fix macOS build (following Projucer changes made in Windows, which removed /Applications/JUCE/modules from its headers). move JUCE headers under source control, so that Windows and macOS can both build against same version of JUCE. remove AUv3 target (I think it's an iOS thing, so it will never work with this macOS fluidsynth dylib).
This commit is contained in:
247
modules/juce_gui_basics/lookandfeel/juce_LookAndFeel.h
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247
modules/juce_gui_basics/lookandfeel/juce_LookAndFeel.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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/** This class is used to hold a few look and feel base classes which are associated
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with classes that may not be present because they're from modules other than
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juce_gui_basics.
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@tags{GUI}
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*/
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struct JUCE_API ExtraLookAndFeelBaseClasses
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{
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//==============================================================================
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/** This abstract base class is implemented by LookAndFeel classes. */
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struct JUCE_API LassoComponentMethods
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{
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virtual ~LassoComponentMethods() {}
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virtual void drawLasso (Graphics&, Component& lassoComp) = 0;
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};
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//==============================================================================
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/** This abstract base class is implemented by LookAndFeel classes. */
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struct JUCE_API KeyMappingEditorComponentMethods
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{
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virtual ~KeyMappingEditorComponentMethods() {}
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virtual void drawKeymapChangeButton (Graphics&, int width, int height, Button&, const String& keyDescription) = 0;
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};
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//==============================================================================
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/** This abstract base class is implemented by LookAndFeel classes. */
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struct JUCE_API AudioDeviceSelectorComponentMethods
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{
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virtual ~AudioDeviceSelectorComponentMethods() {}
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virtual void drawLevelMeter (Graphics&, int width, int height, float level) = 0;
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};
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};
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//==============================================================================
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/**
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LookAndFeel objects define the appearance of all the JUCE widgets, and subclasses
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can be used to apply different 'skins' to the application.
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This class is an abstract base-class - for actual look-and-feels that you can
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instantiate, see LookAndFeel_V1, LookAndFeel_V2 and LookAndFeel_V3.
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@see LookAndFeel_V1, LookAndFeel_V2, LookAndFeel_V3
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@tags{GUI}
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*/
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class JUCE_API LookAndFeel : public ScrollBar::LookAndFeelMethods,
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public Button::LookAndFeelMethods,
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public ImageButton::LookAndFeelMethods,
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public TextEditor::LookAndFeelMethods,
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public FileBrowserComponent::LookAndFeelMethods,
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public TreeView::LookAndFeelMethods,
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public BubbleComponent::LookAndFeelMethods,
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public AlertWindow::LookAndFeelMethods,
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public PopupMenu::LookAndFeelMethods,
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public ComboBox::LookAndFeelMethods,
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public Label::LookAndFeelMethods,
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public Slider::LookAndFeelMethods,
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public ResizableWindow::LookAndFeelMethods,
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public DocumentWindow::LookAndFeelMethods,
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public TooltipWindow::LookAndFeelMethods,
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public TabbedButtonBar::LookAndFeelMethods,
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public PropertyComponent::LookAndFeelMethods,
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public FilenameComponent::LookAndFeelMethods,
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public GroupComponent::LookAndFeelMethods,
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public TableHeaderComponent::LookAndFeelMethods,
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public CallOutBox::LookAndFeelMethods,
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public Toolbar::LookAndFeelMethods,
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public ConcertinaPanel::LookAndFeelMethods,
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public ProgressBar::LookAndFeelMethods,
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public StretchableLayoutResizerBar::LookAndFeelMethods,
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public ExtraLookAndFeelBaseClasses::KeyMappingEditorComponentMethods,
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public ExtraLookAndFeelBaseClasses::AudioDeviceSelectorComponentMethods,
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public ExtraLookAndFeelBaseClasses::LassoComponentMethods,
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public SidePanel::LookAndFeelMethods
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{
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public:
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//==============================================================================
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/** Creates the default JUCE look and feel. */
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LookAndFeel();
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/** Destructor. */
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virtual ~LookAndFeel();
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//==============================================================================
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/** Returns the current default look-and-feel for a component to use when it
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hasn't got one explicitly set.
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@see setDefaultLookAndFeel
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*/
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static 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 null, it will revert to using the default one. The
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object passed-in must be deleted by the caller when
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it's no longer needed.
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@see getDefaultLookAndFeel
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*/
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static void setDefaultLookAndFeel (LookAndFeel* newDefaultLookAndFeel) noexcept;
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//==============================================================================
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/** Looks for a colour that has been registered with the given colour ID number.
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If a colour has been set for this ID number using setColour(), then it is
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returned. If none has been set, it will just return Colours::black.
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The colour IDs for various purposes are stored as enums in the components that
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they are relevant to - for an example, see Slider::ColourIds,
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Label::ColourIds, TextEditor::ColourIds, TreeView::ColourIds, etc.
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If you're looking up a colour for use in drawing a component, it's usually
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best not to call this directly, but to use the Component::findColour() method
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instead. That will first check whether a suitable colour has been registered
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directly with the component, and will fall-back on calling the component's
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LookAndFeel's findColour() method if none is found.
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@see setColour, Component::findColour, Component::setColour
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*/
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Colour findColour (int colourId) const noexcept;
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/** Registers a colour to be used for a particular purpose.
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For more details, see the comments for findColour().
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@see findColour, Component::findColour, Component::setColour
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*/
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void setColour (int colourId, Colour colour) noexcept;
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/** Returns true if the specified colour ID has been explicitly set using the
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setColour() method.
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*/
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bool isColourSpecified (int colourId) const noexcept;
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//==============================================================================
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/** Returns the typeface that should be used for a given font.
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The default implementation just does what you'd expect it to, but you can override
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this if you want to intercept fonts and use your own custom typeface object.
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@see setDefaultTypeface
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*/
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virtual Typeface::Ptr getTypefaceForFont (const Font&);
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/** Allows you to supply a default typeface that will be returned as the default
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sans-serif font.
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Instead of a typeface object, you can specify a typeface by name using the
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setDefaultSansSerifTypefaceName() method.
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You can perform more complex typeface substitutions by overloading
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getTypefaceForFont() but this lets you easily set a global typeface.
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*/
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void setDefaultSansSerifTypeface (Typeface::Ptr newDefaultTypeface);
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/** Allows you to change the default sans-serif font.
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If you need to supply your own Typeface object for any of the default fonts, rather
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than just supplying the name (e.g. if you want to use an embedded font), then
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you can instead call setDefaultSansSerifTypeface() with an object to use.
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*/
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void setDefaultSansSerifTypefaceName (const String& newName);
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//==============================================================================
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/** Override this to get the chance to swap a component's mouse cursor for a
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customised one.
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*/
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virtual MouseCursor getMouseCursorFor (Component&);
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//==============================================================================
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/** Creates a new graphics context object. */
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virtual LowLevelGraphicsContext* createGraphicsContext (const Image& imageToRenderOn,
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const Point<int>& origin,
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const RectangleList<int>& initialClip);
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void setUsingNativeAlertWindows (bool shouldUseNativeAlerts);
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bool isUsingNativeAlertWindows();
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//==============================================================================
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/** Draws a small image that spins to indicate that something's happening.
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This method should use the current time to animate itself, so just keep
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repainting it every so often.
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*/
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virtual void drawSpinningWaitAnimation (Graphics&, const Colour& colour,
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int x, int y, int w, int h) = 0;
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//==============================================================================
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/** Returns a tick shape for use in yes/no boxes, etc. */
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virtual Path getTickShape (float height) = 0;
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/** Returns a cross shape for use in yes/no boxes, etc. */
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virtual Path getCrossShape (float height) = 0;
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//==============================================================================
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virtual DropShadower* createDropShadowerForComponent (Component*) = 0;
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//==============================================================================
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/** Plays the system's default 'beep' noise, to alert the user about something very important. */
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virtual void playAlertSound();
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private:
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//==============================================================================
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struct ColourSetting
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{
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int colourID;
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Colour colour;
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bool operator< (const ColourSetting& other) const noexcept { return colourID < other.colourID; }
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bool operator== (const ColourSetting& other) const noexcept { return colourID == other.colourID; }
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};
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SortedSet<ColourSetting> colours;
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String defaultSans, defaultSerif, defaultFixed;
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Typeface::Ptr defaultTypeface;
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bool useNativeAlertWindows = false;
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JUCE_DECLARE_WEAK_REFERENCEABLE (LookAndFeel)
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (LookAndFeel)
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};
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} // namespace juce
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