mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
86 lines
3 KiB
C++
86 lines
3 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GUIDRAGANDDROPCTRL_H_
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#define _GUIDRAGANDDROPCTRL_H_
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#ifndef _GUICONTROL_H_
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#include "gui/core/guiControl.h"
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#endif
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#ifndef _GFXDEVICE_H_
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#include "gfx/gfxDevice.h"
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#endif
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#ifndef _CONSOLE_H_
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#include "console/console.h"
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#endif
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#ifndef _CONSOLETYPES_H_
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#include "console/consoleTypes.h"
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#endif
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/// A special control that implements drag-and-drop behavior.
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///
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class GuiDragAndDropControl : public GuiControl
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{
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public:
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typedef GuiControl Parent;
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private:
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/// The mouse down offset from the upper left of the control.
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Point2I mOffset;
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/// If true, the control deletes itself when the left mouse button is released.
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bool mDeleteOnMouseUp;
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/// Controls may want to react when they are dragged over, entered or exited.
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SimObjectPtr<GuiControl> mLastTarget;
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GuiControl* findDragTarget(Point2I mousePoint, const char* method);
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Point2I getDropPoint() const
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{
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return getPosition() + (getExtent() / 2);
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}
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public:
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GuiDragAndDropControl() {}
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void startDragging(Point2I offset = Point2I(0, 0));
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// GuiControl.
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virtual void onMouseDown(const GuiEvent& event);
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virtual void onMouseDragged(const GuiEvent& event);
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virtual void onMouseUp(const GuiEvent& event);
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static void initPersistFields();
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DECLARE_CONOBJECT( GuiDragAndDropControl );
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DECLARE_CATEGORY( "Gui Other" );
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DECLARE_DESCRIPTION( "A special control that implements drag&drop behavior.\n"
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"The control will notify other controls as it moves across the canvas.\n"
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"Content can be attached through dynamic fields or child objects." );
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};
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#endif |