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:
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modules/juce_gui_extra/misc/juce_BubbleMessageComponent.h
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132
modules/juce_gui_extra/misc/juce_BubbleMessageComponent.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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A speech-bubble component that displays a short message.
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This can be used to show a message with the tail of the speech bubble
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pointing to a particular component or location on the screen.
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@see BubbleComponent
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@tags{GUI}
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*/
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class JUCE_API BubbleMessageComponent : public BubbleComponent,
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private Timer
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{
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public:
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//==============================================================================
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/** Creates a bubble component.
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After creating one a BubbleComponent, do the following:
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- add it to an appropriate parent component, or put it on the
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desktop with Component::addToDesktop (0).
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- use the showAt() method to show a message.
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- it will make itself invisible after it times-out (and can optionally
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also delete itself), or you can reuse it somewhere else by calling
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showAt() again.
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*/
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BubbleMessageComponent (int fadeOutLengthMs = 150);
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/** Destructor. */
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~BubbleMessageComponent();
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//==============================================================================
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/** Shows a message bubble at a particular position.
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This shows the bubble with its stem pointing to the given location
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(coordinates being relative to its parent component).
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For details about exactly how it decides where to position itself, see
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BubbleComponent::updatePosition().
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@param position the coords of the object to point to
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@param message the text to display
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@param numMillisecondsBeforeRemoving how long to leave it on the screen before removing itself
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from its parent compnent. If this is 0 or less, it
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will stay there until manually removed.
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@param removeWhenMouseClicked if this is true, the bubble will disappear as soon as a
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mouse button is pressed (anywhere on the screen)
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@param deleteSelfAfterUse if true, then the component will delete itself after
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it becomes invisible
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*/
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void showAt (const Rectangle<int>& position,
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const AttributedString& message,
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int numMillisecondsBeforeRemoving,
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bool removeWhenMouseClicked = true,
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bool deleteSelfAfterUse = false);
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/** Shows a message bubble next to a particular component.
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This shows the bubble with its stem pointing at the given component.
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For details about exactly how it decides where to position itself, see
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BubbleComponent::updatePosition().
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@param component the component that you want to point at
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@param message the text to display
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@param numMillisecondsBeforeRemoving how long to leave it on the screen before removing itself
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from its parent compnent. If this is 0 or less, it
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will stay there until manually removed.
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@param removeWhenMouseClicked if this is true, the bubble will disappear as soon as a
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mouse button is pressed (anywhere on the screen)
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@param deleteSelfAfterUse if true, then the component will delete itself after
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it becomes invisible
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*/
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void showAt (Component* component,
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const AttributedString& message,
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int numMillisecondsBeforeRemoving,
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bool removeWhenMouseClicked = true,
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bool deleteSelfAfterUse = false);
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//==============================================================================
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/** @internal */
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void getContentSize (int& w, int& h) override;
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/** @internal */
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void paintContent (Graphics& g, int w, int h) override;
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/** @internal */
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void timerCallback() override;
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private:
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//==============================================================================
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int fadeOutLength, mouseClickCounter;
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TextLayout textLayout;
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int64 expiryTime;
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bool deleteAfterUse;
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void createLayout (const AttributedString&);
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void init (int, bool, bool);
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void hide (bool fadeOut);
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (BubbleMessageComponent)
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};
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} // namespace juce
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