/* ============================================================================== 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 mouseDownWithinTarget; JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (ComponentDragger) }; #endif // JUCE_COMPONENTDRAGGER_H_INCLUDED