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First check-in of the "jucequake": a major re-organisation of the library to break it up into modules. For more details about this, see the website forum..

This commit is contained in:
Julian Storer 2011-08-12 10:04:52 +01:00
parent 1a21c89755
commit b70e0a28d2
1527 changed files with 90380 additions and 396643 deletions

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/*
==============================================================================
This file is part of the JUCE library - "Jules' Utility Class Extensions"
Copyright 2004-11 by Raw Material Software Ltd.
------------------------------------------------------------------------------
JUCE can be redistributed and/or modified under the terms of the GNU General
Public License (Version 2), as published by the Free Software Foundation.
A copy of the license is included in the JUCE distribution, or can be found
online 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.rawmaterialsoftware.com/juce for more information.
==============================================================================
*/
#ifndef __JUCE_COMPONENTDRAGGER_JUCEHEADER__
#define __JUCE_COMPONENTDRAGGER_JUCEHEADER__
#include "juce_MouseEvent.h"
#include "../layout/juce_ComponentBoundsConstrainer.h"
//==============================================================================
/**
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, but will first check the validity of the
component's new position using the checkPosition() method, which you
can override if you need to enforce special positioning limits on the
component.
@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_JUCEHEADER__