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- /*
- ==============================================================================
-
- This file is part of the JUCE library.
- Copyright (c) 2015 - ROLI 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_TEXTDRAGANDDROPTARGET_H_INCLUDED
- #define JUCE_TEXTDRAGANDDROPTARGET_H_INCLUDED
-
-
- //==============================================================================
- /**
- 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_H_INCLUDED
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