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223 lines
8.6 KiB
223 lines
8.6 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_LASSOCOMPONENT_H_INCLUDED
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#define JUCE_LASSOCOMPONENT_H_INCLUDED
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//==============================================================================
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/**
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A class used by the LassoComponent to manage the things that it selects.
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This allows the LassoComponent to find out which items are within the lasso,
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and to change the list of selected items.
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@see LassoComponent, SelectedItemSet
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*/
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template <class SelectableItemType>
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class LassoSource
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{
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public:
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/** Destructor. */
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virtual ~LassoSource() {}
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/** Returns the set of items that lie within a given lassoable region.
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Your implementation of this method must find all the relevent items that lie
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within the given rectangle. and add them to the itemsFound array.
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The coordinates are relative to the top-left of the lasso component's parent
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component. (i.e. they are the same as the size and position of the lasso
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component itself).
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*/
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virtual void findLassoItemsInArea (Array <SelectableItemType>& itemsFound,
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const Rectangle<int>& area) = 0;
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/** Returns the SelectedItemSet that the lasso should update.
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This set will be continuously updated by the LassoComponent as it gets
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dragged around, so make sure that you've got a ChangeListener attached to
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the set so that your UI objects will know when the selection changes and
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be able to update themselves appropriately.
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*/
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virtual SelectedItemSet<SelectableItemType>& getLassoSelection() = 0;
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};
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//==============================================================================
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/**
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A component that acts as a rectangular selection region, which you drag with
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the mouse to select groups of objects (in conjunction with a SelectedItemSet).
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To use one of these:
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- In your mouseDown or mouseDrag event, add the LassoComponent to your parent
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component, and call its beginLasso() method, giving it a
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suitable LassoSource object that it can use to find out which items are in
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the active area.
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- Each time your parent component gets a mouseDrag event, call dragLasso()
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to update the lasso's position - it will use its LassoSource to calculate and
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update the current selection.
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- After the drag has finished and you get a mouseUp callback, you should call
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endLasso() to clean up. This will make the lasso component invisible, and you
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can remove it from the parent component, or delete it.
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The class takes into account the modifier keys that are being held down while
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the lasso is being dragged, so if shift is pressed, then any lassoed items will
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be added to the original selection; if ctrl or command is pressed, they will be
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xor'ed with any previously selected items.
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@see LassoSource, SelectedItemSet
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*/
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template <class SelectableItemType>
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class LassoComponent : public Component
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{
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public:
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//==============================================================================
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/** Creates a Lasso component. */
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LassoComponent() : source (nullptr)
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{
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}
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//==============================================================================
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/** Call this in your mouseDown event, to initialise a drag.
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Pass in a suitable LassoSource object which the lasso will use to find
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the items and change the selection.
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After using this method to initialise the lasso, repeatedly call dragLasso()
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in your component's mouseDrag callback.
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@see dragLasso, endLasso, LassoSource
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*/
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void beginLasso (const MouseEvent& e, LassoSource<SelectableItemType>* lassoSource)
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{
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jassert (source == nullptr); // this suggests that you didn't call endLasso() after the last drag...
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jassert (lassoSource != nullptr); // the source can't be null!
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jassert (getParentComponent() != nullptr); // you need to add this to a parent component for it to work!
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source = lassoSource;
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if (lassoSource != nullptr)
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originalSelection = lassoSource->getLassoSelection().getItemArray();
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setSize (0, 0);
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dragStartPos = e.getMouseDownPosition();
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}
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/** Call this in your mouseDrag event, to update the lasso's position.
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This must be repeatedly calling when the mouse is dragged, after you've
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first initialised the lasso with beginLasso().
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This method takes into account the modifier keys that are being held down, so
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if shift is pressed, then the lassoed items will be added to any that were
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previously selected; if ctrl or command is pressed, then they will be xor'ed
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with previously selected items.
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@see beginLasso, endLasso
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*/
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void dragLasso (const MouseEvent& e)
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{
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if (source != nullptr)
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{
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setBounds (Rectangle<int> (dragStartPos, e.getPosition()));
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setVisible (true);
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Array<SelectableItemType> itemsInLasso;
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source->findLassoItemsInArea (itemsInLasso, getBounds());
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if (e.mods.isShiftDown())
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{
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itemsInLasso.removeValuesIn (originalSelection); // to avoid duplicates
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itemsInLasso.addArray (originalSelection);
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}
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else if (e.mods.isCommandDown() || e.mods.isAltDown())
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{
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Array<SelectableItemType> originalMinusNew (originalSelection);
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originalMinusNew.removeValuesIn (itemsInLasso);
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itemsInLasso.removeValuesIn (originalSelection);
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itemsInLasso.addArray (originalMinusNew);
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}
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source->getLassoSelection() = SelectedItemSet<SelectableItemType> (itemsInLasso);
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}
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}
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/** Call this in your mouseUp event, after the lasso has been dragged.
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@see beginLasso, dragLasso
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*/
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void endLasso()
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{
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source = nullptr;
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originalSelection.clear();
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setVisible (false);
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}
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//==============================================================================
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/** A set of colour IDs to use to change the colour of various aspects of the label.
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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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Note that you can also use the constants from TextEditor::ColourIds to change the
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colour of the text editor that is opened when a label is editable.
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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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lassoFillColourId = 0x1000440, /**< The colour to fill the lasso rectangle with. */
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lassoOutlineColourId = 0x1000441, /**< The colour to draw the outline with. */
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};
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//==============================================================================
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/** @internal */
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void paint (Graphics& g) override
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{
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getLookAndFeel().drawLasso (g, *this);
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// this suggests that you've left a lasso comp lying around after the
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// mouse drag has finished.. Be careful to call endLasso() when you get a
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// mouse-up event.
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jassert (isMouseButtonDownAnywhere());
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}
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/** @internal */
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bool hitTest (int, int) override { return false; }
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private:
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//==============================================================================
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Array<SelectableItemType> originalSelection;
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LassoSource<SelectableItemType>* source;
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Point<int> dragStartPos;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (LassoComponent)
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};
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#endif // JUCE_LASSOCOMPONENT_H_INCLUDED
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