The JUCE cross-platform C++ framework, with DISTRHO/KXStudio specific changes
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  1. /*
  2. ==============================================================================
  3. This file is part of the JUCE library.
  4. Copyright (c) 2017 - ROLI Ltd.
  5. JUCE is an open source library subject to commercial or open-source
  6. licensing.
  7. By using JUCE, you agree to the terms of both the JUCE 5 End-User License
  8. Agreement and JUCE 5 Privacy Policy (both updated and effective as of the
  9. 27th April 2017).
  10. End User License Agreement: www.juce.com/juce-5-licence
  11. Privacy Policy: www.juce.com/juce-5-privacy-policy
  12. Or: You may also use this code under the terms of the GPL v3 (see
  13. www.gnu.org/licenses).
  14. JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
  15. EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
  16. DISCLAIMED.
  17. ==============================================================================
  18. */
  19. #pragma once
  20. //==============================================================================
  21. /**
  22. An object to take care of the logic for dragging components around with the mouse.
  23. Very easy to use - in your mouseDown() callback, call startDraggingComponent(),
  24. then in your mouseDrag() callback, call dragComponent().
  25. When starting a drag, you can give it a ComponentBoundsConstrainer to use
  26. to limit the component's position and keep it on-screen.
  27. e.g. @code
  28. class MyDraggableComp
  29. {
  30. ComponentDragger myDragger;
  31. void mouseDown (const MouseEvent& e)
  32. {
  33. myDragger.startDraggingComponent (this, e);
  34. }
  35. void mouseDrag (const MouseEvent& e)
  36. {
  37. myDragger.dragComponent (this, e, nullptr);
  38. }
  39. };
  40. @endcode
  41. */
  42. class JUCE_API ComponentDragger
  43. {
  44. public:
  45. //==============================================================================
  46. /** Creates a ComponentDragger. */
  47. ComponentDragger();
  48. /** Destructor. */
  49. virtual ~ComponentDragger();
  50. //==============================================================================
  51. /** Call this from your component's mouseDown() method, to prepare for dragging.
  52. @param componentToDrag the component that you want to drag
  53. @param e the mouse event that is triggering the drag
  54. @see dragComponent
  55. */
  56. void startDraggingComponent (Component* componentToDrag,
  57. const MouseEvent& e);
  58. /** Call this from your mouseDrag() callback to move the component.
  59. This will move the component, using the given constrainer object to check
  60. the new position.
  61. @param componentToDrag the component that you want to drag
  62. @param e the current mouse-drag event
  63. @param constrainer an optional constrainer object that should be used
  64. to apply limits to the component's position. Pass
  65. null if you don't want to contrain the movement.
  66. @see startDraggingComponent
  67. */
  68. void dragComponent (Component* componentToDrag,
  69. const MouseEvent& e,
  70. ComponentBoundsConstrainer* constrainer);
  71. private:
  72. //==============================================================================
  73. Point<int> mouseDownWithinTarget;
  74. JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (ComponentDragger)
  75. };