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First check-in of the "jucequake": a major re-organisation of the library to break it up into modules. For more details about this, see the website forum..
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modules/juce_gui_basics/mouse/juce_MouseInputSource.h
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modules/juce_gui_basics/mouse/juce_MouseInputSource.h
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/*
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==============================================================================
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This file is part of the JUCE library - "Jules' Utility Class Extensions"
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Copyright 2004-11 by Raw Material Software Ltd.
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------------------------------------------------------------------------------
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JUCE can be redistributed and/or modified under the terms of the GNU General
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Public License (Version 2), as published by the Free Software Foundation.
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A copy of the license is included in the JUCE distribution, or can be found
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online at www.gnu.org/licenses.
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JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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------------------------------------------------------------------------------
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To release a closed-source product which uses JUCE, commercial licenses are
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available: visit www.rawmaterialsoftware.com/juce for more information.
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==============================================================================
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*/
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#ifndef __JUCE_MOUSEINPUTSOURCE_JUCEHEADER__
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#define __JUCE_MOUSEINPUTSOURCE_JUCEHEADER__
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#include "../keyboard/juce_ModifierKeys.h"
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#include "../components/juce_Desktop.h"
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class MouseInputSourceInternal;
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//==============================================================================
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/**
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Represents a linear source of mouse events from a mouse device or individual finger
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in a multi-touch environment.
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Each MouseEvent object contains a reference to the MouseInputSource that generated
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it. In an environment with a single mouse for input, all events will come from the
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same source, but in a multi-touch system, there may be multiple MouseInputSource
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obects active, each representing a stream of events coming from a particular finger.
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Events coming from a single MouseInputSource are always sent in a fixed and predictable
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order: a mouseMove will never be called without a mouseEnter having been sent beforehand,
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the only events that can happen between a mouseDown and its corresponding mouseUp are
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mouseDrags, etc.
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When there are multiple touches arriving from multiple MouseInputSources, their
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event streams may arrive in an interleaved order, so you should use the getIndex()
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method to find out which finger each event came from.
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@see MouseEvent
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*/
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class JUCE_API MouseInputSource
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{
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public:
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//==============================================================================
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/** Creates a MouseInputSource.
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You should never actually create a MouseInputSource in your own code - the
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library takes care of managing these objects.
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*/
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MouseInputSource (int index, bool isMouseDevice);
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/** Destructor. */
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~MouseInputSource();
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//==============================================================================
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/** Returns true if this object represents a normal desk-based mouse device. */
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bool isMouse() const;
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/** Returns true if this object represents a source of touch events - i.e. a finger or stylus. */
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bool isTouch() const;
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/** Returns true if this source has an on-screen pointer that can hover over
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items without clicking them.
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*/
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bool canHover() const;
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/** Returns true if this source may have a scroll wheel. */
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bool hasMouseWheel() const;
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/** Returns this source's index in the global list of possible sources.
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If the system only has a single mouse, there will only be a single MouseInputSource
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with an index of 0.
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If the system supports multi-touch input, then the index will represent a finger
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number, starting from 0. When the first touch event begins, it will have finger
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number 0, and then if a second touch happens while the first is still down, it
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will have index 1, etc.
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*/
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int getIndex() const;
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/** Returns true if this device is currently being pressed. */
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bool isDragging() const;
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/** Returns the last-known screen position of this source. */
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Point<int> getScreenPosition() const;
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/** Returns a set of modifiers that indicate which buttons are currently
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held down on this device.
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*/
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ModifierKeys getCurrentModifiers() const;
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/** Returns the component that was last known to be under this pointer. */
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Component* getComponentUnderMouse() const;
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/** Tells the device to dispatch a mouse-move or mouse-drag event.
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This is asynchronous - the event will occur on the message thread.
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*/
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void triggerFakeMove() const;
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/** Returns the number of clicks that should be counted as belonging to the
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current mouse event.
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So the mouse is currently down and it's the second click of a double-click, this
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will return 2.
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*/
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int getNumberOfMultipleClicks() const noexcept;
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/** Returns the time at which the last mouse-down occurred. */
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Time getLastMouseDownTime() const noexcept;
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/** Returns the screen position at which the last mouse-down occurred. */
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Point<int> getLastMouseDownPosition() const noexcept;
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/** Returns true if this mouse is currently down, and if it has been dragged more
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than a couple of pixels from the place it was pressed.
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*/
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bool hasMouseMovedSignificantlySincePressed() const noexcept;
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/** Returns true if this input source uses a visible mouse cursor. */
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bool hasMouseCursor() const noexcept;
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/** Changes the mouse cursor, (if there is one). */
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void showMouseCursor (const MouseCursor& cursor);
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/** Hides the mouse cursor (if there is one). */
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void hideCursor();
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/** Un-hides the mouse cursor if it was hidden by hideCursor(). */
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void revealCursor();
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/** Forces an update of the mouse cursor for whatever component it's currently over. */
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void forceMouseCursorUpdate();
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/** Returns true if this mouse can be moved indefinitely in any direction without running out of space. */
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bool canDoUnboundedMovement() const noexcept;
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/** Allows the mouse to move beyond the edges of the screen.
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Calling this method when the mouse button is currently pressed will remove the cursor
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from the screen and allow the mouse to (seem to) move beyond the edges of the screen.
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This means that the co-ordinates returned to mouseDrag() will be unbounded, and this
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can be used for things like custom slider controls or dragging objects around, where
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movement would be otherwise be limited by the mouse hitting the edges of the screen.
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The unbounded mode is automatically turned off when the mouse button is released, or
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it can be turned off explicitly by calling this method again.
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@param isEnabled whether to turn this mode on or off
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@param keepCursorVisibleUntilOffscreen if set to false, the cursor will immediately be
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hidden; if true, it will only be hidden when it
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is moved beyond the edge of the screen
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*/
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void enableUnboundedMouseMovement (bool isEnabled, bool keepCursorVisibleUntilOffscreen = false);
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//==============================================================================
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/** @internal */
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void handleEvent (ComponentPeer* peer, const Point<int>& positionWithinPeer, int64 time, const ModifierKeys& mods);
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/** @internal */
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void handleWheel (ComponentPeer* peer, const Point<int>& positionWithinPeer, int64 time, float x, float y);
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private:
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//==============================================================================
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friend class Desktop;
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friend class ComponentPeer;
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friend class MouseInputSourceInternal;
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ScopedPointer<MouseInputSourceInternal> pimpl;
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static Point<int> getCurrentMousePosition();
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (MouseInputSource);
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};
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#endif // __JUCE_MOUSEINPUTSOURCE_JUCEHEADER__
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