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110 lines
4.1 KiB
C++
110 lines
4.1 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE framework.
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Copyright (c) Raw Material Software Limited
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JUCE is an open source framework subject to commercial or open source
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licensing.
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By downloading, installing, or using the JUCE framework, or combining the
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JUCE framework with any other source code, object code, content or any other
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copyrightable work, you agree to the terms of the JUCE End User Licence
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Agreement, and all incorporated terms including the JUCE Privacy Policy and
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the JUCE Website Terms of Service, as applicable, which will bind you. If you
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do not agree to the terms of these agreements, we will not license the JUCE
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framework to you, and you must discontinue the installation or download
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process and cease use of the JUCE framework.
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JUCE End User Licence Agreement: https://juce.com/legal/juce-8-licence/
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JUCE Privacy Policy: https://juce.com/juce-privacy-policy
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JUCE Website Terms of Service: https://juce.com/juce-website-terms-of-service/
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Or:
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You may also use this code under the terms of the AGPLv3:
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https://www.gnu.org/licenses/agpl-3.0.en.html
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THE JUCE FRAMEWORK IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL
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WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING WARRANTY OF
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MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, ARE DISCLAIMED.
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==============================================================================
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*/
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namespace juce
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{
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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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@tags{GUI}
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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, using the given constrainer object to check
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the new position.
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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 constrain 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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} // namespace juce
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