paulxstretch/deps/juce/modules/juce_events/messages/juce_ApplicationBase.h

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/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2020 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
The code included in this file is provided under the terms of the ISC license
http://www.isc.org/downloads/software-support-policy/isc-license. Permission
To use, copy, modify, and/or distribute this software for any purpose with or
without fee is hereby granted provided that the above copyright notice and
this permission notice appear in all copies.
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
//==============================================================================
/**
Abstract base class for application classes.
Note that in the juce_gui_basics module, there's a utility class JUCEApplication
which derives from JUCEApplicationBase, and takes care of a few chores. Most
of the time you'll want to derive your class from JUCEApplication rather than
using JUCEApplicationBase directly, but if you're not using the juce_gui_basics
module then you might need to go straight to this base class.
Any application that wants to run an event loop must declare a subclass of
JUCEApplicationBase, and implement its various pure virtual methods.
It then needs to use the START_JUCE_APPLICATION macro somewhere in a CPP file
to declare an instance of this class and generate suitable platform-specific
boilerplate code to launch the app.
e.g. @code
class MyJUCEApp : public JUCEApplication
{
public:
MyJUCEApp() {}
~MyJUCEApp() {}
void initialise (const String& commandLine) override
{
myMainWindow.reset (new MyApplicationWindow());
myMainWindow->setBounds (100, 100, 400, 500);
myMainWindow->setVisible (true);
}
void shutdown() override
{
myMainWindow = nullptr;
}
const String getApplicationName() override
{
return "Super JUCE-o-matic";
}
const String getApplicationVersion() override
{
return "1.0";
}
private:
std::unique_ptr<MyApplicationWindow> myMainWindow;
};
// this generates boilerplate code to launch our app class:
START_JUCE_APPLICATION (MyJUCEApp)
@endcode
@see JUCEApplication, START_JUCE_APPLICATION
@tags{Events}
*/
class JUCE_API JUCEApplicationBase
{
protected:
//==============================================================================
JUCEApplicationBase();
public:
/** Destructor. */
virtual ~JUCEApplicationBase();
//==============================================================================
/** Returns the global instance of the application object that's running. */
static JUCEApplicationBase* getInstance() noexcept { return appInstance; }
//==============================================================================
/** Returns the application's name. */
virtual const String getApplicationName() = 0;
/** Returns the application's version number. */
virtual const String getApplicationVersion() = 0;
/** Checks whether multiple instances of the app are allowed.
If your application class returns true for this, more than one instance is
permitted to run (except on the Mac where this isn't possible).
If it's false, the second instance won't start, but you will still get a
callback to anotherInstanceStarted() to tell you about this - which
gives you a chance to react to what the user was trying to do.
@see anotherInstanceStarted
*/
virtual bool moreThanOneInstanceAllowed() = 0;
/** Called when the application starts.
This will be called once to let the application do whatever initialisation
it needs, create its windows, etc.
After the method returns, the normal event-dispatch loop will be run,
until the quit() method is called, at which point the shutdown()
method will be called to let the application clear up anything it needs
to delete.
If during the initialise() method, the application decides not to start-up
after all, it can just call the quit() method and the event loop won't be run.
@param commandLineParameters the line passed in does not include the name of
the executable, just the parameter list. To get the
parameters as an array, you can call
JUCEApplication::getCommandLineParameters()
@see shutdown, quit
*/
virtual void initialise (const String& commandLineParameters) = 0;
/* Called to allow the application to clear up before exiting.
After JUCEApplication::quit() has been called, the event-dispatch loop will
terminate, and this method will get called to allow the app to sort itself
out.
Be careful that nothing happens in this method that might rely on messages
being sent, or any kind of window activity, because the message loop is no
longer running at this point.
@see DeletedAtShutdown
*/
virtual void shutdown() = 0;
/** Indicates that the user has tried to start up another instance of the app.
This will get called even if moreThanOneInstanceAllowed() is false.
It is currently only implemented on Windows and Mac.
@see moreThanOneInstanceAllowed
*/
virtual void anotherInstanceStarted (const String& commandLine) = 0;
/** Called when the operating system is trying to close the application.
The default implementation of this method is to call quit(), but it may
be overloaded to ignore the request or do some other special behaviour
instead. For example, you might want to offer the user the chance to save
their changes before quitting, and give them the chance to cancel.
If you want to send a quit signal to your app, this is the correct method
to call, because it means that requests that come from the system get handled
in the same way as those from your own application code. So e.g. you'd
call this method from a "quit" item on a menu bar.
*/
virtual void systemRequestedQuit() = 0;
/** This method is called when the application is being put into background mode
by the operating system.
*/
virtual void suspended() = 0;
/** This method is called when the application is being woken from background mode
by the operating system.
*/
virtual void resumed() = 0;
/** This method is called when the application (generally on android) is started
*/
virtual void started() {}
/** This method is called when the application (generally on android) is stopped
*/
virtual void stopped() {}
/** If any unhandled exceptions make it through to the message dispatch loop, this
callback will be triggered, in case you want to log them or do some other
type of error-handling.
If the type of exception is derived from the std::exception class, the pointer
passed-in will be valid. If the exception is of unknown type, this pointer
will be null.
*/
virtual void unhandledException (const std::exception*,
const String& sourceFilename,
int lineNumber) = 0;
/** Called by the operating system to indicate that you should reduce your memory
footprint.
You should override this method to free up some memory gracefully, if possible,
otherwise the host may forcibly kill your app.
At the moment this method is only called on iOS.
*/
virtual void memoryWarningReceived() { jassertfalse; }
/** Called by the operating system when a custom file type was opened. You are expected
* to return true if you handled the URL.
At the moment this method is only called on iOS.
*/
virtual void urlOpened(const URL& url) { }
//==============================================================================
/** This will be called when the back button on a device is pressed. The return value
should be used to indicate whether the back button event has been handled by
the application, for example if you want to implement custom navigation instead
of the standard behaviour on Android.
This is currently only implemented on Android devices.
@returns true if the event has been handled, or false if the default OS
behaviour should happen
*/
virtual bool backButtonPressed() { return false; }
//==============================================================================
/** Signals that the main message loop should stop and the application should terminate.
This isn't synchronous, it just posts a quit message to the main queue, and
when this message arrives, the message loop will stop, the shutdown() method
will be called, and the app will exit.
Note that this will cause an unconditional quit to happen, so if you need an
extra level before this, e.g. to give the user the chance to save their work
and maybe cancel the quit, you'll need to handle this in the systemRequestedQuit()
method - see that method's help for more info.
@see MessageManager
*/
static void quit();
//==============================================================================
/** Returns the application's command line parameters as a set of strings.
@see getCommandLineParameters
*/
static StringArray JUCE_CALLTYPE getCommandLineParameterArray();
/** Returns the application's command line parameters as a single string.
@see getCommandLineParameterArray
*/
static String JUCE_CALLTYPE getCommandLineParameters();
//==============================================================================
/** Sets the value that should be returned as the application's exit code when the
app quits.
This is the value that's returned by the main() function. Normally you'd leave this
as 0 unless you want to indicate an error code.
@see getApplicationReturnValue
*/
void setApplicationReturnValue (int newReturnValue) noexcept;
/** Returns the value that has been set as the application's exit code.
@see setApplicationReturnValue
*/
int getApplicationReturnValue() const noexcept { return appReturnValue; }
//==============================================================================
/** Returns true if this executable is running as an app (as opposed to being a plugin
or other kind of shared library. */
static bool isStandaloneApp() noexcept { return createInstance != nullptr; }
/** Returns true if the application hasn't yet completed its initialise() method
and entered the main event loop.
This is handy for things like splash screens to know when the app's up-and-running
properly.
*/
bool isInitialising() const noexcept { return stillInitialising; }
//==============================================================================
#ifndef DOXYGEN
// The following methods are for internal use only...
static int main();
static int main (int argc, const char* argv[]);
static void appWillTerminateByForce();
using CreateInstanceFunction = JUCEApplicationBase* (*)();
static CreateInstanceFunction createInstance;
#if JUCE_IOS
static void* iOSCustomDelegate;
#endif
virtual bool initialiseApp();
int shutdownApp();
static void JUCE_CALLTYPE sendUnhandledException (const std::exception*, const char* sourceFile, int lineNumber);
bool sendCommandLineToPreexistingInstance();
#endif
private:
//==============================================================================
static JUCEApplicationBase* appInstance;
int appReturnValue = 0;
bool stillInitialising = true;
struct MultipleInstanceHandler;
std::unique_ptr<MultipleInstanceHandler> multipleInstanceHandler;
JUCE_DECLARE_NON_COPYABLE (JUCEApplicationBase)
};
//==============================================================================
#if JUCE_CATCH_UNHANDLED_EXCEPTIONS || DOXYGEN
/** The JUCE_TRY/JUCE_CATCH_EXCEPTION wrappers can be used to pass any uncaught exceptions to
the JUCEApplicationBase::sendUnhandledException() method.
This functionality can be enabled with the JUCE_CATCH_UNHANDLED_EXCEPTIONS macro.
*/
#define JUCE_TRY try
/** The JUCE_TRY/JUCE_CATCH_EXCEPTION wrappers can be used to pass any uncaught exceptions to
the JUCEApplicationBase::sendUnhandledException() method.
This functionality can be enabled with the JUCE_CATCH_UNHANDLED_EXCEPTIONS macro.
*/
#define JUCE_CATCH_EXCEPTION \
catch (const std::exception& e) { juce::JUCEApplicationBase::sendUnhandledException (&e, __FILE__, __LINE__); } \
catch (...) { juce::JUCEApplicationBase::sendUnhandledException (nullptr, __FILE__, __LINE__); }
#else
#define JUCE_TRY
#define JUCE_CATCH_EXCEPTION
#endif
} // namespace juce