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dexed/JuceLibraryCode/modules/juce_gui_basics/mouse/juce_ComponentDragger.h

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3.6 KiB

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