/* ============================================================================== This file is part of the JUCE framework. Copyright (c) Raw Material Software Limited JUCE is an open source framework subject to commercial or open source licensing. By downloading, installing, or using the JUCE framework, or combining the JUCE framework with any other source code, object code, content or any other copyrightable work, you agree to the terms of the JUCE End User Licence Agreement, and all incorporated terms including the JUCE Privacy Policy and the JUCE Website Terms of Service, as applicable, which will bind you. If you do not agree to the terms of these agreements, we will not license the JUCE framework to you, and you must discontinue the installation or download process and cease use of the JUCE framework. JUCE End User Licence Agreement: https://juce.com/legal/juce-8-licence/ JUCE Privacy Policy: https://juce.com/juce-privacy-policy JUCE Website Terms of Service: https://juce.com/juce-website-terms-of-service/ Or: You may also use this code under the terms of the AGPLv3: https://www.gnu.org/licenses/agpl-3.0.en.html THE JUCE FRAMEWORK IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, ARE DISCLAIMED. ============================================================================== */ namespace juce { //============================================================================== /** A speech-bubble component that displays a short message. This can be used to show a message with the tail of the speech bubble pointing to a particular component or location on the screen. @see BubbleComponent @tags{GUI} */ class JUCE_API BubbleMessageComponent : public BubbleComponent, private Timer { public: //============================================================================== /** Creates a bubble component. After creating one a BubbleComponent, do the following: - add it to an appropriate parent component, or put it on the desktop with Component::addToDesktop (0). - use the showAt() method to show a message. - it will make itself invisible after it times-out (and can optionally also delete itself), or you can reuse it somewhere else by calling showAt() again. */ BubbleMessageComponent (int fadeOutLengthMs = 150); /** Destructor. */ ~BubbleMessageComponent() override; //============================================================================== /** Shows a message bubble at a particular position. This shows the bubble with its stem pointing to the given location (coordinates being relative to its parent component). @param position the coords of the object to point to @param message the text to display @param numMillisecondsBeforeRemoving how long to leave it on the screen before removing itself from its parent component. If this is 0 or less, it will stay there until manually removed. @param removeWhenMouseClicked if this is true, the bubble will disappear as soon as a mouse button is pressed (anywhere on the screen) @param deleteSelfAfterUse if true, then the component will delete itself after it becomes invisible */ void showAt (const Rectangle& position, const AttributedString& message, int numMillisecondsBeforeRemoving, bool removeWhenMouseClicked = true, bool deleteSelfAfterUse = false); /** Shows a message bubble next to a particular component. This shows the bubble with its stem pointing at the given component. @param component the component that you want to point at @param message the text to display @param numMillisecondsBeforeRemoving how long to leave it on the screen before removing itself from its parent component. If this is 0 or less, it will stay there until manually removed. @param removeWhenMouseClicked if this is true, the bubble will disappear as soon as a mouse button is pressed (anywhere on the screen) @param deleteSelfAfterUse if true, then the component will delete itself after it becomes invisible */ void showAt (Component* component, const AttributedString& message, int numMillisecondsBeforeRemoving, bool removeWhenMouseClicked = true, bool deleteSelfAfterUse = false); //============================================================================== /** @internal */ void getContentSize (int& w, int& h) override; /** @internal */ void paintContent (Graphics& g, int w, int h) override; /** @internal */ void timerCallback() override; private: //============================================================================== int fadeOutLength, mouseClickCounter; TextLayout textLayout; int64 expiryTime; bool deleteAfterUse; void createLayout (const AttributedString&); void init (int, bool, bool); void hide (bool fadeOut); JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (BubbleMessageComponent) }; } // namespace juce