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344 lines
14 KiB
344 lines
14 KiB
/*
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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_MOUSEEVENT_H_INCLUDED
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#define JUCE_MOUSEEVENT_H_INCLUDED
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//==============================================================================
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/**
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Contains position and status information about a mouse event.
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@see MouseListener, Component::mouseMove, Component::mouseEnter, Component::mouseExit,
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Component::mouseDown, Component::mouseUp, Component::mouseDrag
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*/
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class JUCE_API MouseEvent
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{
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public:
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//==============================================================================
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/** Creates a MouseEvent.
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Normally an application will never need to use this.
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@param source the source that's invoking the event
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@param position the position of the mouse, relative to the component that is passed-in
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@param modifiers the key modifiers at the time of the event
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@param eventComponent the component that the mouse event applies to
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@param originator the component that originally received the event
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@param eventTime the time the event happened
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@param mouseDownPos the position of the corresponding mouse-down event (relative to the component that is passed-in).
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If there isn't a corresponding mouse-down (e.g. for a mouse-move), this will just be
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the same as the current mouse-x position.
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@param mouseDownTime the time at which the corresponding mouse-down event happened
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If there isn't a corresponding mouse-down (e.g. for a mouse-move), this will just be
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the same as the current mouse-event time.
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@param numberOfClicks how many clicks, e.g. a double-click event will be 2, a triple-click will be 3, etc
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@param mouseWasDragged whether the mouse has been dragged significantly since the previous mouse-down
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*/
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MouseEvent (MouseInputSource source,
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Point<int> position,
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ModifierKeys modifiers,
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Component* eventComponent,
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Component* originator,
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Time eventTime,
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Point<int> mouseDownPos,
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Time mouseDownTime,
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int numberOfClicks,
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bool mouseWasDragged) noexcept;
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/** Destructor. */
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~MouseEvent() noexcept;
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//==============================================================================
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/** The x-position of the mouse when the event occurred.
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This value is relative to the top-left of the component to which the
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event applies (as indicated by the MouseEvent::eventComponent field).
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*/
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const int x;
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/** The y-position of the mouse when the event occurred.
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This value is relative to the top-left of the component to which the
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event applies (as indicated by the MouseEvent::eventComponent field).
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*/
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const int y;
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/** The key modifiers associated with the event.
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This will let you find out which mouse buttons were down, as well as which
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modifier keys were held down.
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When used for mouse-up events, this will indicate the state of the mouse buttons
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just before they were released, so that you can tell which button they let go of.
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*/
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const ModifierKeys mods;
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/** The component that this event applies to.
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This is usually the component that the mouse was over at the time, but for mouse-drag
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events the mouse could actually be over a different component and the events are
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still sent to the component that the button was originally pressed on.
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The x and y member variables are relative to this component's position.
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If you use getEventRelativeTo() to retarget this object to be relative to a different
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component, this pointer will be updated, but originalComponent remains unchanged.
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@see originalComponent
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*/
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Component* const eventComponent;
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/** The component that the event first occurred on.
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If you use getEventRelativeTo() to retarget this object to be relative to a different
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component, this value remains unchanged to indicate the first component that received it.
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@see eventComponent
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*/
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Component* const originalComponent;
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/** The time that this mouse-event occurred. */
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const Time eventTime;
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/** The time that the corresponding mouse-down event occurred. */
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const Time mouseDownTime;
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/** The source device that generated this event. */
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MouseInputSource source;
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//==============================================================================
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/** Returns the x coordinate of the last place that a mouse was pressed.
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The coordinate is relative to the component specified in MouseEvent::component.
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@see getDistanceFromDragStart, getDistanceFromDragStartX, mouseWasClicked
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*/
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int getMouseDownX() const noexcept;
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/** Returns the y coordinate of the last place that a mouse was pressed.
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The coordinate is relative to the component specified in MouseEvent::component.
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@see getDistanceFromDragStart, getDistanceFromDragStartX, mouseWasClicked
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*/
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int getMouseDownY() const noexcept;
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/** Returns the coordinates of the last place that a mouse was pressed.
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The coordinates are relative to the component specified in MouseEvent::component.
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@see getDistanceFromDragStart, getDistanceFromDragStartX, mouseWasClicked
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*/
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Point<int> getMouseDownPosition() const noexcept;
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/** Returns the straight-line distance between where the mouse is now and where it
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was the last time the button was pressed.
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This is quite handy for things like deciding whether the user has moved far enough
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for it to be considered a drag operation.
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@see getDistanceFromDragStartX
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*/
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int getDistanceFromDragStart() const noexcept;
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/** Returns the difference between the mouse's current x postion and where it was
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when the button was last pressed.
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@see getDistanceFromDragStart
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*/
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int getDistanceFromDragStartX() const noexcept;
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/** Returns the difference between the mouse's current y postion and where it was
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when the button was last pressed.
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@see getDistanceFromDragStart
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*/
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int getDistanceFromDragStartY() const noexcept;
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/** Returns the difference between the mouse's current postion and where it was
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when the button was last pressed.
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@see getDistanceFromDragStart
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*/
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Point<int> getOffsetFromDragStart() const noexcept;
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/** Returns true if the mouse has just been clicked.
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Used in either your mouseUp() or mouseDrag() methods, this will tell you whether
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the user has dragged the mouse more than a few pixels from the place where the
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mouse-down occurred.
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Once they have dragged it far enough for this method to return false, it will continue
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to return false until the mouse-up, even if they move the mouse back to the same
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position where they originally pressed it. This means that it's very handy for
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objects that can either be clicked on or dragged, as you can use it in the mouseDrag()
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callback to ignore any small movements they might make while clicking.
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@returns true if the mouse wasn't dragged by more than a few pixels between
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the last time the button was pressed and released.
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*/
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bool mouseWasClicked() const noexcept;
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/** For a click event, the number of times the mouse was clicked in succession.
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So for example a double-click event will return 2, a triple-click 3, etc.
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*/
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int getNumberOfClicks() const noexcept { return numberOfClicks; }
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/** Returns the time that the mouse button has been held down for.
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If called from a mouseDrag or mouseUp callback, this will return the
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number of milliseconds since the corresponding mouseDown event occurred.
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If called in other contexts, e.g. a mouseMove, then the returned value
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may be 0 or an undefined value.
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*/
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int getLengthOfMousePress() const noexcept;
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//==============================================================================
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/** The position of the mouse when the event occurred.
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This position is relative to the top-left of the component to which the
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event applies (as indicated by the MouseEvent::eventComponent field).
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*/
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Point<int> getPosition() const noexcept;
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/** Returns the mouse x position of this event, in global screen coordinates.
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The coordinates are relative to the top-left of the main monitor.
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@see getScreenPosition
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*/
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int getScreenX() const;
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/** Returns the mouse y position of this event, in global screen coordinates.
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The coordinates are relative to the top-left of the main monitor.
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@see getScreenPosition
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*/
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int getScreenY() const;
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/** Returns the mouse position of this event, in global screen coordinates.
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The coordinates are relative to the top-left of the main monitor.
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@see getMouseDownScreenPosition
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*/
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Point<int> getScreenPosition() const;
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/** Returns the x coordinate at which the mouse button was last pressed.
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The coordinates are relative to the top-left of the main monitor.
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@see getMouseDownScreenPosition
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*/
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int getMouseDownScreenX() const;
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/** Returns the y coordinate at which the mouse button was last pressed.
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The coordinates are relative to the top-left of the main monitor.
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@see getMouseDownScreenPosition
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*/
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int getMouseDownScreenY() const;
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/** Returns the coordinates at which the mouse button was last pressed.
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The coordinates are relative to the top-left of the main monitor.
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@see getScreenPosition
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*/
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Point<int> getMouseDownScreenPosition() const;
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//==============================================================================
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/** Creates a version of this event that is relative to a different component.
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The x and y positions of the event that is returned will have been
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adjusted to be relative to the new component.
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The component pointer that is passed-in must not be null.
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*/
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MouseEvent getEventRelativeTo (Component* newComponent) const noexcept;
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/** Creates a copy of this event with a different position.
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All other members of the event object are the same, but the x and y are
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replaced with these new values.
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*/
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MouseEvent withNewPosition (Point<int> newPosition) const noexcept;
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//==============================================================================
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/** Changes the application-wide setting for the double-click time limit.
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This is the maximum length of time between mouse-clicks for it to be
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considered a double-click. It's used by the Component class.
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@see getDoubleClickTimeout, MouseListener::mouseDoubleClick
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*/
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static void setDoubleClickTimeout (int timeOutMilliseconds) noexcept;
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/** Returns the application-wide setting for the double-click time limit.
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This is the maximum length of time between mouse-clicks for it to be
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considered a double-click. It's used by the Component class.
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@see setDoubleClickTimeout, MouseListener::mouseDoubleClick
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*/
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static int getDoubleClickTimeout() noexcept;
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private:
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//==============================================================================
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const Point<int> mouseDownPos;
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const uint8 numberOfClicks, wasMovedSinceMouseDown;
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MouseEvent& operator= (const MouseEvent&);
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};
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//==============================================================================
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/**
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Contains status information about a mouse wheel event.
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@see MouseListener, MouseEvent
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*/
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struct MouseWheelDetails
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{
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//==============================================================================
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/** The amount that the wheel has been moved in the X axis.
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If isReversed is true, then a negative deltaX means that the wheel has been
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pushed physically to the left.
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If isReversed is false, then a negative deltaX means that the wheel has been
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pushed physically to the right.
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*/
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float deltaX;
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/** The amount that the wheel has been moved in the Y axis.
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If isReversed is true, then a negative deltaY means that the wheel has been
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pushed physically upwards.
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If isReversed is false, then a negative deltaY means that the wheel has been
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pushed physically downwards.
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*/
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float deltaY;
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/** Indicates whether the user has reversed the direction of the wheel.
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See deltaX and deltaY for an explanation of the effects of this value.
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*/
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bool isReversed;
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/** If true, then the wheel has continuous, un-stepped motion. */
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bool isSmooth;
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};
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#endif // JUCE_MOUSEEVENT_H_INCLUDED
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