Torque3D/Engine/source/gui/containers/guiDragAndDropCtrl.h
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00

90 lines
3 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _GUIDRAGANDDROPCTRL_H_
#define _GUIDRAGANDDROPCTRL_H_
#ifndef _GUICONTROL_H_
#include "gui/core/guiControl.h"
#endif
#ifndef _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
#ifndef _CONSOLE_H_
#include "console/console.h"
#endif
#ifndef _CONSOLETYPES_H_
#include "console/consoleTypes.h"
#endif
/// A special control that implements drag-and-drop behavior.
///
class GuiDragAndDropControl : public GuiControl
{
public:
typedef GuiControl Parent;
private:
/// The mouse down offset from the upper left of the control.
Point2I mOffset;
/// If true, the control deletes itself when the left mouse button is released.
bool mDeleteOnMouseUp;
bool mUseWholeCanvas;
/// Controls may want to react when they are dragged over, entered or exited.
SimObjectPtr<GuiControl> mLastTarget;
GuiControl* findDragTarget(Point2I mousePoint, const char* method);
Point2I getDropPoint() const
{
return getPosition() + (getExtent() / 2);
}
public:
GuiDragAndDropControl();
void startDragging(Point2I offset = Point2I(0, 0));
// GuiControl.
void onMouseDown(const GuiEvent& event) override;
void onMouseDragged(const GuiEvent& event) override;
void onMouseUp(const GuiEvent& event) override;
static void initPersistFields();
DECLARE_CONOBJECT( GuiDragAndDropControl );
DECLARE_CATEGORY( "Gui Other" );
DECLARE_DESCRIPTION( "A special control that implements drag&drop behavior.\n"
"The control will notify other controls as it moves across the canvas.\n"
"Content can be attached through dynamic fields or child objects." );
DECLARE_CALLBACK(void, onControlDragCancelled, ());
};
#endif