357 lines
16 KiB
C++
357 lines
16 KiB
C++
/*
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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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One of these objects holds a list of all the commands your app can perform,
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and despatches these commands when needed.
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Application commands are a good way to trigger actions in your app, e.g. "Quit",
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"Copy", "Paste", etc. Menus, buttons and keypresses can all be given commands
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to invoke automatically, which means you don't have to handle the result of a menu
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or button click manually. Commands are despatched to ApplicationCommandTarget objects
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which can choose which events they want to handle.
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This architecture also allows for nested ApplicationCommandTargets, so that for example
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you could have two different objects, one inside the other, both of which can respond to
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a "delete" command. Depending on which one has focus, the command will be sent to the
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appropriate place, regardless of whether it was triggered by a menu, keypress or some other
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method.
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To set up your app to use commands, you'll need to do the following:
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- Create a global ApplicationCommandManager to hold the list of all possible
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commands. (This will also manage a set of key-mappings for them).
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- Make some of your UI components (or other objects) inherit from ApplicationCommandTarget.
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This allows the object to provide a list of commands that it can perform, and
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to handle them.
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- Register each type of command using ApplicationCommandManager::registerAllCommandsForTarget(),
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or ApplicationCommandManager::registerCommand().
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- If you want key-presses to trigger your commands, use the ApplicationCommandManager::getKeyMappings()
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method to access the key-mapper object, which you will need to register as a key-listener
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in whatever top-level component you're using. See the KeyPressMappingSet class for more help
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about setting this up.
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- Use methods such as PopupMenu::addCommandItem() or Button::setCommandToTrigger() to
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cause these commands to be invoked automatically.
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- Commands can be invoked directly by your code using ApplicationCommandManager::invokeDirectly().
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When a command is invoked, the ApplicationCommandManager will try to choose the best
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ApplicationCommandTarget to receive the specified command. To do this it will use the
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current keyboard focus to see which component might be interested, and will search the
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component hierarchy for those that also implement the ApplicationCommandTarget interface.
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If an ApplicationCommandTarget isn't interested in the command that is being invoked, then
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the next one in line will be tried (see the ApplicationCommandTarget::getNextCommandTarget()
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method), and so on until ApplicationCommandTarget::getNextCommandTarget() returns nullptr.
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At this point if the command still hasn't been performed, it will be passed to the current
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JUCEApplication object (which is itself an ApplicationCommandTarget).
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To exert some custom control over which ApplicationCommandTarget is chosen to invoke a command,
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you can override the ApplicationCommandManager::getFirstCommandTarget() method and choose
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the object yourself.
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@see ApplicationCommandTarget, ApplicationCommandInfo
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@tags{GUI}
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*/
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class JUCE_API ApplicationCommandManager : private AsyncUpdater,
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private FocusChangeListener
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{
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public:
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//==============================================================================
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/** Creates an ApplicationCommandManager.
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Once created, you'll need to register all your app's commands with it, using
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ApplicationCommandManager::registerAllCommandsForTarget() or
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ApplicationCommandManager::registerCommand().
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*/
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ApplicationCommandManager();
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/** Destructor.
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Make sure that you don't delete this if pointers to it are still being used by
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objects such as PopupMenus or Buttons.
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*/
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~ApplicationCommandManager() override;
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//==============================================================================
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/** Clears the current list of all commands.
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Note that this will also clear the contents of the KeyPressMappingSet.
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*/
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void clearCommands();
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/** Adds a command to the list of registered commands.
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@see registerAllCommandsForTarget
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*/
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void registerCommand (const ApplicationCommandInfo& newCommand);
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/** Adds all the commands that this target publishes to the manager's list.
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This will use ApplicationCommandTarget::getAllCommands() and ApplicationCommandTarget::getCommandInfo()
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to get details about all the commands that this target can do, and will call
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registerCommand() to add each one to the manger's list.
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@see registerCommand
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*/
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void registerAllCommandsForTarget (ApplicationCommandTarget* target);
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/** Removes the command with a specified ID.
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Note that this will also remove any key mappings that are mapped to the command.
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*/
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void removeCommand (CommandID commandID);
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/** This should be called to tell the manager that one of its registered commands may have changed
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its active status.
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Because the command manager only finds out whether a command is active or inactive by querying
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the current ApplicationCommandTarget, this is used to tell it that things may have changed. It
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allows things like buttons to update their enablement, etc.
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This method will cause an asynchronous call to ApplicationCommandManagerListener::applicationCommandListChanged()
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for any registered listeners.
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*/
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void commandStatusChanged();
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//==============================================================================
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/** Returns the number of commands that have been registered.
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@see registerCommand
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*/
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int getNumCommands() const noexcept { return commands.size(); }
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/** Returns the details about one of the registered commands.
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The index is between 0 and (getNumCommands() - 1).
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*/
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const ApplicationCommandInfo* getCommandForIndex (int index) const noexcept { return commands [index]; }
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/** Returns the details about a given command ID.
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This will search the list of registered commands for one with the given command
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ID number, and return its associated info. If no matching command is found, this
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will return nullptr.
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*/
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const ApplicationCommandInfo* getCommandForID (CommandID commandID) const noexcept;
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/** Returns the name field for a command.
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An empty string is returned if no command with this ID has been registered.
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@see getDescriptionOfCommand
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*/
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String getNameOfCommand (CommandID commandID) const noexcept;
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/** Returns the description field for a command.
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An empty string is returned if no command with this ID has been registered. If the
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command has no description, this will return its short name field instead.
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@see getNameOfCommand
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*/
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String getDescriptionOfCommand (CommandID commandID) const noexcept;
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/** Returns the list of categories.
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This will go through all registered commands, and return a list of all the distinct
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categoryName values from their ApplicationCommandInfo structure.
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@see getCommandsInCategory()
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*/
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StringArray getCommandCategories() const;
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/** Returns a list of all the command UIDs in a particular category.
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@see getCommandCategories()
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*/
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Array<CommandID> getCommandsInCategory (const String& categoryName) const;
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//==============================================================================
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/** Returns the manager's internal set of key mappings.
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This object can be used to edit the keypresses. To actually link this object up
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to invoke commands when a key is pressed, see the comments for the KeyPressMappingSet
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class.
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@see KeyPressMappingSet
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*/
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KeyPressMappingSet* getKeyMappings() const noexcept { return keyMappings.get(); }
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//==============================================================================
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/** Invokes the given command directly, sending it to the default target.
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This is just an easy way to call invoke() without having to fill out the InvocationInfo
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structure.
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*/
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bool invokeDirectly (CommandID commandID, bool asynchronously);
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/** Sends a command to the default target.
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This will choose a target using getFirstCommandTarget(), and send the specified command
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to it using the ApplicationCommandTarget::invoke() method. This means that if the
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first target can't handle the command, it will be passed on to targets further down the
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chain (see ApplicationCommandTarget::invoke() for more info).
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@param invocationInfo this must be correctly filled-in, describing the context for
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the invocation.
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@param asynchronously if false, the command will be performed before this method returns.
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If true, a message will be posted so that the command will be performed
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later on the message thread, and this method will return immediately.
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@see ApplicationCommandTarget::invoke
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*/
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bool invoke (const ApplicationCommandTarget::InvocationInfo& invocationInfo,
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bool asynchronously);
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//==============================================================================
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/** Chooses the ApplicationCommandTarget to which a command should be sent.
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Whenever the manager needs to know which target a command should be sent to, it calls
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this method to determine the first one to try.
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By default, this method will return the target that was set by calling setFirstCommandTarget().
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If no target is set, it will return the result of findDefaultComponentTarget().
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If you need to make sure all commands go via your own custom target, then you can
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either use setFirstCommandTarget() to specify a single target, or override this method
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if you need more complex logic to choose one.
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It may return nullptr if no targets are available.
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@see getTargetForCommand, invoke, invokeDirectly
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*/
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virtual ApplicationCommandTarget* getFirstCommandTarget (CommandID commandID);
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/** Sets a target to be returned by getFirstCommandTarget().
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If this is set to nullptr, then getFirstCommandTarget() will by default return the
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result of findDefaultComponentTarget().
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If you use this to set a target, make sure you call setFirstCommandTarget(nullptr)
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before deleting the target object.
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*/
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void setFirstCommandTarget (ApplicationCommandTarget* newTarget) noexcept;
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/** Tries to find the best target to use to perform a given command.
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This will call getFirstCommandTarget() to find the preferred target, and will
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check whether that target can handle the given command. If it can't, then it'll use
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ApplicationCommandTarget::getNextCommandTarget() to find the next one to try, and
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so on until no more are available.
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If no targets are found that can perform the command, this method will return nullptr.
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If a target is found, then it will get the target to fill-in the upToDateInfo
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structure with the latest info about that command, so that the caller can see
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whether the command is disabled, ticked, etc.
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*/
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ApplicationCommandTarget* getTargetForCommand (CommandID commandID,
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ApplicationCommandInfo& upToDateInfo);
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//==============================================================================
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/** Registers a listener that will be called when various events occur. */
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void addListener (ApplicationCommandManagerListener* listener);
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/** Deregisters a previously-added listener. */
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void removeListener (ApplicationCommandManagerListener* listener);
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//==============================================================================
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/** Looks for a suitable command target based on which Components have the keyboard focus.
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This is used by the default implementation of ApplicationCommandTarget::getFirstCommandTarget(),
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but is exposed here in case it's useful.
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It tries to pick the best ApplicationCommandTarget by looking at focused components, top level
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windows, etc., and using the findTargetForComponent() method.
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*/
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static ApplicationCommandTarget* findDefaultComponentTarget();
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/** Examines this component and all its parents in turn, looking for the first one
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which is an ApplicationCommandTarget.
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Returns the first ApplicationCommandTarget that it finds, or nullptr if none of them
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implement that class.
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*/
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static ApplicationCommandTarget* findTargetForComponent (Component*);
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private:
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//==============================================================================
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OwnedArray<ApplicationCommandInfo> commands;
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ListenerList<ApplicationCommandManagerListener> listeners;
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std::unique_ptr<KeyPressMappingSet> keyMappings;
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ApplicationCommandTarget* firstTarget = nullptr;
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void sendListenerInvokeCallback (const ApplicationCommandTarget::InvocationInfo&);
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void handleAsyncUpdate() override;
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void globalFocusChanged (Component*) override;
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ApplicationCommandInfo* getMutableCommandForID (CommandID) const noexcept;
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#if JUCE_CATCH_DEPRECATED_CODE_MISUSE
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// This is just here to cause a compile error in old code that hasn't been changed to use the new
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// version of this method.
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virtual short getFirstCommandTarget() { return 0; }
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#endif
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (ApplicationCommandManager)
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};
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//==============================================================================
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/**
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A listener that receives callbacks from an ApplicationCommandManager when
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commands are invoked or the command list is changed.
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@see ApplicationCommandManager::addListener, ApplicationCommandManager::removeListener
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@tags{GUI}
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*/
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class JUCE_API ApplicationCommandManagerListener
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{
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public:
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//==============================================================================
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/** Destructor. */
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virtual ~ApplicationCommandManagerListener() = default;
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/** Called when an app command is about to be invoked. */
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virtual void applicationCommandInvoked (const ApplicationCommandTarget::InvocationInfo&) = 0;
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/** Called when commands are registered or deregistered from the
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command manager, or when commands are made active or inactive.
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Note that if you're using this to watch for changes to whether a command is disabled,
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you'll need to make sure that ApplicationCommandManager::commandStatusChanged() is called
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whenever the status of your command might have changed.
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*/
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virtual void applicationCommandListChanged() = 0;
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};
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} // namespace juce
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