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102 lines
3.7 KiB
102 lines
3.7 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_COMPONENTDRAGGER_H_INCLUDED
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#define JUCE_COMPONENTDRAGGER_H_INCLUDED
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//==============================================================================
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/**
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An object to take care of the logic for dragging components around with the mouse.
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Very easy to use - in your mouseDown() callback, call startDraggingComponent(),
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then in your mouseDrag() callback, call dragComponent().
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When starting a drag, you can give it a ComponentBoundsConstrainer to use
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to limit the component's position and keep it on-screen.
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e.g. @code
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class MyDraggableComp
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{
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ComponentDragger myDragger;
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void mouseDown (const MouseEvent& e)
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{
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myDragger.startDraggingComponent (this, e);
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}
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void mouseDrag (const MouseEvent& e)
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{
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myDragger.dragComponent (this, e, nullptr);
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}
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};
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@endcode
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*/
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class JUCE_API ComponentDragger
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{
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public:
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//==============================================================================
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/** Creates a ComponentDragger. */
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ComponentDragger();
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/** Destructor. */
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virtual ~ComponentDragger();
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//==============================================================================
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/** Call this from your component's mouseDown() method, to prepare for dragging.
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@param componentToDrag the component that you want to drag
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@param e the mouse event that is triggering the drag
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@see dragComponent
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*/
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void startDraggingComponent (Component* componentToDrag,
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const MouseEvent& e);
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/** Call this from your mouseDrag() callback to move the component.
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This will move the component, but will first check the validity of the
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component's new position using the checkPosition() method, which you
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can override if you need to enforce special positioning limits on the
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component.
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@param componentToDrag the component that you want to drag
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@param e the current mouse-drag event
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@param constrainer an optional constrainer object that should be used
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to apply limits to the component's position. Pass
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null if you don't want to contrain the movement.
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@see startDraggingComponent
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*/
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void dragComponent (Component* componentToDrag,
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const MouseEvent& e,
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ComponentBoundsConstrainer* constrainer);
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private:
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//==============================================================================
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Point<int> mouseDownWithinTarget;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (ComponentDragger)
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};
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#endif // JUCE_COMPONENTDRAGGER_H_INCLUDED
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