108 lines
4.3 KiB
C++
108 lines
4.3 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2017 - ROLI Ltd.
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JUCE is an open source library subject to commercial or open-source
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licensing.
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By using JUCE, you agree to the terms of both the JUCE 5 End-User License
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Agreement and JUCE 5 Privacy Policy (both updated and effective as of the
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27th April 2017).
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End User License Agreement: www.juce.com/juce-5-licence
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Privacy Policy: www.juce.com/juce-5-privacy-policy
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Or: You may also use this code under the terms of the GPL v3 (see
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www.gnu.org/licenses).
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JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
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EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
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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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Components derived from this class can have text dropped onto them by an external application.
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@see DragAndDropContainer
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@tags{GUI}
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*/
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class JUCE_API TextDragAndDropTarget
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{
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public:
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/** Destructor. */
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virtual ~TextDragAndDropTarget() = default;
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/** Callback to check whether this target is interested in the set of text being offered.
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Note that this will be called repeatedly when the user is dragging the mouse around over your
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component, so don't do anything time-consuming in here!
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@param text the text that the user is dragging
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@returns true if this component wants to receive the other callbacks regarging this
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type of object; if it returns false, no other callbacks will be made.
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*/
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virtual bool isInterestedInTextDrag (const String& text) = 0;
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/** Callback to indicate that some text is being dragged over this component.
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This gets called when the user moves the mouse into this component while dragging.
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Use this callback as a trigger to make your component repaint itself to give the
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user feedback about whether the text can be dropped here or not.
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@param text the text that the user is dragging
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@param x the mouse x position, relative to this component
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@param y the mouse y position, relative to this component
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*/
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virtual void textDragEnter (const String& text, int x, int y);
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/** Callback to indicate that the user is dragging some text over this component.
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This gets called when the user moves the mouse over this component while dragging.
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Normally overriding itemDragEnter() and itemDragExit() are enough, but
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this lets you know what happens in-between.
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@param text the text that the user is dragging
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@param x the mouse x position, relative to this component
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@param y the mouse y position, relative to this component
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*/
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virtual void textDragMove (const String& text, int x, int y);
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/** Callback to indicate that the mouse has moved away from this component.
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This gets called when the user moves the mouse out of this component while dragging
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the text.
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If you've used textDragEnter() to repaint your component and give feedback, use this
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as a signal to repaint it in its normal state.
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@param text the text that the user is dragging
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*/
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virtual void textDragExit (const String& text);
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/** Callback to indicate that the user has dropped the text onto this component.
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When the user drops the text, this get called, and you can use the text in whatever
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way is appropriate.
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Note that after this is called, the textDragExit method may not be called, so you should
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clean up in here if there's anything you need to do when the drag finishes.
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@param text the text that the user is dragging
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@param x the mouse x position, relative to this component
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@param y the mouse y position, relative to this component
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*/
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virtual void textDropped (const String& text, int x, int y) = 0;
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};
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} // namespace juce
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