/* ============================================================================== This file is part of the JUCE library - "Jules' Utility Class Extensions" Copyright 2004-11 by Raw Material Software Ltd. ------------------------------------------------------------------------------ JUCE can be redistributed and/or modified under the terms of the GNU General Public License (Version 2), as published by the Free Software Foundation. A copy of the license is included in the JUCE distribution, or can be found online at www.gnu.org/licenses. JUCE is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. ------------------------------------------------------------------------------ To release a closed-source product which uses JUCE, commercial licenses are available: visit www.rawmaterialsoftware.com/juce for more information. ============================================================================== */ #ifndef __JUCE_TEXTDRAGANDDROPTARGET_JUCEHEADER__ #define __JUCE_TEXTDRAGANDDROPTARGET_JUCEHEADER__ /** Components derived from this class can have text dropped onto them by an external application. @see DragAndDropContainer */ class JUCE_API TextDragAndDropTarget { public: /** Destructor. */ virtual ~TextDragAndDropTarget() {} /** Callback to check whether this target is interested in the set of text being offered. Note that this will be called repeatedly when the user is dragging the mouse around over your component, so don't do anything time-consuming in here! @param text the text that the user is dragging @returns true if this component wants to receive the other callbacks regarging this type of object; if it returns false, no other callbacks will be made. */ virtual bool isInterestedInTextDrag (const String& text) = 0; /** Callback to indicate that some text is being dragged over this component. This gets called when the user moves the mouse into this component while dragging. Use this callback as a trigger to make your component repaint itself to give the user feedback about whether the text can be dropped here or not. @param text the text that the user is dragging @param x the mouse x position, relative to this component @param y the mouse y position, relative to this component */ virtual void textDragEnter (const String& text, int x, int y); /** Callback to indicate that the user is dragging some text over this component. This gets called when the user moves the mouse over this component while dragging. Normally overriding itemDragEnter() and itemDragExit() are enough, but this lets you know what happens in-between. @param text the text that the user is dragging @param x the mouse x position, relative to this component @param y the mouse y position, relative to this component */ virtual void textDragMove (const String& text, int x, int y); /** Callback to indicate that the mouse has moved away from this component. This gets called when the user moves the mouse out of this component while dragging the text. If you've used textDragEnter() to repaint your component and give feedback, use this as a signal to repaint it in its normal state. @param text the text that the user is dragging */ virtual void textDragExit (const String& text); /** Callback to indicate that the user has dropped the text onto this component. When the user drops the text, this get called, and you can use the text in whatever way is appropriate. Note that after this is called, the textDragExit method may not be called, so you should clean up in here if there's anything you need to do when the drag finishes. @param text the text that the user is dragging @param x the mouse x position, relative to this component @param y the mouse y position, relative to this component */ virtual void textDropped (const String& text, int x, int y) = 0; }; #endif // __JUCE_TEXTDRAGANDDROPTARGET_JUCEHEADER__