// // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved // // 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. // #pragma once #include namespace Atomic { class UIWidget; class UILayout; class UIImageWidget; class UITextField; class UIDragObject; /// UIDragDrop subsystem class ATOMIC_API UIDragDrop : public Object { ATOMIC_OBJECT(UIDragDrop, Object); public: /// Construct. UIDragDrop(Context* context); virtual ~UIDragDrop(); void FileDragEntered(); void FileDragAddFile(const String& filename); void FileDragConclude(); /// Returns true when dragging an object bool GetDraggingObject() { return dragObject_.NotNull(); } private: void HandleMouseDown(StringHash eventType, VariantMap& eventData); void HandleMouseUp(StringHash eventType, VariantMap& eventData); void HandleMouseMove(StringHash eventType, VariantMap& eventData); void DragEnd(); // attached to mouse UI SharedPtr dragLayout_; SharedPtr dragImage_; SharedPtr dragText_; SharedPtr currentTargetWidget_; SharedPtr dragSourceWidget_; SharedPtr dragObject_; // initial mouse down position to handle whether or not to start a drag operation IntVector2 mouseDownPosition_; }; }