/*
 * Copyright (c) 2003-2006, Bram Stein
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without 
 * modification, are permitted provided that the following conditions 
 * are met:
 * 
 *  1. Redistributions of source code must retain the above copyright
 *     notice, this list of conditions and the following disclaimer. 
 *  2. Redistributions in binary form must reproduce the above copyright 
 *     notice, this list of conditions and the following disclaimer in the 
 *     documentation and/or other materials provided with the distribution. 
 *  3. The name of the author may not be used to endorse or promote products 
 *     derived from this software without specific prior written permission. 
 *
 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR "AS IS" AND ANY EXPRESS OR IMPLIED 
 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF 
 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO 
 * EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, 
 * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, 
 * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 
 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY 
 * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING 
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, 
 * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

#ifndef MOUSELISTENER_H
#define MOUSELISTENER_H


#include "../Pointers.h"
#include "./EventListener.h"

namespace ui
{
	namespace event
	{
		/**
		 * Listens for MouseEvents.
		 */
		class MouseListener : public EventListener
		{
		public:
			/**
			 * Called when the mouse is clicked (that is pressed and released).
			 * @param
			 *	e MouseEvent describing the Event.
			 */
			virtual void mouseClicked(const MouseEvent& e) = 0;

			/**
			 * Called when the mouse is pressed.
			 * @param
			 *	e MouseEvent describing the Event.
			 */
			virtual void mousePressed(const MouseEvent& e) = 0;
			
			/**
			 * Called when the mouse cursor entered the Component.
			 * @param
			 *	e MouseEvent describing the Event.
			 */
			virtual void mouseEntered(const MouseEvent& e) = 0;

			/**
			 * Called when the mouse cursor exited the Component.
			 * @param
			 *	e MouseEvent describing the Event.
			 */
			virtual void mouseExited(const MouseEvent& e) = 0;

			/**
			 * Called when the mouse is released.
			 * @param
			 *	e MouseEvent describing the Event.
			 */
			virtual void mouseReleased(const MouseEvent& e) = 0;

			/**
			 * Called when the mouse has been dragged.
			 * @param
			 *	e MouseEvent describing the Event.
			 */
			virtual void mouseDragged(const MouseEvent& e) = 0;

			/**
			 * Called when the mouse has moved.
			 * @param
			 *	e MouseEvent describing the Event.
			 */
			virtual void mouseMotion(const MouseEvent &e) = 0;
			
			virtual ~MouseListener() {};
		};

		/**
		 * Listens for MouseEvents.
		 * Mouse adapter differs from MouseListener in that it
		 * has default (empty) implementations. This is handy is
		 * a class only wants to receive one (or more) events, but wishes
		 * not to implement all eventlisteners.
		 */
		class MouseAdapter : public MouseListener
		{
		public:
			/**
			 * Called when the mouse is clicked (that is pressed and released).
			 * @param
			 *	e MouseEvent describing the Event.
			 */
			virtual void mouseClicked(const MouseEvent& e) {};

			/**
			 * Called when the mouse is pressed.
			 * @param
			 *	e MouseEvent describing the Event.
			 */
			virtual void mousePressed(const MouseEvent& e) {};

			/**
			 * Called when the mouse cursor entered the Component.
			 * @param
			 *	e MouseEvent describing the Event.
			 */
			virtual void mouseEntered(const MouseEvent& e) {};

			/**
			 * Called when the mouse cursor exited the Component.
			 * @param
			 *	e MouseEvent describing the Event.
			 */
			virtual void mouseExited(const MouseEvent& e) {};

			/**
			 * Called when the mouse is released.
			 * @param
			 *	e MouseEvent describing the Event.
			 */
			virtual void mouseReleased(const MouseEvent& e) {};

			/**
			 * Called when the mouse has been dragged.
			 * @param
			 *	e MouseEvent describing the Event.
			 */
			virtual void mouseDragged(const MouseEvent& e) {};

			/**
			 * Called when the mouse has moved.
			 * @param
			 *	e MouseEvent describing the Event.
			 */
			virtual void mouseMotion(const MouseEvent &e) {};
			
			virtual ~MouseAdapter() {};
		};
	}
}
#endif