/* ============================================================================== This file is part of the JUCE library. Copyright (c) 2020 - Raw Material Software Limited JUCE is an open source library subject to commercial or open-source licensing. By using JUCE, you agree to the terms of both the JUCE 6 End-User License Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020). End User License Agreement: www.juce.com/juce-6-licence Privacy Policy: www.juce.com/juce-privacy-policy Or: You may also use this code under the terms of the GPL v3 (see www.gnu.org/licenses). JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE DISCLAIMED. ============================================================================== */ namespace juce { //============================================================================== /** A component which lists all menu items and groups them into categories by their respective parent menus. This kind of component is often used for so-called "burger" menus in mobile apps. @see MenuBarModel @tags{GUI} */ class BurgerMenuComponent : public Component, private ListBoxModel, private MenuBarModel::Listener { public: //============================================================================== /** Creates a burger menu component. @param model the model object to use to control this burger menu. You can set the parameter or pass nullptr into this if you like, and set the model later using the setModel() method. @see setModel */ BurgerMenuComponent (MenuBarModel* model = nullptr); /** Destructor. */ ~BurgerMenuComponent() override; //============================================================================== /** Changes the model object to use to control the burger menu. This can be a nullptr, in which case the bar will be empty. This object will not be owned by the BurgerMenuComponent so it is up to you to manage its lifetime. Don't delete the object that is passed-in while it's still being used by this MenuBar. Any submenus in your MenuBarModel will be recursively flattened and added to the top-level burger menu section. */ void setModel (MenuBarModel* newModel); /** Returns the current burger menu model being used. */ MenuBarModel* getModel() const noexcept; /** @internal */ void lookAndFeelChanged() override; private: //============================================================================== struct Row { bool isMenuHeader; int topLevelMenuIndex; PopupMenu::Item item; }; void refresh(); void paint (Graphics&) override; int getNumRows() override; void paintListBoxItem (int, Graphics&, int, int, bool) override; void listBoxItemClicked (int, const MouseEvent&) override; Component* refreshComponentForRow (int, bool, Component*) override; void resized() override; void menuBarItemsChanged (MenuBarModel*) override; void menuCommandInvoked (MenuBarModel*, const ApplicationCommandTarget::InvocationInfo&) override; void mouseUp (const MouseEvent&) override; void handleCommandMessage (int) override; void addMenuBarItemsForMenu (PopupMenu&, int); static bool hasSubMenu (const PopupMenu::Item&); //============================================================================== MenuBarModel* model = nullptr; ListBox listBox {"BurgerMenuListBox", this}; Array rows; int lastRowClicked = -1, inputSourceIndexOfLastClick = -1, topLevelIndexClicked = -1; //============================================================================== JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (BurgerMenuComponent) }; } // namespace juce