /**< A colour to use to draw the separator lines. */
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buttonMouseOverBackgroundColourId = 0x1003220, /**< A colour used to paint the background of buttons when the mouse is
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over them. */
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buttonMouseDownBackgroundColourId = 0x1003230, /**< A colour used to paint the background of buttons when the mouse is
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held down on them. */
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labelTextColourId = 0x1003240, /**< A colour to use for drawing the text under buttons
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when the style is set to iconsWithText or textOnly. */
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editingModeOutlineColourId = 0x1003250 /**< A colour to use for an outline around buttons when
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the customisation dialog is active and the mouse moves over them. */
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};
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//==============================================================================
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/** Returns a string that represents the toolbar's current set of items.
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This lets you later restore the same item layout using restoreFromString().
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@see restoreFromString
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*/
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String toString() const;
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/** Restores a set of items that was previously stored in a string by the toString()
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method.
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The factory object is used to create any item components that are needed.
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@see toString
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*/
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bool restoreFromString (ToolbarItemFactory& factoryToUse,
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const String& savedVersion);
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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 paintToolbarBackground (Graphics&, int width, int height, Toolbar&) = 0;
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virtual Button* createToolbarMissingItemsButton (Toolbar&) = 0;
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virtual void paintToolbarButtonBackground (Graphics&, int width, int height,
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bool isMouseOver, bool isMouseDown,
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ToolbarItemComponent&) = 0;
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virtual void paintToolbarButtonLabel (Graphics&, int x, int y, int width, int height,
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const String& text, ToolbarItemComponent&) = 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 mouseDown (const MouseEvent&) override;
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/** @internal */
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bool isInterestedInDragSource (const SourceDetails&) override;
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/** @internal */
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void itemDragMove (const SourceDetails&) override;
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/** @internal */
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void itemDragExit (const SourceDetails&) override;
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/** @internal */
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void itemDropped (const SourceDetails&) override;
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/** @internal */
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void updateAllItemPositions (bool animate);
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/** @internal */
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static ToolbarItemComponent* createItem (ToolbarItemFactory&, int itemId);
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/** @internal */
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static const char* const toolbarDragDescriptor;
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private:
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//==============================================================================
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ScopedPointer<Button> missingItemsButton;
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bool vertical, isEditingActive;
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ToolbarItemStyle toolbarStyle;
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class MissingItemsComponent;
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friend class MissingItemsComponent;
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OwnedArray<ToolbarItemComponent> items;
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class Spacer;
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class CustomisationDialog;
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void buttonClicked (Button*) override;
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void addItemInternal (ToolbarItemFactory& factory, int itemId, int insertIndex);
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ToolbarItemComponent* getNextActiveComponent (int index, int delta) const;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (Toolbar)
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};
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#endif // JUCE_TOOLBAR_H_INCLUDED
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