|  | /*
  ==============================================================================
   This file is part of the JUCE library.
   Copyright (c) 2013 - Raw Material Software Ltd.
   Permission is granted to use this software under the terms of either:
   a) the GPL v2 (or any later version)
   b) the Affero GPL v3
   Details of these licenses can be found 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.juce.com for more information.
  ==============================================================================
*/
#ifndef JUCE_COMPONENTDRAGGER_H_INCLUDED
#define JUCE_COMPONENTDRAGGER_H_INCLUDED
//==============================================================================
/**
    An object to take care of the logic for dragging components around with the mouse.
    Very easy to use - in your mouseDown() callback, call startDraggingComponent(),
    then in your mouseDrag() callback, call dragComponent().
    When starting a drag, you can give it a ComponentBoundsConstrainer to use
    to limit the component's position and keep it on-screen.
    e.g. @code
    class MyDraggableComp
    {
        ComponentDragger myDragger;
        void mouseDown (const MouseEvent& e)
        {
            myDragger.startDraggingComponent (this, e);
        }
        void mouseDrag (const MouseEvent& e)
        {
            myDragger.dragComponent (this, e, nullptr);
        }
    };
    @endcode
*/
class JUCE_API  ComponentDragger
{
public:
    //==============================================================================
    /** Creates a ComponentDragger. */
    ComponentDragger();
    /** Destructor. */
    virtual ~ComponentDragger();
    //==============================================================================
    /** Call this from your component's mouseDown() method, to prepare for dragging.
        @param componentToDrag      the component that you want to drag
        @param e                    the mouse event that is triggering the drag
        @see dragComponent
    */
    void startDraggingComponent (Component* componentToDrag,
                                 const MouseEvent& e);
    /** Call this from your mouseDrag() callback to move the component.
        This will move the component, using the given constrainer object to check
        the new position.
        @param componentToDrag      the component that you want to drag
        @param e                    the current mouse-drag event
        @param constrainer          an optional constrainer object that should be used
                                    to apply limits to the component's position. Pass
                                    null if you don't want to contrain the movement.
        @see startDraggingComponent
    */
    void dragComponent (Component* componentToDrag,
                        const MouseEvent& e,
                        ComponentBoundsConstrainer* constrainer);
private:
    //==============================================================================
    Point<int> mouseDownWithinTarget;
    JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (ComponentDragger)
};
#endif   // JUCE_COMPONENTDRAGGER_H_INCLUDED
 |