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105 lines
4 KiB
C++
105 lines
4 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE library - "Jules' Utility Class Extensions"
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Copyright 2004-11 by Raw Material Software Ltd.
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------------------------------------------------------------------------------
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JUCE can be redistributed and/or modified under the terms of the GNU General
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Public License (Version 2), as published by the Free Software Foundation.
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A copy of the license is included in the JUCE distribution, or can be found
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online 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.rawmaterialsoftware.com/juce for more information.
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==============================================================================
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*/
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#ifndef __JUCE_COMPONENTDRAGGER_JUCEHEADER__
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#define __JUCE_COMPONENTDRAGGER_JUCEHEADER__
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#include "juce_MouseEvent.h"
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#include "../layout/juce_ComponentBoundsConstrainer.h"
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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_JUCEHEADER__
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