///////////////////////////////////////////////////////////////////////////// // Name: dragimag.h // Purpose: interface of wxDragImage // Author: wxWidgets team // Licence: wxWindows licence ///////////////////////////////////////////////////////////////////////////// /** @class wxDragImage This class is used when you wish to drag an object on the screen, and a simple cursor is not enough. On Windows, the Win32 API is used to achieve smooth dragging. On other platforms, wxGenericDragImage is used. Applications may also prefer to use wxGenericDragImage on Windows, too. To use this class, when you wish to start dragging an image, create a wxDragImage object and store it somewhere you can access it as the drag progresses. Call BeginDrag() to start, and EndDrag() to stop the drag. To move the image, initially call Show() and then Move(). If you wish to update the screen contents during the drag (for example, highlight an item as in the dragimag sample), first call Hide(), update the screen, call Move(), and then call Show(). You can drag within one window, or you can use full-screen dragging either across the whole screen, or just restricted to one area of the screen to save resources. If you want the user to drag between two windows, then you will need to use full-screen dragging. If you wish to draw the image yourself, use wxGenericDragImage and override DoDrawImage() and GetImageRect(). @library{wxcore} @category{dnd} @see @ref page_samples_dragimag */ class wxDragImage : public wxObject { public: /** Default constructor. */ wxDragImage(); /** Constructs a drag image from a bitmap and optional cursor. @param image Bitmap to be used as the drag image. The bitmap can have a mask. @param cursor Optional cursor to combine with the image. */ wxDragImage(const wxBitmap& image, const wxCursor& cursor = wxNullCursor); /** Constructs a drag image from an icon and optional cursor. @param image Icon to be used as the drag image. @param cursor Optional cursor to combine with the image. */ wxDragImage(const wxIcon& image, const wxCursor& cursor = wxNullCursor); /** Constructs a drag image from a text string and optional cursor. @param text Text used to construct a drag image. @param cursor Optional cursor to combine with the image. */ wxDragImage(const wxString& text, const wxCursor& cursor = wxNullCursor); /** Constructs a drag image from the text in the given tree control item, and optional cursor. @param treeCtrl Tree control for constructing a tree drag image. @param id Tree control item id. */ wxDragImage(const wxTreeCtrl& treeCtrl, wxTreeItemId& id); /** Constructs a drag image from the text in the given list control item, and optional cursor. @param listCtrl List control for constructing a list drag image. @param id List control item id. */ wxDragImage(const wxListCtrl& listCtrl, long id); /** Start dragging the image, in a window or full screen. You need to then call Show() and Move() to show the image on the screen. Call EndDrag() when the drag has finished. Note that this call automatically calls CaptureMouse(). @param hotspot The location of the drag position relative to the upper-left corner of the image. @param window The window that captures the mouse, and within which the dragging is limited unless fullScreen is @true. @param fullScreen If @true, specifies that the drag will be visible over the full screen, or over as much of the screen as is specified by rect. Note that the mouse will still be captured in window. @param rect If non-@NULL, specifies the rectangle (in screen coordinates) that bounds the dragging operation. Specifying this can make the operation more efficient by cutting down on the area under consideration, and it can also make a visual difference since the drag is clipped to this area. */ bool BeginDrag(const wxPoint& hotspot, wxWindow* window, bool fullScreen = false, wxRect* rect = NULL); /** Start dragging the image, using the first window to capture the mouse and the second to specify the bounding area. This form is equivalent to using the first form, but more convenient than working out the bounding rectangle explicitly. You need to then call Show() and Move() to show the image on the screen. Call EndDrag() when the drag has finished. Note that this call automatically calls CaptureMouse(). @param hotspot The location of the drag position relative to the upper-left corner of the image. @param window The window that captures the mouse, and within which the dragging is limited. @param boundingWindow Specifies the area within which the drag occurs. */ bool BeginDrag(const wxPoint& hotspot, wxWindow* window, wxWindow* boundingWindow); /** Draws the image on the device context with top-left corner at the given position. This function is only available with wxGenericDragImage, to allow applications to draw their own image instead of using an actual bitmap. If you override this function, you must also override GetImageRect(). */ virtual bool DoDrawImage(wxDC& dc, const wxPoint& pos) const; /** Call this when the drag has finished. @note This function automatically releases mouse capture. */ bool EndDrag(); /** Returns the rectangle enclosing the image, assuming that the image is drawn with its top-left corner at the given point. This function is available in wxGenericDragImage only, and may be overridden (together with DoDrawImage()) to provide a virtual drawing capability. */ virtual wxRect GetImageRect(const wxPoint& pos) const; /** Hides the image. You may wish to call this before updating the window contents (perhaps highlighting an item). Then call Move() and Show(). */ bool Hide(); /** Call this to move the image to a new position. The image will only be shown if Show() has been called previously (for example at the start of the drag). @param pt The position in client coordinates (relative to the window specified in BeginDrag()). You can move the image either when the image is hidden or shown, but in general dragging will be smoother if you move the image when it is shown. */ bool Move(const wxPoint& pt); /** Shows the image. Call this at least once when dragging. */ bool Show(); /** Override this if you wish to draw the window contents to the backing bitmap yourself. This can be desirable if you wish to avoid flicker by not having to redraw the updated window itself just before dragging, which can cause a flicker just as the drag starts. Instead, paint the drag image's backing bitmap to show the appropriate graphic @e minus the objects to be dragged, and leave the window itself to be updated by the drag image. This can provide eerily smooth, flicker-free drag behaviour. The default implementation copies the window contents to the backing bitmap. A new implementation will normally copy information from another source, such as from its own backing bitmap if it has one, or directly from internal data structures. This function is available in wxGenericDragImage only. */ virtual bool UpdateBackingFromWindow(wxDC& windowDC, wxMemoryDC& destDC, const wxRect& sourceRect, const wxRect& destRect) const; };