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PopupMenu Class Reference

Creates and displays a popup-menu. More...

Classes

class  CustomComponent
 A user-defined component that can be used as an item in a popup menu. More...
 
struct  Item
 Describes a popup menu item. More...
 
struct  LookAndFeelMethods
 This abstract base class is implemented by LookAndFeel classes to provide menu drawing functionality. More...
 
class  MenuItemIterator
 Allows you to iterate through the items in a pop-up menu, and examine their properties. More...
 
class  Options
 Class used to create a set of options to pass to the show() method. More...
 

Public Types

enum  ColourIds {
  backgroundColourId = 0x1000700, textColourId = 0x1000600, headerTextColourId = 0x1000601, highlightedBackgroundColourId = 0x1000900,
  highlightedTextColourId = 0x1000800
}
 A set of colour IDs to use to change the colour of various aspects of the menu. More...
 

Public Member Functions

 PopupMenu ()
 Creates an empty popup menu. More...
 
 PopupMenu (const PopupMenu &other)
 Creates a copy of another menu. More...
 
 ~PopupMenu ()
 Destructor. More...
 
PopupMenuoperator= (const PopupMenu &other)
 Copies this menu from another one. More...
 
 PopupMenu (PopupMenu &&other) noexcept
 
PopupMenuoperator= (PopupMenu &&other) noexcept
 
void clear ()
 Resets the menu, removing all its items. More...
 
void addItem (const Item &newItem)
 Adds an item to the menu. More...
 
void addItem (int itemResultID, const String &itemText, bool isEnabled=true, bool isTicked=false)
 Appends a new text item for this menu to show. More...
 
void addItem (int itemResultID, const String &itemText, bool isEnabled, bool isTicked, const Image &iconToUse)
 Appends a new item with an icon. More...
 
void addItem (int itemResultID, const String &itemText, bool isEnabled, bool isTicked, Drawable *iconToUse)
 Appends a new item with an icon. More...
 
void addCommandItem (ApplicationCommandManager *commandManager, CommandID commandID, const String &displayName=String::empty, Drawable *iconToUse=nullptr)
 Adds an item that represents one of the commands in a command manager object. More...
 
void addColouredItem (int itemResultID, const String &itemText, Colour itemTextColour, bool isEnabled=true, bool isTicked=false, const Image &iconToUse=Image())
 Appends a text item with a special colour. More...
 
void addColouredItem (int itemResultID, const String &itemText, Colour itemTextColour, bool isEnabled, bool isTicked, Drawable *iconToUse)
 Appends a text item with a special colour. More...
 
void addCustomItem (int itemResultID, CustomComponent *customComponent, const PopupMenu *optionalSubMenu=nullptr)
 Appends a custom menu item. More...
 
void addCustomItem (int itemResultID, Component *customComponent, int idealWidth, int idealHeight, bool triggerMenuItemAutomaticallyWhenClicked, const PopupMenu *optionalSubMenu=nullptr)
 Appends a custom menu item that can't be used to trigger a result. More...
 
void addSubMenu (const String &subMenuName, const PopupMenu &subMenu, bool isEnabled=true)
 Appends a sub-menu. More...
 
void addSubMenu (const String &subMenuName, const PopupMenu &subMenu, bool isEnabled, const Image &iconToUse, bool isTicked=false, int itemResultID=0)
 Appends a sub-menu with an icon. More...
 
void addSubMenu (const String &subMenuName, const PopupMenu &subMenu, bool isEnabled, Drawable *iconToUse, bool isTicked=false, int itemResultID=0)
 Appends a sub-menu with an icon. More...
 
void addSeparator ()
 Appends a separator to the menu, to help break it up into sections. More...
 
void addSectionHeader (const String &title)
 Adds a non-clickable text item to the menu. More...
 
int getNumItems () const noexcept
 Returns the number of items that the menu currently contains. More...
 
bool containsCommandItem (int commandID) const
 Returns true if the menu contains a command item that triggers the given command. More...
 
bool containsAnyActiveItems () const noexcept
 Returns true if the menu contains any items that can be used. More...
 
int show (int itemIDThatMustBeVisible=0, int minimumWidth=0, int maximumNumColumns=0, int standardItemHeight=0, ModalComponentManager::Callback *callback=nullptr)
 Displays the menu and waits for the user to pick something. More...
 
int showAt (const Rectangle< int > &screenAreaToAttachTo, int itemIDThatMustBeVisible=0, int minimumWidth=0, int maximumNumColumns=0, int standardItemHeight=0, ModalComponentManager::Callback *callback=nullptr)
 Displays the menu at a specific location. More...
 
int showAt (Component *componentToAttachTo, int itemIDThatMustBeVisible=0, int minimumWidth=0, int maximumNumColumns=0, int standardItemHeight=0, ModalComponentManager::Callback *callback=nullptr)
 Displays the menu as if it's attached to a component such as a button. More...
 
int showMenu (const Options &options)
 Displays and runs the menu modally, with a set of options. More...
 
void showMenuAsync (const Options &options, ModalComponentManager::Callback *callback)
 Runs the menu asynchronously, with a user-provided callback that will receive the result. More...
 
void setLookAndFeel (LookAndFeel *newLookAndFeel)
 Specifies a look-and-feel for the menu and any sub-menus that it has. More...
 

Static Public Member Functions

static bool JUCE_CALLTYPE dismissAllActiveMenus ()
 Closes any menus that are currently open. More...
 

Detailed Description

Creates and displays a popup-menu.

To show a popup-menu, you create one of these, add some items to it, then call its show() method, which returns the id of the item the user selects.

E.g.

void MyWidget::mouseDown (const MouseEvent& e)
{
m.addItem (1, "item 1");
m.addItem (2, "item 2");
const int result = m.show();
if (result == 0)
{
// user dismissed the menu without picking anything
}
else if (result == 1)
{
// user picked item 1
}
else if (result == 2)
{
// user picked item 2
}
}

Submenus are easy too:

void MyWidget::mouseDown (const MouseEvent& e)
{
PopupMenu subMenu;
subMenu.addItem (1, "item 1");
subMenu.addItem (2, "item 2");
PopupMenu mainMenu;
mainMenu.addItem (3, "item 3");
mainMenu.addSubMenu ("other choices", subMenu);
const int result = m.show();
...etc
}

Member Enumeration Documentation

A set of colour IDs to use to change the colour of various aspects of the menu.

These constants can be used either via the LookAndFeel::setColour() method for the look and feel that is set for this menu with setLookAndFeel()

See also
setLookAndFeel, LookAndFeel::setColour, LookAndFeel::findColour
Enumerator
backgroundColourId 

The colour to fill the menu's background with.

textColourId 

The colour for normal menu item text, (unless the colour is specified when the item is added).

headerTextColourId 

The colour for section header item text (see the addSectionHeader() method).

highlightedBackgroundColourId 

The colour to fill the background of the currently highlighted menu item.

highlightedTextColourId 

The colour to use for the text of the currently highlighted item.

Constructor & Destructor Documentation

PopupMenu::PopupMenu ( )

Creates an empty popup menu.

PopupMenu::PopupMenu ( const PopupMenu other)

Creates a copy of another menu.

PopupMenu::~PopupMenu ( )

Destructor.

PopupMenu::PopupMenu ( PopupMenu &&  other)
noexcept

Member Function Documentation

PopupMenu& PopupMenu::operator= ( const PopupMenu other)

Copies this menu from another one.

PopupMenu& PopupMenu::operator= ( PopupMenu &&  other)
noexcept
void PopupMenu::clear ( )

Resets the menu, removing all its items.

void PopupMenu::addItem ( const Item newItem)

Adds an item to the menu.

You can call this method for full control over the item that is added, or use the other addItem helper methods if you want to pass arguments rather than creating an Item object.

Referenced by StandaloneFilterWindow::buttonClicked().

void PopupMenu::addItem ( int  itemResultID,
const String itemText,
bool  isEnabled = true,
bool  isTicked = false 
)

Appends a new text item for this menu to show.

Parameters
itemResultIDthe number that will be returned from the show() method if the user picks this item. The value should never be zero, because that's used to indicate that the user didn't select anything.
itemTextthe text to show.
isEnabledif false, the item will be shown 'greyed-out' and can't be picked
isTickedif true, the item will be shown with a tick next to it
See also
addSeparator, addColouredItem, addCustomItem, addSubMenu
void PopupMenu::addItem ( int  itemResultID,
const String itemText,
bool  isEnabled,
bool  isTicked,
const Image iconToUse 
)

Appends a new item with an icon.

Parameters
itemResultIDthe number that will be returned from the show() method if the user picks this item. The value should never be zero, because that's used to indicate that the user didn't select anything.
itemTextthe text to show.
isEnabledif false, the item will be shown 'greyed-out' and can't be picked
isTickedif true, the item will be shown with a tick next to it
iconToUseif this is a valid image, it will be displayed to the left of the item.
See also
addSeparator, addColouredItem, addCustomItem, addSubMenu
void PopupMenu::addItem ( int  itemResultID,
const String itemText,
bool  isEnabled,
bool  isTicked,
Drawable iconToUse 
)

Appends a new item with an icon.

Parameters
itemResultIDthe number that will be returned from the show() method if the user picks this item. The value should never be zero, because that's used to indicate that the user didn't select anything.
itemTextthe text to show.
isEnabledif false, the item will be shown 'greyed-out' and can't be picked
isTickedif true, the item will be shown with a tick next to it
iconToUsea Drawable object to use as the icon to the left of the item. The menu will take ownership of this drawable object and will delete it later when no longer needed
See also
addSeparator, addColouredItem, addCustomItem, addSubMenu
void PopupMenu::addCommandItem ( ApplicationCommandManager commandManager,
CommandID  commandID,
const String displayName = String::empty,
Drawable iconToUse = nullptr 
)

Adds an item that represents one of the commands in a command manager object.

Parameters
commandManagerthe manager to use to trigger the command and get information about it
commandIDthe ID of the command
displayNameif this is non-empty, then this string will be used instead of the command's registered name
iconToUsean optional Drawable object to use as the icon to the left of the item. The menu will take ownership of this drawable object and will delete it later when no longer needed
void PopupMenu::addColouredItem ( int  itemResultID,
const String itemText,
Colour  itemTextColour,
bool  isEnabled = true,
bool  isTicked = false,
const Image iconToUse = Image() 
)

Appends a text item with a special colour.

This is the same as addItem(), but specifies a colour to use for the text, which will override the default colours that are used by the current look-and-feel. See addItem() for a description of the parameters.

void PopupMenu::addColouredItem ( int  itemResultID,
const String itemText,
Colour  itemTextColour,
bool  isEnabled,
bool  isTicked,
Drawable iconToUse 
)

Appends a text item with a special colour.

This is the same as addItem(), but specifies a colour to use for the text, which will override the default colours that are used by the current look-and-feel. See addItem() for a description of the parameters.

void PopupMenu::addCustomItem ( int  itemResultID,
CustomComponent customComponent,
const PopupMenu optionalSubMenu = nullptr 
)

Appends a custom menu item.

This will add a user-defined component to use as a menu item. The component passed in will be deleted by this menu when it's no longer needed.

See also
CustomComponent
void PopupMenu::addCustomItem ( int  itemResultID,
Component customComponent,
int  idealWidth,
int  idealHeight,
bool  triggerMenuItemAutomaticallyWhenClicked,
const PopupMenu optionalSubMenu = nullptr 
)

Appends a custom menu item that can't be used to trigger a result.

This will add a user-defined component to use as a menu item. It's the caller's responsibility to delete the component that is passed-in when it's no longer needed after the menu has been hidden.

If triggerMenuItemAutomaticallyWhenClicked is true, the menu itself will handle detection of a mouse-click on your component, and use that to trigger the menu ID specified in itemResultID. If this is false, the menu item can't be triggered, so itemResultID is not used.

void PopupMenu::addSubMenu ( const String subMenuName,
const PopupMenu subMenu,
bool  isEnabled = true 
)

Appends a sub-menu.

If the menu that's passed in is empty, it will appear as an inactive item. If the itemResultID argument is non-zero, then the sub-menu item itself can be clicked to trigger it as a command.

void PopupMenu::addSubMenu ( const String subMenuName,
const PopupMenu subMenu,
bool  isEnabled,
const Image iconToUse,
bool  isTicked = false,
int  itemResultID = 0 
)

Appends a sub-menu with an icon.

If the menu that's passed in is empty, it will appear as an inactive item. If the itemResultID argument is non-zero, then the sub-menu item itself can be clicked to trigger it as a command.

void PopupMenu::addSubMenu ( const String subMenuName,
const PopupMenu subMenu,
bool  isEnabled,
Drawable iconToUse,
bool  isTicked = false,
int  itemResultID = 0 
)

Appends a sub-menu with an icon.

If the menu that's passed in is empty, it will appear as an inactive item. If the itemResultID argument is non-zero, then the sub-menu item itself can be clicked to trigger it as a command.

The iconToUse parameter is a Drawable object to use as the icon to the left of the item. The menu will take ownership of this drawable object and will delete it later when no longer needed

void PopupMenu::addSeparator ( )

Appends a separator to the menu, to help break it up into sections.

The menu class is smart enough not to display separators at the top or bottom of the menu, and it will replace mutliple adjacent separators with a single one, so your code can be quite free and easy about adding these, and it'll always look ok.

Referenced by StandaloneFilterWindow::buttonClicked().

void PopupMenu::addSectionHeader ( const String title)

Adds a non-clickable text item to the menu.

This is a bold-font items which can be used as a header to separate the items into named groups.

int PopupMenu::getNumItems ( ) const
noexcept

Returns the number of items that the menu currently contains.

(This doesn't count separators).

bool PopupMenu::containsCommandItem ( int  commandID) const

Returns true if the menu contains a command item that triggers the given command.

bool PopupMenu::containsAnyActiveItems ( ) const
noexcept

Returns true if the menu contains any items that can be used.

int PopupMenu::show ( int  itemIDThatMustBeVisible = 0,
int  minimumWidth = 0,
int  maximumNumColumns = 0,
int  standardItemHeight = 0,
ModalComponentManager::Callback callback = nullptr 
)

Displays the menu and waits for the user to pick something.

This will display the menu modally, and return the ID of the item that the user picks. If they click somewhere off the menu to get rid of it without choosing anything, this will return 0.

The current location of the mouse will be used as the position to show the menu - to explicitly set the menu's position, use showAt() instead. Depending on where this point is on the screen, the menu will appear above, below or to the side of the point.

Parameters
itemIDThatMustBeVisibleif you set this to the ID of one of the menu items, then when the menu first appears, it will make sure that this item is visible. So if the menu has too many items to fit on the screen, it will be scrolled to a position where this item is visible.
minimumWidtha minimum width for the menu, in pixels. It may be wider than this if some items are too long to fit.
maximumNumColumnsif there are too many items to fit on-screen in a single vertical column, the menu may be laid out as a series of columns - this is the maximum number allowed. To use the default value for this (probably about 7), you can pass in zero.
standardItemHeightif this is non-zero, it will be used as the standard height for menu items (apart from custom items)
callbackif this is non-zero, the menu will be launched asynchronously, returning immediately, and the callback will receive a call when the menu is either dismissed or has an item selected. This object will be owned and deleted by the system, so make sure that it works safely and that any pointers that it uses are safely within scope.
See also
showAt
int PopupMenu::showAt ( const Rectangle< int > &  screenAreaToAttachTo,
int  itemIDThatMustBeVisible = 0,
int  minimumWidth = 0,
int  maximumNumColumns = 0,
int  standardItemHeight = 0,
ModalComponentManager::Callback callback = nullptr 
)

Displays the menu at a specific location.

This is the same as show(), but uses a specific location (in global screen coordinates) rather than the current mouse position.

The screenAreaToAttachTo parameter indicates a screen area to which the menu will be adjacent. Depending on where this is, the menu will decide which edge to attach itself to, in order to fit itself fully on-screen. If you just want to trigger a menu at a specific point, you can pass in a rectangle of size (0, 0) with the position that you want.

See also
show()
int PopupMenu::showAt ( Component componentToAttachTo,
int  itemIDThatMustBeVisible = 0,
int  minimumWidth = 0,
int  maximumNumColumns = 0,
int  standardItemHeight = 0,
ModalComponentManager::Callback callback = nullptr 
)

Displays the menu as if it's attached to a component such as a button.

This is similar to showAt(), but will position it next to the given component, e.g. so that the menu's edge is aligned with that of the component. This is intended for things like buttons that trigger a pop-up menu.

int PopupMenu::showMenu ( const Options options)

Displays and runs the menu modally, with a set of options.

void PopupMenu::showMenuAsync ( const Options options,
ModalComponentManager::Callback callback 
)

Runs the menu asynchronously, with a user-provided callback that will receive the result.

Referenced by StandaloneFilterWindow::buttonClicked().

static bool JUCE_CALLTYPE PopupMenu::dismissAllActiveMenus ( )
static

Closes any menus that are currently open.

This might be useful if you have a situation where your window is being closed by some means other than a user action, and you'd like to make sure that menus aren't left hanging around.

void PopupMenu::setLookAndFeel ( LookAndFeel newLookAndFeel)

Specifies a look-and-feel for the menu and any sub-menus that it has.

This can be called before show() if you need a customised menu. Be careful not to delete the LookAndFeel object before the menu has been deleted.


The documentation for this class was generated from the following file: