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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_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
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