paulxstretch/deps/juce/modules/juce_gui_basics/mouse/juce_TextDragAndDropTarget.h

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/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2020 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 6 End-User License
Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
End User License Agreement: www.juce.com/juce-6-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
//==============================================================================
/**
Components derived from this class can have text dropped onto them by an external application.
@see DragAndDropContainer
@tags{GUI}
*/
class JUCE_API TextDragAndDropTarget
{
public:
/** Destructor. */
virtual ~TextDragAndDropTarget() = default;
/** Callback to check whether this target is interested in the set of text being offered.
Note that this will be called repeatedly when the user is dragging the mouse around over your
component, so don't do anything time-consuming in here!
@param text the text that the user is dragging
@returns true if this component wants to receive the other callbacks regarding this
type of object; if it returns false, no other callbacks will be made.
*/
virtual bool isInterestedInTextDrag (const String& text) = 0;
/** Callback to indicate that some text is being dragged over this component.
This gets called when the user moves the mouse into this component while dragging.
Use this callback as a trigger to make your component repaint itself to give the
user feedback about whether the text can be dropped here or not.
@param text the text that the user is dragging
@param x the mouse x position, relative to this component
@param y the mouse y position, relative to this component
*/
virtual void textDragEnter (const String& text, int x, int y);
/** Callback to indicate that the user is dragging some text over this component.
This gets called when the user moves the mouse over this component while dragging.
Normally overriding itemDragEnter() and itemDragExit() are enough, but
this lets you know what happens in-between.
@param text the text that the user is dragging
@param x the mouse x position, relative to this component
@param y the mouse y position, relative to this component
*/
virtual void textDragMove (const String& text, int x, int y);
/** Callback to indicate that the mouse has moved away from this component.
This gets called when the user moves the mouse out of this component while dragging
the text.
If you've used textDragEnter() to repaint your component and give feedback, use this
as a signal to repaint it in its normal state.
@param text the text that the user is dragging
*/
virtual void textDragExit (const String& text);
/** Callback to indicate that the user has dropped the text onto this component.
When the user drops the text, this get called, and you can use the text in whatever
way is appropriate.
Note that after this is called, the textDragExit method may not be called, so you should
clean up in here if there's anything you need to do when the drag finishes.
@param text the text that the user is dragging
@param x the mouse x position, relative to this component
@param y the mouse y position, relative to this component
*/
virtual void textDropped (const String& text, int x, int y) = 0;
};
} // namespace juce