upgrade to JUCE 5.4.3. Remove (probably) unused JUCE modules. Remove VST2 target (it's been end-of-life'd by Steinberg and by JUCE)
This commit is contained in:
416
modules/juce_gui_basics/desktop/juce_Desktop.h
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416
modules/juce_gui_basics/desktop/juce_Desktop.h
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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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Classes can implement this interface and register themselves with the Desktop class
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to receive callbacks when the currently focused component changes.
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@see Desktop::addFocusChangeListener, Desktop::removeFocusChangeListener
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@tags{GUI}
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*/
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class JUCE_API FocusChangeListener
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{
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public:
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/** Destructor. */
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virtual ~FocusChangeListener() = default;
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/** Callback to indicate that the currently focused component has changed. */
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virtual void globalFocusChanged (Component* focusedComponent) = 0;
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};
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//==============================================================================
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/**
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Describes and controls aspects of the computer's desktop.
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@tags{GUI}
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*/
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class JUCE_API Desktop : private DeletedAtShutdown,
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private Timer,
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private AsyncUpdater
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{
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public:
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//==============================================================================
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/** There's only one desktop object, and this method will return it. */
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static Desktop& JUCE_CALLTYPE getInstance();
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//==============================================================================
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/** Returns the mouse position.
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The coordinates are relative to the top-left of the main monitor.
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Note that this is just a shortcut for calling getMainMouseSource().getScreenPosition(), and
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you should only resort to grabbing the global mouse position if there's really no
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way to get the coordinates via a mouse event callback instead.
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*/
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static Point<int> getMousePosition();
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/** Makes the mouse pointer jump to a given location.
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The coordinates are relative to the top-left of the main monitor.
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Note that this is a pretty old method, kept around mainly for backwards-compatibility,
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and you should use the MouseInputSource class directly in new code.
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*/
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static void setMousePosition (Point<int> newPosition);
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/** Returns the last position at which a mouse button was pressed.
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Note that this is just a shortcut for calling getMainMouseSource().getLastMouseDownPosition(),
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and in a multi-touch environment, it doesn't make much sense. ALWAYS prefer to
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get this information via other means, such as MouseEvent::getMouseDownScreenPosition()
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if possible, and only ever call this as a last resort.
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*/
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static Point<int> getLastMouseDownPosition();
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/** Returns the number of times the mouse button has been clicked since the app started.
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Each mouse-down event increments this number by 1.
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@see getMouseWheelMoveCounter
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*/
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int getMouseButtonClickCounter() const noexcept;
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/** Returns the number of times the mouse wheel has been moved since the app started.
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Each mouse-wheel event increments this number by 1.
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@see getMouseButtonClickCounter
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*/
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int getMouseWheelMoveCounter() const noexcept;
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//==============================================================================
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/** This lets you prevent the screensaver from becoming active.
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Handy if you're running some sort of presentation app where having a screensaver
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appear would be annoying.
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Pass false to disable the screensaver, and true to re-enable it. (Note that this
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won't enable a screensaver unless the user has actually set one up).
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The disablement will only happen while the JUCE application is the foreground
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process - if another task is running in front of it, then the screensaver will
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be unaffected.
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@see isScreenSaverEnabled
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*/
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static void setScreenSaverEnabled (bool isEnabled);
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/** Returns true if the screensaver has not been turned off.
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This will return the last value passed into setScreenSaverEnabled(). Note that
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it won't tell you whether the user is actually using a screen saver, just
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whether this app is deliberately preventing one from running.
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@see setScreenSaverEnabled
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*/
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static bool isScreenSaverEnabled();
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//==============================================================================
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/** Registers a MouseListener that will receive all mouse events that occur on
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any component.
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@see removeGlobalMouseListener
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*/
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void addGlobalMouseListener (MouseListener* listener);
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/** Unregisters a MouseListener that was added with the addGlobalMouseListener()
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method.
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@see addGlobalMouseListener
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*/
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void removeGlobalMouseListener (MouseListener* listener);
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//==============================================================================
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/** Registers a MouseListener that will receive a callback whenever the focused
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component changes.
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*/
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void addFocusChangeListener (FocusChangeListener* listener);
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/** Unregisters a listener that was added with addFocusChangeListener(). */
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void removeFocusChangeListener (FocusChangeListener* listener);
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//==============================================================================
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/** Takes a component and makes it full-screen, removing the taskbar, dock, etc.
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The component must already be on the desktop for this method to work. It will
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be resized to completely fill the screen and any extraneous taskbars, menu bars,
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etc will be hidden.
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To exit kiosk mode, just call setKioskModeComponent (nullptr). When this is called,
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the component that's currently being used will be resized back to the size
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and position it was in before being put into this mode.
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If allowMenusAndBars is true, things like the menu and dock (on mac) are still
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allowed to pop up when the mouse moves onto them. If this is false, it'll try
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to hide as much on-screen paraphernalia as possible.
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*/
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void setKioskModeComponent (Component* componentToUse,
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bool allowMenusAndBars = true);
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/** Returns the component that is currently being used in kiosk-mode.
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This is the component that was last set by setKioskModeComponent(). If none
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has been set, this returns nullptr.
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*/
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Component* getKioskModeComponent() const noexcept { return kioskModeComponent; }
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//==============================================================================
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/** Returns the number of components that are currently active as top-level
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desktop windows.
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@see getComponent, Component::addToDesktop
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*/
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int getNumComponents() const noexcept;
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/** Returns one of the top-level desktop window components.
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The index is from 0 to getNumComponents() - 1. This could return 0 if the
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index is out-of-range.
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@see getNumComponents, Component::addToDesktop
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*/
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Component* getComponent (int index) const noexcept;
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/** Finds the component at a given screen location.
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This will drill down into top-level windows to find the child component at
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the given position.
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Returns nullptr if the coordinates are inside a non-JUCE window.
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*/
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Component* findComponentAt (Point<int> screenPosition) const;
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/** The Desktop object has a ComponentAnimator instance which can be used for performing
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your animations.
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Having a single shared ComponentAnimator object makes it more efficient when multiple
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components are being moved around simultaneously. It's also more convenient than having
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to manage your own instance of one.
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@see ComponentAnimator
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*/
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ComponentAnimator& getAnimator() noexcept { return animator; }
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//==============================================================================
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/** Returns the current default look-and-feel for components which don't have one
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explicitly set.
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@see setDefaultLookAndFeel
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*/
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LookAndFeel& getDefaultLookAndFeel() noexcept;
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/** Changes the default look-and-feel.
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@param newDefaultLookAndFeel the new look-and-feel object to use - if this is
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set to nullptr, it will revert to using the system's
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default one. The object passed-in must be deleted by the
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caller when it's no longer needed.
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@see getDefaultLookAndFeel
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*/
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void setDefaultLookAndFeel (LookAndFeel* newDefaultLookAndFeel);
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//==============================================================================
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/** Provides access to the array of mouse sources, for iteration.
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In a traditional single-mouse system, there might be only one MouseInputSource. On a
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multi-touch system, there could be one input source per potential finger. The number
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of mouse sources returned here may increase dynamically as the program runs.
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To find out how many mouse events are currently happening, use getNumDraggingMouseSources().
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*/
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const Array<MouseInputSource>& getMouseSources() const noexcept;
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/** Returns the number of MouseInputSource objects the system has at its disposal.
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In a traditional single-mouse system, there might be only one MouseInputSource. On a
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multi-touch system, there could be one input source per potential finger. The number
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of mouse sources returned here may increase dynamically as the program runs.
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To find out how many mouse events are currently happening, use getNumDraggingMouseSources().
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@see getMouseSource
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*/
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int getNumMouseSources() const noexcept;
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/** Returns one of the system's MouseInputSource objects.
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The index should be from 0 to getNumMouseSources() - 1. Out-of-range indexes will return
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a null pointer.
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In a traditional single-mouse system, there might be only one object. On a multi-touch
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system, there could be one input source per potential finger.
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*/
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MouseInputSource* getMouseSource (int index) const noexcept;
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/** Returns the main mouse input device that the system is using.
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@see getNumMouseSources()
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*/
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MouseInputSource getMainMouseSource() const noexcept;
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/** Returns the number of mouse-sources that are currently being dragged.
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In a traditional single-mouse system, this will be 0 or 1, depending on whether a
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JUCE component has the button down on it. In a multi-touch system, this could
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be any number from 0 to the number of simultaneous touches that can be detected.
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*/
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int getNumDraggingMouseSources() const noexcept;
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/** Returns one of the mouse sources that's currently being dragged.
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The index should be between 0 and getNumDraggingMouseSources() - 1. If the index is
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out of range, or if no mice or fingers are down, this will return a null pointer.
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*/
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MouseInputSource* getDraggingMouseSource (int index) const noexcept;
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/** Ensures that a non-stop stream of mouse-drag events will be sent during the
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current mouse-drag operation.
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This allows you to make sure that mouseDrag() events are sent continuously, even
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when the mouse isn't moving. This can be useful for things like auto-scrolling
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components when the mouse is near an edge.
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Call this method during a mouseDown() or mouseDrag() callback, specifying the
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minimum interval between consecutive mouse drag callbacks. The callbacks
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will continue until the mouse is released, and then the interval will be reset,
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so you need to make sure it's called every time you begin a drag event.
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Passing an interval of 0 or less will cancel the auto-repeat.
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@see mouseDrag
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*/
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void beginDragAutoRepeat (int millisecondsBetweenCallbacks);
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//==============================================================================
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/** In a tablet/mobile device which can be turned around, this is used to indicate the orientation. */
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enum DisplayOrientation
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{
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upright = 1, /**< Indicates that the device is the normal way up. */
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upsideDown = 2, /**< Indicates that the device is upside-down. */
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rotatedClockwise = 4, /**< Indicates that the device is turned 90 degrees clockwise from its upright position. */
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rotatedAntiClockwise = 8, /**< Indicates that the device is turned 90 degrees anti-clockwise from its upright position. */
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allOrientations = 1 + 2 + 4 + 8 /**< A combination of all the orientation values */
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};
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/** In a tablet device which can be turned around, this returns the current orientation. */
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DisplayOrientation getCurrentOrientation() const;
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/** Sets which orientations the display is allowed to auto-rotate to.
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For devices that support rotating desktops, this lets you specify which of the orientations your app can use.
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The parameter is a bitwise or-ed combination of the values in DisplayOrientation, and must contain at least one
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set bit.
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*/
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void setOrientationsEnabled (int allowedOrientations);
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/** Returns the set of orientations the display is allowed to rotate to.
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@see setOrientationsEnabled
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*/
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int getOrientationsEnabled() const noexcept;
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/** Returns whether the display is allowed to auto-rotate to the given orientation.
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Each orientation can be enabled using setOrientationEnabled(). By default, all orientations are allowed.
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*/
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bool isOrientationEnabled (DisplayOrientation orientation) const noexcept;
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//==============================================================================
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const Displays& getDisplays() const noexcept { return *displays; }
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//==============================================================================
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/** Sets a global scale factor to be used for all desktop windows.
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Setting this will also scale the monitor sizes that are returned by getDisplays().
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*/
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void setGlobalScaleFactor (float newScaleFactor) noexcept;
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/** Returns the current global scale factor, as set by setGlobalScaleFactor().
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@see setGlobalScaleFactor
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*/
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float getGlobalScaleFactor() const noexcept { return masterScaleFactor; }
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//==============================================================================
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/** True if the OS supports semitransparent windows */
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static bool canUseSemiTransparentWindows() noexcept;
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#if JUCE_MAC
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/** OSX-specific function to check for the "dark" title-bar and menu mode. */
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static bool isOSXDarkModeActive();
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#endif
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private:
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//==============================================================================
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static Desktop* instance;
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friend class Component;
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friend class ComponentPeer;
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friend class MouseInputSourceInternal;
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friend class DeletedAtShutdown;
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friend class TopLevelWindowManager;
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friend class Displays;
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std::unique_ptr<MouseInputSource::SourceList> mouseSources;
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ListenerList<MouseListener> mouseListeners;
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ListenerList<FocusChangeListener> focusListeners;
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Array<Component*> desktopComponents;
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Array<ComponentPeer*> peers;
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std::unique_ptr<Displays> displays;
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Point<float> lastFakeMouseMove;
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void sendMouseMove();
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int mouseClickCounter = 0, mouseWheelCounter = 0;
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void incrementMouseClickCounter() noexcept;
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void incrementMouseWheelCounter() noexcept;
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std::unique_ptr<LookAndFeel> defaultLookAndFeel;
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WeakReference<LookAndFeel> currentLookAndFeel;
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Component* kioskModeComponent = nullptr;
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Rectangle<int> kioskComponentOriginalBounds;
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bool kioskModeReentrant = false;
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int allowedOrientations = allOrientations;
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void allowedOrientationsChanged();
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float masterScaleFactor;
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ComponentAnimator animator;
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void timerCallback() override;
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void resetTimer();
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ListenerList<MouseListener>& getMouseListeners();
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void addDesktopComponent (Component*);
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void removeDesktopComponent (Component*);
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void componentBroughtToFront (Component*);
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void setKioskComponent (Component*, bool shouldBeEnabled, bool allowMenusAndBars);
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void triggerFocusCallback();
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void handleAsyncUpdate() override;
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static Point<float> getMousePositionFloat();
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static double getDefaultMasterScale();
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Desktop();
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~Desktop() override;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (Desktop)
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};
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} // namespace juce
|
Reference in New Issue
Block a user