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106 lines
4.4 KiB
106 lines
4.4 KiB
11 years ago
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/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2013 - Raw Material Software Ltd.
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Permission is granted to use this software under the terms of either:
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a) the GPL v2 (or any later version)
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b) the Affero GPL v3
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Details of these licenses can be found at: www.gnu.org/licenses
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JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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------------------------------------------------------------------------------
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To release a closed-source product which uses JUCE, commercial licenses are
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available: visit www.juce.com for more information.
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==============================================================================
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*/
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#ifndef JUCE_TEXTDRAGANDDROPTARGET_H_INCLUDED
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#define JUCE_TEXTDRAGANDDROPTARGET_H_INCLUDED
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//==============================================================================
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/**
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Components derived from this class can have text dropped onto them by an external application.
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@see DragAndDropContainer
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*/
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class JUCE_API TextDragAndDropTarget
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{
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public:
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/** Destructor. */
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virtual ~TextDragAndDropTarget() {}
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/** Callback to check whether this target is interested in the set of text being offered.
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Note that this will be called repeatedly when the user is dragging the mouse around over your
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component, so don't do anything time-consuming in here!
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@param text the text that the user is dragging
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@returns true if this component wants to receive the other callbacks regarging this
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type of object; if it returns false, no other callbacks will be made.
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*/
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virtual bool isInterestedInTextDrag (const String& text) = 0;
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/** Callback to indicate that some text is being dragged over this component.
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This gets called when the user moves the mouse into this component while dragging.
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Use this callback as a trigger to make your component repaint itself to give the
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user feedback about whether the text can be dropped here or not.
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@param text the text that the user is dragging
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@param x the mouse x position, relative to this component
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@param y the mouse y position, relative to this component
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*/
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virtual void textDragEnter (const String& text, int x, int y);
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/** Callback to indicate that the user is dragging some text over this component.
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This gets called when the user moves the mouse over this component while dragging.
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Normally overriding itemDragEnter() and itemDragExit() are enough, but
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this lets you know what happens in-between.
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@param text the text that the user is dragging
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@param x the mouse x position, relative to this component
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@param y the mouse y position, relative to this component
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*/
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virtual void textDragMove (const String& text, int x, int y);
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/** Callback to indicate that the mouse has moved away from this component.
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This gets called when the user moves the mouse out of this component while dragging
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the text.
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If you've used textDragEnter() to repaint your component and give feedback, use this
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as a signal to repaint it in its normal state.
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@param text the text that the user is dragging
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*/
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virtual void textDragExit (const String& text);
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/** Callback to indicate that the user has dropped the text onto this component.
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When the user drops the text, this get called, and you can use the text in whatever
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way is appropriate.
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Note that after this is called, the textDragExit method may not be called, so you should
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clean up in here if there's anything you need to do when the drag finishes.
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@param text the text that the user is dragging
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@param x the mouse x position, relative to this component
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@param y the mouse y position, relative to this component
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*/
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virtual void textDropped (const String& text, int x, int y) = 0;
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};
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#endif // JUCE_TEXTDRAGANDDROPTARGET_H_INCLUDED
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