2018-06-17 20:34:53 +08:00
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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) 2017 - ROLI Ltd.
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JUCE is an open source library subject to commercial or open-source
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licensing.
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By using JUCE, you agree to the terms of both the JUCE 5 End-User License
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Agreement and JUCE 5 Privacy Policy (both updated and effective as of the
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27th April 2017).
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End User License Agreement: www.juce.com/juce-5-licence
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Privacy Policy: www.juce.com/juce-5-privacy-policy
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Or: You may also use this code under the terms of the GPL v3 (see
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www.gnu.org/licenses).
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JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
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EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
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DISCLAIMED.
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==============================================================================
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*/
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namespace juce
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{
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//==============================================================================
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/**
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A component which lists all menu items and groups them into categories
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by their respective parent menus. This kind of component is often used
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for so-called "burger" menus in mobile apps.
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@see MenuBarModel
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@tags{GUI}
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*/
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class BurgerMenuComponent : public Component,
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private ListBoxModel,
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private MenuBarModel::Listener
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{
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public:
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//==============================================================================
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/** Creates a burger menu component.
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@param model the model object to use to control this burger menu. You can
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set the parameter or pass nullptr into this if you like,
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and set the model later using the setModel() method.
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@see setModel
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*/
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BurgerMenuComponent (MenuBarModel* model = nullptr);
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/** Destructor. */
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2019-06-23 03:41:38 +08:00
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~BurgerMenuComponent() override;
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2018-06-17 20:34:53 +08:00
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//==============================================================================
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/** Changes the model object to use to control the burger menu.
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This can be a nullptr, in which case the bar will be empty. This object will not be
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owned by the BurgerMenuComponent so it is up to you to manage its lifetime.
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Don't delete the object that is passed-in while it's still being used by this MenuBar.
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Any submenus in your MenuBarModel will be recursively flattened and added to the
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top-level burger menu section.
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*/
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void setModel (MenuBarModel* newModel);
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/** Returns the current burger menu model being used. */
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MenuBarModel* getModel() const noexcept;
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private:
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//==============================================================================
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struct Row
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{
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bool isMenuHeader;
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int topLevelMenuIndex;
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PopupMenu::Item item;
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};
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void refresh();
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void paint (Graphics&) override;
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int getNumRows() override;
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void paintListBoxItem (int, Graphics&, int, int, bool) override;
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void listBoxItemClicked (int, const MouseEvent&) override;
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Component* refreshComponentForRow (int, bool, Component*) override;
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void resized() override;
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void menuBarItemsChanged (MenuBarModel*) override;
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void menuCommandInvoked (MenuBarModel*, const ApplicationCommandTarget::InvocationInfo&) override;
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void mouseUp (const MouseEvent&) override;
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void handleCommandMessage (int) override;
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void addMenuBarItemsForMenu (PopupMenu&, int);
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static bool hasSubMenu (const PopupMenu::Item&);
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//==============================================================================
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MenuBarModel* model = nullptr;
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ListBox listBox {"BurgerMenuListBox", this};
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Array<Row> rows;
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int lastRowClicked = -1, inputSourceIndexOfLastClick = -1, topLevelIndexClicked = -1;
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//==============================================================================
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (BurgerMenuComponent)
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};
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} // namespace juce
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