openshot-audio
0.1.2
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#include <juce_gui_basics.h>
Additional Inherited Members | |
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enum | FocusChangeType { focusChangedByMouseClick, focusChangedByTabKey, focusChangedDirectly } |
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static Component *JUCE_CALLTYPE | getCurrentlyFocusedComponent () noexcept |
static void JUCE_CALLTYPE | unfocusAllComponents () |
static void JUCE_CALLTYPE | beginDragAutoRepeat (int millisecondsBetweenCallbacks) |
static bool JUCE_CALLTYPE | isMouseButtonDownAnywhere () noexcept |
static int JUCE_CALLTYPE | getNumCurrentlyModalComponents () noexcept |
static Component *JUCE_CALLTYPE | getCurrentlyModalComponent (int index=0) noexcept |
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virtual ComponentPeer * | createNewPeer (int styleFlags, void *nativeWindowToAttachTo) |
A menu bar component.
MenuBarComponent::MenuBarComponent | ( | MenuBarModel * | model = nullptr | ) |
Creates a menu bar.
model | the model object to use to control this bar. You can pass omit the parameter or pass nullptr into this if you like, and set the model later using the setModel() method. |
MenuBarComponent::~MenuBarComponent | ( | ) |
Destructor.
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noexcept |
Returns the current menu bar model being used.
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overridevirtual |
Called to handle a command that was sent by postCommandMessage().
This is called by the message thread when a command message arrives, and the component can override this method to process it in any way it needs to.
Reimplemented from juce::Component.
Called when a key is pressed.
When a key is pressed, the component that has the keyboard focus will have this method called. Remember that a component will only be given the focus if its setWantsKeyboardFocus() method has been used to enable this.
If your implementation returns true, the event will be consumed and not passed on to any other listeners. If it returns false, the key will be passed to any KeyListeners that have been registered with this component. As soon as one of these returns true, the process will stop, but if they all return false, the event will be passed upwards to this component's parent, and so on.
The default implementation of this method does nothing and returns false.
Reimplemented from juce::Component.
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overridevirtual |
This callback is made when items are changed in the menu bar model.
Implements juce::MenuBarModel::Listener.
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overridevirtual |
This callback is made when an application command is invoked that is represented by one of the items in the menu bar model.
Implements juce::MenuBarModel::Listener.
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overridevirtual |
Called when a mouse button is pressed.
The MouseEvent object passed in contains lots of methods for finding out which button was pressed, as well as which modifier keys (e.g. shift, ctrl) were held down at the time.
Once a button is held down, the mouseDrag method will be called when the mouse moves, until the button is released.
event | details about the position and status of the mouse event, including the source component in which it occurred |
Reimplemented from juce::Component.
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overridevirtual |
Called when the mouse is moved while a button is held down.
When a mouse button is pressed inside a component, that component receives mouseDrag callbacks each time the mouse moves, even if the mouse strays outside the component's bounds.
event | details about the position and status of the mouse event, including the source component in which it occurred |
Reimplemented from juce::Component.
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overridevirtual |
Called when the mouse first enters a component.
If the mouse button isn't pressed and the mouse moves into a component, this will be called to let the component react to this.
When the mouse button is pressed and held down while being moved in or out of a component, no mouseEnter or mouseExit callbacks are made - only mouseDrag messages are sent to the component that the mouse was originally clicked on, until the button is released.
event | details about the position and status of the mouse event, including the source component in which it occurred |
Reimplemented from juce::Component.
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overridevirtual |
Called when the mouse moves out of a component.
This will be called when the mouse moves off the edge of this component.
If the mouse button was pressed, and it was then dragged off the edge of the component and released, then this callback will happen when the button is released, after the mouseUp callback.
event | details about the position and status of the mouse event, including the source component in which it occurred |
Reimplemented from juce::Component.
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overridevirtual |
Called when the mouse moves inside a component.
If the mouse button isn't pressed and the mouse moves over a component, this will be called to let the component react to this.
A component will always get a mouseEnter callback before a mouseMove.
event | details about the position and status of the mouse event, including the source component in which it occurred |
Reimplemented from juce::Component.
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overridevirtual |
Called when a mouse button is released.
A mouseUp callback is sent to the component in which a button was pressed even if the mouse is actually over a different component when the button is released.
The MouseEvent object passed in contains lots of methods for finding out which buttons were down just before they were released.
event | details about the position and status of the mouse event, including the source component in which it occurred |
Reimplemented from juce::Component.
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overridevirtual |
Components can override this method to draw their content.
The paint() method gets called when a region of a component needs redrawing, either because the component's repaint() method has been called, or because something has happened on the screen that means a section of a window needs to be redrawn.
Any child components will draw themselves over whatever this method draws. If you need to paint over the top of your child components, you can also implement the paintOverChildren() method to do this.
If you want to cause a component to redraw itself, this is done asynchronously - calling the repaint() method marks a region of the component as "dirty", and the paint() method will automatically be called sometime later, by the message thread, to paint any bits that need refreshing. In Juce (and almost all modern UI frameworks), you never redraw something synchronously.
You should never need to call this method directly - to take a snapshot of the component you could use createComponentSnapshot() or paintEntireComponent().
g | the graphics context that must be used to do the drawing operations. |
Reimplemented from juce::Component.
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overridevirtual |
Called when this component's size has been changed.
A component can implement this method to do things such as laying out its child components when its width or height changes.
The method is called synchronously as a result of the setBounds or setSize methods, so repeatedly changing a components size will repeatedly call its resized method (unlike things like repainting, where multiple calls to repaint are coalesced together).
If the component is a top-level window on the desktop, its size could also be changed by operating-system factors beyond the application's control.
Reimplemented from juce::Component.
void MenuBarComponent::setModel | ( | MenuBarModel * | newModel | ) |
Changes the model object to use to control the bar.
This can be a null pointer, in which case the bar will be empty. Don't delete the object that is passed-in while it's still being used by this MenuBar.
void MenuBarComponent::showMenu | ( | int | menuIndex | ) |
Pops up one of the menu items.
This lets you manually open one of the menus - it could be triggered by a key shortcut, for example.