git subrepo clone --branch=sono6good https://github.com/essej/JUCE.git deps/juce

subrepo:
  subdir:   "deps/juce"
  merged:   "b13f9084e"
upstream:
  origin:   "https://github.com/essej/JUCE.git"
  branch:   "sono6good"
  commit:   "b13f9084e"
git-subrepo:
  version:  "0.4.3"
  origin:   "https://github.com/ingydotnet/git-subrepo.git"
  commit:   "2f68596"
This commit is contained in:
essej
2022-04-18 17:51:22 -04:00
parent 63e175fee6
commit 25bd5d8adb
3210 changed files with 1045392 additions and 0 deletions

48
deps/juce/docs/Accessibility.md vendored Normal file
View File

@ -0,0 +1,48 @@
# JUCE Accessibility
## What is supported?
Currently JUCE supports VoiceOver on macOS and Narrator on Windows. The JUCE
accessibility API exposes the following to these clients:
- Title, description, and help text for UI elements
- Programmatic access to UI elements and text
- Interaction with UI elements
- Full UI keyboard navigation
- Posting notifications to listening clients
## Customising Behaviour
By default any visible and enabled `Component` is accessible to screen reader
clients and exposes some basic information such as title, description, help
text and its position in the hierarchy of UI elements.
The `setTitle()`, `setDescription()` and `setHelpText()` methods can be used
to customise the text that will be read out by accessibility clients when
interacting with UI elements and the `setExplicitFocusOrder()`,
`setFocusContainerType()` and `createFocusTraverser()` methods can be used to
control the parent/child relationships and the order of navigation between UI
elements.
## Custom Components
For further customisation of accessibility behaviours the `AccessibilityHandler`
class provides a unified API to the underlying native accessibility libraries.
This class wraps a component with a given role specified by the
`AccessibilityRole` enum and takes a list of optional actions and interfaces to
provide programmatic access and control over the UI element. Its state is used
to convey further information to accessibility clients via the
`getCurrentState()` method.
To implement the desired behaviours for a custom component, subclass
`AccessibilityHandler` and return an instance of this from the
`Component::createAccessibilityHandler()` method.
## Further Reading
- [NSAccessibility protocol](https://developer.apple.com/documentation/appkit/nsaccessibility?language=objc)
- [UI Automation for Win32 applications](https://docs.microsoft.com/en-us/windows/win32/winauto/entry-uiauto-win32)
- A talk giving an overview of this feature from ADC 2020 can be found on
YouTube at https://youtu.be/BqrEv4ApH3U

738
deps/juce/docs/CMake API.md vendored Normal file
View File

@ -0,0 +1,738 @@
# The JUCE CMake API
## System Requirements
- All project types require CMake 3.15 or higher.
- Android targets are not currently supported.
- WebView2 on Windows via JUCE_USE_WIN_WEBVIEW2 flag in juce_gui_extra is not currently supported.
Most system package managers have packages for CMake, but we recommend using the most recent release
from https://cmake.org/download. You should always use a CMake that's newer than your build
toolchain, so that CMake can identify your build tools and understand how to invoke them.
In addition to CMake you'll need a build toolchain for your platform, such as Xcode or MSVC.
## Getting Started
### Using `add_subdirectory`
The simplest way to include JUCE in your project is to add JUCE as a
subdirectory of your project, and to include the line `add_subdirectory(JUCE)`
in your project CMakeLists.txt. This will make the JUCE targets and helper
functions available for use by your custom targets.
### Using `find_package`
To install JUCE globally on your system, you'll need to tell CMake where to
place the installed files.
# Go to JUCE directory
cd /path/to/clone/JUCE
# Configure build with library components only
cmake -B cmake-build-install -DCMAKE_INSTALL_PREFIX=/path/to/JUCE/install
# Run the installation
cmake --build cmake-build-install --target install
In your project which consumes JUCE, make sure the project CMakeLists.txt contains the line
`find_package(JUCE CONFIG REQUIRED)`. This will make the JUCE modules and CMake helper functions
available for use in the rest of your build. Then, run the build like so:
# Go to project directory
cd /path/to/my/project
# Configure build, passing the JUCE install path you used earlier
cmake -B cmake-build -DCMAKE_PREFIX_PATH=/path/to/JUCE/install
# Build the project
cmake --build cmake-build
### Example projects
In the JUCE/examples/CMake directory, you'll find example projects for a GUI app, a console app,
and an audio plugin. You can simply copy one of these subdirectories out of the JUCE repo, add JUCE
as a submodule, and uncomment the call to `add_subdirectory` where indicated in the CMakeLists.txt.
Alternatively, if you've installed JUCE using a package manager or the CMake install target, you can
uncomment the call to `find_package`.
Once your project is set up, you can generate a build tree for it in the normal way. To get started,
you might invoke CMake like this, from the new directory you created.
cmake -Bbuild (-GgeneratorName) (-DJUCE_BUILD_EXTRAS=ON) (-DJUCE_BUILD_EXAMPLES=ON)
This will create a build tree in a directory named 'build', using the CMakeLists in the current
working directory, using the default generator (makefiles on mac/linux, and the most recent Visual
Studio on Windows). You can choose a specific generator to use with the `-G` flag (call `cmake -G`
to see a full list of generators on your platform). If you included JUCE as a subdirectory, you can
enable the Extras and Examples targets by including the last two arguments (they're off by default).
There's quite a lot of example projects, and generating project files might take a bit longer when
these options are on, so you probably won't want to include them most of the time.
Then, to build the project:
cmake --build build (--target targetNameFromCMakeLists) (--config Release/Debug/...)
This tells cmake to build the target named `targetNameFromCMakeLists`, in the specified
configuration, using the appropriate tool. Of course, if you generated makefiles or ninja files, you
could call `make` or `ninja` in the build directory. If you generated an IDE project, like an Xcode
or Visual Studio project, then you could open the generated project in your IDE.
### Building for iOS
To build for iOS, you'll need CMake 3.14 or higher. Using the Xcode generator is highly recommended,
as other generators may not automatically find the correct SDK for the iPhone simulator, and may
fail to run certain parts of the build, such as compiling icons and processing the app's plist. By
default, CMake will build for the same system that originally configured the project, so to enable
cross-compilation for iOS, a few extra flags must be passed to the initial CMake invocation:
cmake -Bbuild-ios -GXcode -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_DEPLOYMENT_TARGET=9.3
Here we create a build tree in the directory named 'build-ios', using the Xcode generator. The
`-DCMAKE_SYSTEM_NAME=iOS` option tells CMake to enable cross-compiling for iOS. The
`-DCMAKE_OSX_DEPLOYMENT_TARGET=9.3` option sets the minimum deployment target (it applies to iOS
despite the 'OSX' in the variable name!).
Once the project has generated, we can open it as normal in Xcode (look for the project file in the
build directory). Alternatively, to build from the command-line, we could run this command:
cmake --build build-ios --target <targetName> -- -sdk iphonesimulator
Here, we're building the target named `<targetName>` from the build tree in the directory
`build-ios`. All the arguments after `--` are ignored by CMake, and are passed through to the
underlying build tool. In this case, the build tool will be `xcodebuild` because we used the Xcode
generator above. We tell xcodebuild that we're building the app for the iOS simulator, which doesn't
require special code signing.
If we wanted to build for a real device, we would need to pass some extra signing details to the
initial CMake configuration command:
cmake -Bbuild-ios -GXcode -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_DEPLOYMENT_TARGET=9.3 \
-DCMAKE_XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY="iPhone Developer"
-DCMAKE_XCODE_ATTRIBUTE_DEVELOPMENT_TEAM=<10 character id>
The `CODE_SIGN_IDENTITY` is the kind of certificate you want to use (iPhone Developer is appropriate
for development) and `DEVELOPMENT_TEAM` is the 10-character ID that can be found by opening the
Keychain Access app, finding your development certificate, and checking its 'Organizational Unit'
info field.
When building the target, you may also need to tell Xcode that it can automatically update
provisioning profiles, which is achieved by passing the `-allowProvisioningUpdates` flag:
cmake --build build-ios --target <targetName> -- -allowProvisioningUpdates
#### Archiving for iOS
CMake's out-of-the-box archiving behaviour doesn't always work as expected, especially for targets
that depend on custom static libraries. Xcode may generate these libraries into a 'DerivedData'
directory, but then omit this directory from the library search paths later in the build.
If the "Product -> Archive" action isn't working due to missing staticlibs, try setting the
`ARCHIVE_OUTPUT_DIRECTORY` property explicitly:
set_target_properties(my_static_lib_target PROPERTIES ARCHIVE_OUTPUT_DIRECTORY "./")
Note that the static library produced by `juce_add_binary_data` automatically sets this property.
### Building universal binaries for macOS
Building universal binaries that will run on both arm64 and x86_64 can be achieved by
configuring the CMake project with `"-DCMAKE_OSX_ARCHITECTURES=arm64;x86_64"`.
### Building with Clang on Windows
Clang-cl (Clang with MSVC-like command-line) should work by default. If you are generating a Visual
Studio project, and have installed the LLVM package which is distributed with Visual Studio, then
you can configure a Clang-cl build by passing "-T ClangCL" on your configuration commandline.
If you wish to use Clang with GNU-like command-line instead, you can pass
`-DCMAKE_CXX_COMPILER=clang++` and `-DCMAKE_C_COMPILER=clang` on your configuration commandline.
clang++ and clang must be on your `PATH` for this to work. Only more recent versions of CMake
support Clang's GNU-like command-line on Windows. CMake 3.12 is not supported, CMake 3.15 has
support, CMake 3.20 or higher is recommended. Note that CMake doesn't seem to automatically link a
runtime library when building in this configuration, but this can be remedied by setting the
`MSVC_RUNTIME_LIBRARY` property. See the [official
documentation](https://cmake.org/cmake/help/v3.15/prop_tgt/MSVC_RUNTIME_LIBRARY.html) of this
property for usage recommendations.
### A note about compile definitions
Module options and plugin options that would previously have been set in the Projucer can be set on
a target-by-target basis in CMake, via `target_compile_definitions`. To find the options exposed by
a particular module, check its module header for sections with the following structure:
/** Config: NAME_OF_KEY
Docs go here...
*/
#ifndef NAME_OF_KEY
#define NAME_OF_KEY ...
#endif
To override the default config option, use the following CMake code, replacing `<value>` as
appropriate:
target_compile_definitions(my_target PUBLIC NAME_OF_KEY=<value>)
The `JucePlugin_PreferredChannelConfig` preprocessor definition for plugins is difficult to specify
in a portable way due to its use of curly braces, which may be misinterpreted in Linux/Mac builds
using the Ninja/Makefile generators. It is recommended to avoid this option altogether, and to use
the newer buses API to specify the desired plugin inputs and outputs.
## API Reference
### Options
These flags can be enabled or disabled to change the behaviour of parts of the JUCE build.
These options would normally be configured by either:
- Supplying an option in the form `-DNAME_OF_OPTION=ON/OFF` to the initial CMake configuration call,
or
- Calling `set(NAME_OF_OPTION ON/OFF)` before including JUCE in your project via `add_subdirectory`
or `find_package`.
#### `JUCE_BUILD_EXTRAS`
This controls whether targets are added for the projects in the 'extras' folder, such as the
Projucer and AudioPluginHost. This is off by default, because you probably won't need these targets
if you've included JUCE in your own project.
#### `JUCE_BUILD_EXAMPLES`
This controls whether targets are added for the projects in the 'examples' folder, such as the
DemoRunner and PIPs. This is off by default, because you probably won't need these targets if you've
included JUCE in your own project.
#### `JUCE_ENABLE_MODULE_SOURCE_GROUPS`
This option will make module source files browsable in IDE projects. It has no effect in non-IDE
projects. This option is off by default, as it will increase the size of generated IDE projects and
might slow down configuration a bit. If you enable this, you should probably also add
`set_property(GLOBAL PROPERTY USE_FOLDERS YES)` to your top level CMakeLists as this is required for
source grouping to work.
Source groupings are a little sensitive to the project layout. As such, you should always ensure
that the call to `juce_add_module` which adds a specific module happens *before* calling
`juce_add_*` to add any dependent targets.
The modules will be placed in a group named "JUCE Modules" within the group for each target,
alongside the "Source Files" and "Header Files" groups.
#### `JUCE_COPY_PLUGIN_AFTER_BUILD`
Controls whether plugin targets should be installed to the system after building. Note that the
plugin folders may be protected, so the build may require elevated permissions in order for the
installation to work correctly, or you may need to adjust the permissions of the destination
folders.
### Functions
#### `juce_add_<target>`
juce_add_gui_app(<target> [KEY value]...)
juce_add_console_app(<target> [KEY value]...)
juce_add_plugin(<target> [KEY value]...)
`juce_add_gui_app` and `juce_add_console_app` add an executable target with name `<target>`.
`juce_add_plugin` adds a 'shared code' static library target with name `<target>`, along with extra
targets for each of the specified plugin formats. Each of these functions also takes a number of
optional arguments in the form of a `KEY` followed by one or more `value`s which can be used to set
additional attributes of the target. If these optional arguments aren't specified, their values will
fall back to sensible defaults.
Each of these arguments adds a property to the resulting target in the form `JUCE_paramName`, where
`paramName` is one of the parameter keys below. For example, after a call to
`juce_add_gui_app(my_target PRODUCT_NAME "Target")`, the target `my_target` will have a property
named `JUCE_PRODUCT_NAME` with the value `"Target"`. After creating a target with one of these
commands, properties beginning with `JUCE_` can be _queried_, but changing their values might not
have any effect (or might even break things in unexpected ways!), so always pass JUCE target
attributes directly to these creation functions, rather than adding them later.
- `PRODUCT_NAME`
- The name of the output built by this target, similar to CMake's `OUTPUT_NAME` property. If not
specified, this will default to the target name.
- `VERSION`
- A version number string in the format "major.minor.bugfix". If not specified, the `VERSION` of
the project containing the target will be used instead. On Apple platforms, this is the
user-facing version string. This option corresponds to the `CFBundleShortVersionString` field in
the target's plist.
- `BUILD_VERSION`
- A version number string in the format "major.minor.bugfix". If not specified, this will match
the `VERSION` of the target. On Apple platforms, this is the private version string used to
distinguish between App Store builds. This option corresponds to the `CFBundleVersion` field in
the target's plist.
- `BUNDLE_ID`
- An identifier string in the form "com.yourcompany.productname" which should uniquely identify
this target. Mainly used for macOS builds. If not specified, a default will be generated using
the target's `COMPANY_NAME` and `PRODUCT_NAME`.
- `MICROPHONE_PERMISSION_ENABLED`
- May be either TRUE or FALSE. Adds the appropriate entries to an app's Info.plist.
- `MICROPHONE_PERMISSION_TEXT`
- The text your app will display when it requests microphone permissions.
- `CAMERA_PERMISSION_ENABLED`
- May be either TRUE or FALSE. Adds the appropriate entries to an app's Info.plist.
- `CAMERA_PERMISSION_TEXT`
- The text your app will display when it requests camera permissions.
- `BLUETOOTH_PERMISSION_ENABLED`
- May be either TRUE or FALSE. Adds the appropriate entries to an app's Info.plist.
- `BLUETOOTH_PERMISSION_TEXT`
- The text your app will display when it requests bluetooth permissions.
- `SEND_APPLE_EVENTS_PERMISSION_ENABLED`
- May be either TRUE or FALSE. Enable this to allow your app to send Apple events.
- `SEND_APPLE_EVENTS_PERMISSION_TEXT`
- The text your app will display when it requests permission to send Apple events.
- `FILE_SHARING_ENABLED`
- May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist.
- `DOCUMENT_BROWSER_ENABLED`
- May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist.
- `STATUS_BAR_HIDDEN`
- May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist.
- `REQUIRES_FULL_SCREEN`
- May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist.
- `BACKGROUND_AUDIO_ENABLED`
- May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist.
- `BACKGROUND_BLE_ENABLED`
- May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist.
- `APP_GROUPS_ENABLED`
- May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's entitlements.
- `APP_GROUP_IDS`
- The app groups to which your iOS app belongs. These will be added to your app's entitlements.
- `ICLOUD_PERMISSIONS_ENABLED`
- May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's entitlements.
- `IPHONE_SCREEN_ORIENTATIONS`
- May be one or more of `UIInterfaceOrientationUnknown`, `UIInterfaceOrientationPortrait`,
`UIInterfaceOrientationPortraitUpsideDown`, `UIInterfaceOrientationLandscapeLeft`, or
`UIInterfaceOrientationLandscapeRight`. Adds appropriate entries to an iOS app's plist.
- `IPAD_SCREEN_ORIENTATIONS`
- May be one or more of `UIInterfaceOrientationUnknown`, `UIInterfaceOrientationPortrait`,
`UIInterfaceOrientationPortraitUpsideDown`, `UIInterfaceOrientationLandscapeLeft`, or
`UIInterfaceOrientationLandscapeRight`. Adds appropriate entries to an iOS app's plist.
- `LAUNCH_STORYBOARD_FILE`
- A custom launch storyboard file to use on iOS. If not supplied, a default storyboard will be
used.
- `CUSTOM_XCASSETS_FOLDER`
- A path to an xcassets directory, containing icons and/or launch images for this target. If this
is specified, the ICON_BIG and ICON_SMALL arguments will not have an effect on iOS, and a launch
storyboard will not be used.
- `TARGETED_DEVICE_FAMILY`
- Specifies the device families on which the product must be capable of running. Allowed values
are "1", "2", and "1,2"; these correspond to "iPhone/iPod touch", "iPad", and "iPhone/iPod and
iPad" respectively. This will default to "1,2", meaning that the target will target iPhone,
iPod, and iPad.
- `ICON_BIG`, `ICON_SMALL`
- Paths to image files that will be used to generate app icons. If only one of these parameters
is specified, then that image will be used for all icon resolutions. If both arguments are
specified, then the appropriate image will be picked for each icon resolution.
- `COMPANY_COPYRIGHT`
- Copyright text which will be added to the app/plugin's Info.plist. The value of this argument
will be inherited from the `JUCE_COMPANY_COPYRIGHT` property, so if you want to use the same
`COMPANY_COPYRIGHT` for several targets in a build tree, you can call
`set_directory_properties(PROPERTIES JUCE_COMPANY_COPYRIGHT ...)` after including JUCE but
before adding the targets, and then omit the `COMPANY_COPYRIGHT` argument when creating the
individual targets.
- `COMPANY_NAME`
- The name of this target's author. Will be added to the app/plugin's Info.plist, and may be used
to generate part of the `BUNDLE_ID` if no ID was given explicitly. The value of this argument
will be inherited from the `JUCE_COMPANY_NAME` property, so if you want to use the same
`COMPANY_NAME` for several targets in a build tree, you can call
`set_directory_properties(PROPERTIES JUCE_COMPANY_NAME ...)` after including JUCE but before
adding the targets, and then omit the `COMPANY_NAME` argument when creating the individual
targets.
- `COMPANY_WEBSITE`
- The address of a website related to this target in some way. The value of this argument will be
inherited from the `JUCE_COMPANY_WEBSITE` property, so if you want to use the same
`COMPANY_WEBSITE` for several targets in a build tree, you can call
`set_directory_properties(PROPERTIES JUCE_COMPANY_WEBSITE ...)` after including JUCE but before
adding the targets, and then omit the `COMPANY_WEBSITE` argument when creating the individual
targets.
- `COMPANY_EMAIL`
- An email address for this target's author. The value of this argument will be inherited from the
`JUCE_COMPANY_EMAIL` property, so if you want to use the same `COMPANY_EMAIL` for several
targets in a build tree, you can call `set_directory_properties(PROPERTIES JUCE_COMPANY_EMAIL
...)` after including JUCE but before adding the targets, and then omit the `COMPANY_EMAIL`
argument when creating the individual targets.
- `DOCUMENT_EXTENSIONS`
- File extensions that should be associated with this target. For example, the Projucer passes
the string `jucer` because it wants to open `.jucer` files. If your target has several different
document types, you can pass them as multiple arguments, e.g. `DOCUMENT_EXTENSIONS wav mp3 aif`.
- `NEEDS_CURL`
- On Linux, JUCE may or may not need to link to Curl depending on the compile definitions that are
set on a JUCE target. By default, we don't link Curl because you might not need it, but if you
get linker or include errors that reference Curl, just set this argument to `TRUE`.
- `NEEDS_WEB_BROWSER`
- On Linux, JUCE may or may not need to link to Webkit depending on the compile definitions that
are set on a JUCE target. By default, we don't link Webkit because you might not need it, but
if you get linker or include errors that reference Webkit, just set this argument to `TRUE`.
- `NEEDS_STORE_KIT`
- On macOS, JUCE may or may not need to link to StoreKit depending on the compile definitions that
are set on a JUCE target. By default, we don't link StoreKit because you might not need it, but
if you get linker or include errors that reference StoreKit, just set this argument to `TRUE`.
- `PUSH_NOTIFICATIONS_ENABLED`
- Sets app entitlements to allow push notifications. False by default.
- `NETWORK_MULTICAST_ENABLED`
- Sets app entitlements to allow IP multicast or broadcast on macOS/iOS. False by default.
- `HARDENED_RUNTIME_ENABLED`
- Enables macOS' hardened runtime for this target. Required for notarisation. False by default.
- `HARDENED_RUNTIME_OPTIONS`
- A set of space-separated entitlement keys that will be added to this target's entitlements
plist if `HARDENED_RUNTIME_ENABLED` is `TRUE`. Each key should be in the form
`com.apple.security.*` where `*` is a specific entitlement.
- `APP_SANDBOX_ENABLED`
- Enables macOS' app sandbox for this target. False by default.
- `APP_SANDBOX_INHERIT`
- Allows child processes to inherit the static entitlements of their parent process. If this
is set to `TRUE`, no other app sandbox entitlements will be set on this target.
- `APP_SANDBOX_OPTIONS`
- A set of space-separated entitlement keys that will be added to this target's entitlements
plist if `APP_SANDBOX_ENABLED` is `TRUE`. Each key should be in the form `com.apple.security.*`
where `*` is a specific entitlement.
- `PLIST_TO_MERGE`
- A string to insert into an app/plugin's Info.plist.
- `FORMATS`
- For plugin targets, specifies the plugin targets to build. Should be provided as a
space-separated list. Valid values are `Standalone Unity VST3 AU AUv3 AAX VST`. `AU` and `AUv3`
plugins will only be enabled when building on macOS. It is an error to pass `AAX` or `VST`
without first calling `juce_set_aax_sdk_path` or `juce_set_vst2_sdk_path` respectively.
- `PLUGIN_NAME`
- The name of the plugin. In a DAW environment, this is the name that will be displayed to the
user when they go to load a plugin. This name may differ from the name of the physical plugin
file (to set the name of the plugin file, use the `PRODUCT_NAME` option). If not specified,
the `PLUGIN_NAME` will default to match the `PRODUCT_NAME`.
- `PLUGIN_MANUFACTURER_CODE`
- A four-character unique ID for your company. For AU compatibility, this must contain at least
one upper-case letter. GarageBand 10.3 requires the first letter to be upper-case, and the
remaining letters to be lower-case.
- `PLUGIN_CODE`
- A four-character unique ID for your plugin. For AU compatibility, this must contain exactly one
upper-case letter. GarageBand 10.3 requires the first letter to be upper-case, and the remaining
letters to be lower-case.
- `DESCRIPTION`
- A short description of your plugin.
- `IS_SYNTH`
- Whether the plugin is a synth. Will be used to set sensible plugin category values if they
are not provided explicitly.
- `NEEDS_MIDI_INPUT`
- Whether the plugin should provide a midi input.
- `NEEDS_MIDI_OUTPUT`
- Whether the plugin should provide a midi output.
- `IS_MIDI_EFFECT`
- Whether the plugin is a MIDI effect (some hosts provide a special channel-strip location for
MIDI effect plugins).
- `EDITOR_WANTS_KEYBOARD_FOCUS`
- Whether the plugin requires keyboard focus, or should defer all keyboard handling to the host.
- `DISABLE_AAX_BYPASS`
- Whether the AAX bypass function should be disabled.
- `DISABLE_AAX_MULTI_MONO`
- Whether the AAX multi mono bus layout should be disabled.
- `AAX_IDENTIFIER`
- The bundle ID for the AAX plugin target. Matches the `BUNDLE_ID` by default.
- `VST_NUM_MIDI_INS`
- For VST2 and VST3 plugins that accept midi, this allows you to configure the number of inputs.
- `VST_NUM_MIDI_OUTS`
- For VST2 and VST3 plugins that produce midi, this allows you to configure the number of outputs.
- `VST2_CATEGORY`
- Should be one of: `kPlugCategUnknown`, `kPlugCategEffect`, `kPlugCategSynth`,
`kPlugCategAnalysis`, `kPlugCategMatering`, `kPlugCategSpacializer`, `kPlugCategRoomFx`,
`kPlugSurroundFx`, `kPlugCategRestoration`, `kPlugCategOfflineProcess`, `kPlugCategShell`,
`kPlugCategGenerator`.
- `VST3_CATEGORIES`
- Should be one or more, separated by spaces, of the following: `Fx`, `Instrument`, `Analyzer`,
`Delay`, `Distortion`, `Drum`, `Dynamics`, `EQ`, `External`, `Filter`, `Generator`, `Mastering`,
`Modulation`, `Mono`, `Network`, `NoOfflineProcess`, `OnlyOfflineProcess`, `OnlyRT`,
`Pitch Shift`, `Restoration`, `Reverb`, `Sampler`, `Spatial`, `Stereo`, `Surround`, `Synth`,
`Tools`, `Up-Downmix`
- `AU_MAIN_TYPE`
- Should be one of: `kAudioUnitType_Effect`, `kAudioUnitType_FormatConverter`,
`kAudioUnitType_Generator`, `kAudioUnitType_MIDIProcessor`, `kAudioUnitType_Mixer`,
`kAudioUnitType_MusicDevice`, `kAudioUnitType_MusicEffect`, `kAudioUnitType_OfflineEffect`,
`kAudioUnitType_Output`, `kAudioUnitType_Panner`
- `AU_EXPORT_PREFIX`
- A prefix for the names of entry-point functions that your component exposes. Typically this
will be a version of your plugin's name that can be used as part of a C++ token. Defaults
to your plugin's name with the suffix 'AU'.
- `AU_SANDBOX_SAFE`
- May be either TRUE or FALSE. Adds the appropriate entries to an AU plugin's Info.plist.
- `SUPPRESS_AU_PLIST_RESOURCE_USAGE`
- May be either TRUE or FALSE. Defaults to FALSE. Set this to TRUE to disable the `resourceUsage`
key in the target's plist. This is useful for AU plugins that must access resources which cannot
be declared in the resourceUsage block, such as UNIX domain sockets. In particular,
PACE-protected AU plugins may require this option to be enabled in order for the plugin to load
in GarageBand.
- `AAX_CATEGORY`
- Should be one or more of: `AAX_ePlugInCategory_None`, `AAX_ePlugInCategory_EQ`,
`AAX_ePlugInCategory_Dynamics`, `AAX_ePlugInCategory_PitchShift`, `AAX_ePlugInCategory_Reverb`,
`AAX_ePlugInCategory_Delay`, `AAX_ePlugInCategory_Modulation`, `AAX_ePlugInCategory_Harmonic`,
`AAX_ePlugInCategory_NoiseReduction`, `AAX_ePlugInCategory_Dither`,
`AAX_ePlugInCategory_SoundField`, `AAX_ePlugInCategory_HWGenerators`,
`AAX_ePlugInCategory_SWGenerators`, `AAX_ePlugInCategory_WrappedPlugin`,
`AAX_ePlugInCategory_Effect`
- `PLUGINHOST_AU`
- May be either TRUE or FALSE (defaults to FALSE). If TRUE, will add the preprocessor definition
`JUCE_PLUGINHOST_AU=1` to the new target, and will link the macOS frameworks necessary for
hosting plugins. Using this parameter should be preferred over using
`target_compile_definitions` to manually set the `JUCE_PLUGINHOST_AU` preprocessor definition.
- `USE_LEGACY_COMPATIBILITY_PLUGIN_CODE`
- May be either TRUE or FALSE (defaults to FALSE). If TRUE, will override the value of the
preprocessor definition "JucePlugin_ManufacturerCode" with the hex equivalent of "proj". This
option exists to maintain compatiblity with a previous, buggy version of JUCE's CMake support
which mishandled the manufacturer code property. Most projects should leave this option set to
its default value.
- `COPY_PLUGIN_AFTER_BUILD`
- Whether or not to install the plugin to the current system after building. False by default.
If you want all of the plugins in a subdirectory to be installed automatically after building,
you can set the property `JUCE_COPY_PLUGIN_AFTER_BUILD` on the directory before adding the
plugins, rather than setting this argument on each individual target. Note that on Windows,
the default install locations may not be writable by normal user accounts.
- `VST_COPY_DIR`
- The location to which VST2 (legacy) plugins will be copied after building if
`COPY_PLUGIN_AFTER_BUILD` is set on this target. If you want to install all of the VST2 plugins
in a subdirectory to a non-default location, you can set the `JUCE_VST_COPY_DIR` property on
the directory before adding the plugin targets, rather than setting this argument on each
individual target.
- `VST3_COPY_DIR`
- The location to which VST3 plugins will be copied after building if `COPY_PLUGIN_AFTER_BUILD`
is set on this target. If you want to install all of the VST3 plugins in a subdirectory to a
non-default location, you can set the `JUCE_VST3_COPY_DIR` property on the directory before
adding the plugin targets, rather than setting this argument on each individual target.
- `AAX_COPY_DIR`
- The location to which AAX plugins will be copied after building if `COPY_PLUGIN_AFTER_BUILD`
is set on this target. If you want to install all of the AAX plugins in a subdirectory to a
non-default location, you can set the `JUCE_AAX_COPY_DIR` property on the directory before
adding the plugin targets, rather than setting this argument on each individual target.
- `AU_COPY_DIR`
- The location to which AU plugins will be copied after building if `COPY_PLUGIN_AFTER_BUILD`
is set on this target. If you want to install all of the AU plugins in a subdirectory to a
non-default location, you can set the `JUCE_AU_COPY_DIR` property on the directory before
adding the plugin targets, rather than setting this argument on each individual target.
- `UNITY_COPY_DIR`
- The location to which Unity plugins will be copied after building if `COPY_PLUGIN_AFTER_BUILD`
is set on this target. If you want to install all of the Unity plugins in a subdirectory to a
non-default location, you can set the `JUCE_UNITY_COPY_DIR` property on the directory before
adding the plugin targets, rather than setting this argument on each individual target.
Unlike the other `COPY_DIR` arguments, this argument does not have a default value so be sure
to set it if you have enabled `COPY_PLUGIN_AFTER_BUILD` and the `Unity` format.
#### `juce_add_binary_data`
juce_add_binary_data(<name>
[HEADER_NAME ...]
[NAMESPACE ...]
SOURCES ...)
Create a static library that embeds the contents of the files passed as arguments to this function.
Adds a library target called `<name>` which can be linked into other targets using
`target_link_libraries`.
The `HEADER_NAME` argument is optional. If provided, the generated header will be given the
requested name, otherwise the generated header will be named "BinaryData.h". In completely new
projects, you should provide a unique name here, so that projects containing more than one binary
data target are able to include the binary data headers without ambiguity.
The `NAMESPACE` argument is also optional. If not provided, the generated files will use the default
namespace `BinaryData`. Each of the files located at the paths following `SOURCES` will be encoded
and embedded in the resulting static library. This library can be linked as normal using
`target_link_libraries(<otherTarget> PRIVATE <name>)`, and the header can be included using
`#include <BinaryData.h>`.
#### `juce_add_bundle_resources_directory`
juce_add_bundle_resources_directory(<target> <folder>)
Copy the entire directory at the location `<folder>` into an Apple bundle's resource directory, i.e.
the `Resources` directory for a macOS bundle, and the top-level directory of an iOS bundle.
#### `juce_generate_juce_header`
juce_generate_juce_header(<target>)
Introspects the JUCE modules that have been linked to `<target>` and generates a `JuceHeader.h`
which contains `#include` statements for each of the module headers. This header also contains an
optional `using namespace juce` statement, and an optional `ProjectInfo` block, each of which can be
disabled by setting the compile definitions `DONT_SET_USING_JUCE_NAMESPACE` and
`JUCE_DONT_DECLARE_PROJECTINFO` respectively. The resulting header can be included with `#include
<JuceHeader.h>`. In plain CMake projects which don't require Projucer compatibility, the use of
JuceHeader.h is optional. Instead, module headers can be included directly in source files that
require them.
#### `juce_enable_copy_plugin_step`
juce_enable_copy_plugin_step(<target>)
As an alternative to the JUCE_COPY_PLUGIN_AFTER_BUILD property, you may call this function to
manually enable post-build copy on a plugin. The argument to this function should be a target
previously created with `juce_add_plugin`.
JUCE_COPY_PLUGIN_AFTER_BUILD will cause plugins to be installed immediately after building. This is
not always appropriate, if extra build steps (such as signing or modifying the plugin bundle) must
be executed before the install. In such cases, you should leave JUCE_COPY_PLUGIN_AFTER_BUILD
disabled, use `add_custom_command(TARGET POST_BUILD)` to add your own post-build steps, and then
finally call `juce_enable_copy_plugin_step`.
If your custom build steps need to use the location of the plugin artefact, you can extract this
by querying the property `JUCE_PLUGIN_ARTEFACT_FILE` on a plugin target (*not* the shared code
target!).
#### `juce_set_<kind>_sdk_path`
juce_set_aax_sdk_path(<absolute path>)
juce_set_vst2_sdk_path(<absolute path>)
juce_set_vst3_sdk_path(<absolute path>)
Call these functions from your CMakeLists to set up your local AAX, VST2, and VST3 SDKs. These
functions should be called *before* adding any targets that may depend on the AAX/VST2/VST3 SDKs
(plugin hosts, AAX/VST2/VST3 plugins etc.).
#### `juce_add_module`
juce_add_module(<path to module>)
juce_add_modules(<names of module>...)
`juce_add_module` adds a library target for the JUCE module located at the provided path. `<path>`
must be the path to a module directory (e.g. /Users/me/JUCE/modules/juce_core). This will add an
interface library with a name matching the directory name of the module. The resulting library can
be linked to other targets as normal, using `target_link_libraries`.
Due to the way that `INTERFACE` libraries work in CMake, linking to a module added in this way
*must* be done using `PRIVATE` visibility. Using `PUBLIC` will cause the module sources to be added
both to the target's `SOURCES` and `INTERFACE_SOURCES`, which may result in many copies of the
module being built into a single target, which would cause build failures in the best case and
silent ODR violations in the worst case. Scary stuff!
This command has a few optional arguments: `INSTALL_PATH` is a path, relative to the install prefix,
to which the module sources will be copied during installation of the module. ALIAS_NAMESPACE will
add an alias for the module target(s) with the provided namespace. For example, the following
invocation will add a module target named `my_module`, along with an alias named
`company::my_module`. ``` juce_add_module(my_module ALIAS_NAMESPACE company)` ```
`juce_add_modules` is a convenience function that can be used to add multiple JUCE modules at once.
This version accepts many module paths, rather than just one. For an example of usage, see the
CMakeLists in the `modules` directory.
#### `juce_add_pip`
juce_add_pip(<header>)
This function parses the PIP metadata block in the provided header, and adds appropriate build
targets for a console app, GUI app, or audio plugin. For audio plugin targets, it builds as many
plugin formats as possible. To build AAX or VST2 targets, call `juce_set_aax_sdk_path` and/or
`juce_set_vst2_sdk_path` *before* calling `juce_add_pip`.
This is mainly provided to build the built-in example projects in the JUCE repo, and for building
quick proof-of-concept demo apps with minimal set-up. For any use-case more complex than a
proof-of-concept, you should prefer the `juce_add_gui_app`, `juce_add_plugin`, or
`juce_add_console_app` functions, which provide more fine-grained control over the properties of
your target.
#### `juce_disable_default_flags`
juce_disable_default_flags()
This function sets the `CMAKE_<LANG>_FLAGS_<MODE>` to empty in the current directory and below,
allowing alternative optimisation/debug flags to be supplied without conflicting with the
CMake-supplied defaults.
### Targets
#### `juce::juce_recommended_warning_flags`
target_link_libraries(myTarget PUBLIC juce::juce_recommended_warning_flags)
This is a target which can be linked to other targets using `target_link_libraries`, in order to
enable the recommended JUCE warnings when building them.
This target just sets compiler and linker flags, and doesn't have any associated libraries or
include directories. When building plugins, it's probably desirable to link this to the shared code
target with `PUBLIC` visibility, so that all the plugin wrappers inherit the same compile/link
flags.
#### `juce::juce_recommended_config_flags`
target_link_libraries(myTarget PUBLIC juce::juce_recommended_config_flags)
This is a target which can be linked to other targets using `target_link_libraries`, in order to
enable the recommended JUCE optimisation and debug flags.
This target just sets compiler and linker flags, and doesn't have any associated libraries or
include directories. When building plugins, it's probably desirable to link this to the shared code
target with `PUBLIC` visibility, so that all the plugin wrappers inherit the same compile/link
flags.
#### `juce::juce_recommended_lto_flags`
target_link_libraries(myTarget PUBLIC juce::juce_recommended_lto_flags)
This is a target which can be linked to other targets using `target_link_libraries`, in order to
enable the recommended JUCE link time optimisation settings.
This target just sets compiler and linker flags, and doesn't have any associated libraries or
include directories. When building plugins, it's probably desirable to link this to the shared code
target with `PUBLIC` visibility, so that all the plugin wrappers inherit the same compile/link
flags.

237
deps/juce/docs/JUCE Module Format.md vendored Normal file
View File

@ -0,0 +1,237 @@
# The JUCE Module Format
A JUCE module is a collection of header and source files which can be added to a project
to provide a set of classes and libraries or related functionality.
Their structure is designed to make it as simple as possible for modules to be added to
user projects on many platforms, either via automated tools, or by manual inclusion.
Each module may have dependencies on other modules, but should be otherwise self-contained.
## File structure
Each module lives inside a folder whose name is the same as the name of the module. The
JUCE convention for naming modules is lower-case with underscores, e.g.
juce_core
juce_events
juce_graphics
But any name that is a valid C++ identifer is OK.
Inside the root of this folder, there must be a set of public header and source files which
the user's' project will include. The module may have as many other internal source files as
it needs, but these must all be inside sub-folders!
### Master header file
In this root folder there must be ONE master header file, which includes all the necessary
header files for the module. This header must have the same name as the module, with
a .h/.hpp/.hxx suffix. E.g.
juce_core/juce_core.h
IMPORTANT! All code within a module that includes other files from within its own subfolders
must do so using RELATIVE paths!
A module must be entirely relocatable on disk, and it must not rely on the user's project
having any kind of include path set up correctly for it to work. Even if the user has no
include paths whatsoever and includes the module's master header via an absolute path,
it must still correctly find all of its internally included sub-files.
This master header file must also contain a comment with a BEGIN_JUCE_MODULE_DECLARATION
block which defines the module's requirements - the syntax for this is described later on..
### Module CPP files
A module consists of a single header file and zero or more .cpp files. Fewer is better!
Ideally, a module could be header-only module, so that a project can use it by simply
including the master header file.
For various reasons it's usually necessary or preferable to have a simpler header and
some .cpp files that the user's project should compile as stand-alone compile units.
In this case you should ideally provide just a single cpp file in the module's root
folder, and this should internally include all your other cpps from their sub-folders,
so that only a single cpp needs to be added to the user's project in order to completely
compile the module.
In some cases (e.g. if your module internally relies on 3rd-party code which can't be
easily combined into a single compile-unit) then you may have more than one source file
here, but avoid this if possible, as it will add a burden for users who are manually
adding these files to their projects.
The names of these source files must begin with the name of the module, but they can have
a number or other suffix if there is more than one.
In order to specify that a source file should only be compiled on a specific platform,
then the filename can be suffixed with one of the following strings:
_OSX
_Windows
_Linux
_Android
_iOS
e.g.
juce_mymodule/juce_mymodule_1.cpp <- compiled on all platforms
juce_mymodule/juce_mymodule_2.cpp <- compiled on all platforms
juce_mymodule/juce_mymodule_OSX.cpp <- compiled only on OSX
juce_mymodule/juce_mymodule_Windows.cpp <- compiled only on Windows
Often this isn't necessary, as in most cases you can easily add checks inside the files
to do different things depending on the platform, but this may be handy just to avoid
clutter in user projects where files aren't needed.
To simplify the use of obj-C++ there's also a special-case rule: If the folder contains
both a .mm and a .cpp file whose names are otherwise identical, then on OSX/iOS the .mm
will be used and the cpp ignored. (And vice-versa for other platforms, of course).
### Precompiled libraries
Precompiled libraries can be included in a module by placing them in a libs/ subdirectory.
The following directories are automatically added to the library search paths, and libraries
placed in these directories can be linked with projects via the OSXLibs, iOSLibs,
windowsLibs, linuxLibs and mingwLibs keywords in the module declaration (see the following
section).
- OS X
- libs/MacOSX - to support multiple architectures, you may place libraries built as universal
binaries at this location. For backwards compatibility, the Projucer will also include the
directories libs/MacOSX/{arch}, where {arch} is the architecture you are targeting in Xcode
("x86_64" or "i386", for example). When building with CMake, only libraries built as universal
binaries are supported and the arch subfolders are ignored.
- Visual Studio
- libs/VisualStudio{year}/{arch}/{run-time}, where {year} is the four digit year of the Visual Studio
release, arch is the target architecture in Visual Studio ("x64" or "Win32", for example), and
{runtime} is the type of the run-time library indicated by the corresponding compiler flag
("MD", "MDd", "MT", "MTd").
- Linux
- libs/Linux/{arch}, where {arch} is the architecture you are targeting with the compiler. Some
common examples of {arch} are "x86_64", "i386" and "armv6".
- MinGW
- libs/MinGW/{arch}, where {arch} can take the same values as Linux.
- iOS
- libs/iOS - to support multiple architectures, you may place libraries built as universal
binaries at this location. For backwards compatibility, the Projucer will also include the
directories libs/iOS/{arch}, where {arch} is the architecture you are targeting in Xcode
("arm64" or "x86_64", for example). When building with CMake, only libraries built as universal
binaries are supported and the arch subfolders are ignored.
- Android
- libs/Android/{arch}, where {arch} is the architecture provided by the Android Studio variable
"${ANDROID_ABI}" ("x86", "armeabi-v7a", "mips", for example).
## The BEGIN_JUCE_MODULE_DECLARATION block
This block of text needs to go inside the module's main header file. It should be commented-out
and perhaps inside an `#if 0` block too, but the Introjucer will just scan the whole file for the
string BEGIN_JUCE_MODULE_DECLARATION, and doesn't care about its context in terms of C++ syntax.
The block needs a corresponding END_JUCE_MODULE_DECLARATION to finish the block.
These should both be on a line of their own.
Inside the block, the parser will expect to find a list of value definitions, one-per-line, with
the very simple syntax
value_name: value
The value_name must be one of the items listed below, and is case-sensitive. Whitespace on the
line is ignored. Some values are compulsory and must be supplied, but others are optional.
The order in which they're declared doesn't matter.
Possible values:
- ID
- (Compulsory) This ID must match the name of the file and folder, e.g. juce_core.
The main reason for also including it here is as a sanity-check
- vendor
- (Compulsory) A unique ID for the vendor, e.g. "juce". This should be short
and shouldn't contain any spaces
- version
- (Compulsory) A version number for the module
- name
- (Compulsory) A short description of the module
- description
- (Compulsory) A longer description (but still only one line of text, please!)
- dependencies
- (Optional) A list (space or comma-separated) of other modules that are required by
this one. The Introjucer can use this to auto-resolve dependencies.
- website
- (Optional) A URL linking to useful info about the module]
- license
- (Optional) A description of the type of software license that applies
- minimumCppStandard
- (Optional) A number indicating the minimum C++ language standard that is required for this module.
This must be just the standard number with no prefix e.g. 14 for C++14
- searchpaths
- (Optional) A space-separated list of internal include paths, relative to the module's
parent folder, which need to be added to a project's header search path
- OSXFrameworks
- (Optional) A list (space or comma-separated) of OSX frameworks that are needed
by this module
- iOSFrameworks
- (Optional) Like OSXFrameworks, but for iOS targets
- linuxPackages
- (Optional) A list (space or comma-separated) pkg-config packages that should be used to pass
compiler (CFLAGS) and linker (LDFLAGS) flags
- linuxLibs
- (Optional) A list (space or comma-separated) of static or dynamic libs that should be linked in a
linux build (these are passed to the linker via the -l flag)
- mingwLibs
- (Optional) A list (space or comma-separated) of static libs that should be linked in a
win32 mingw build (these are passed to the linker via the -l flag)
- OSXLibs
- (Optional) A list (space or comma-separated) of static or dynamic libs that should be linked in an
OS X build (these are passed to the linker via the -l flag)
- iOSLibs
- (Optional) A list (space or comma-separated) of static or dynamic libs that should be linked in an
iOS build (these are passed to the linker via the -l flag)
- windowsLibs
- (Optional) A list (space or comma-separated) of static or dynamic libs that should be linked in a
Visual Studio build (without the .lib suffixes)
Here's an example block:
BEGIN_JUCE_MODULE_DECLARATION
ID: juce_audio_devices
vendor: juce
version: 4.1.0
name: JUCE audio and MIDI I/O device classes
description: Classes to play and record from audio and MIDI I/O devices
website: http://www.juce.com/juce
license: GPL/Commercial
dependencies: juce_audio_basics, juce_audio_formats, juce_events
OSXFrameworks: CoreAudio CoreMIDI DiscRecording
iOSFrameworks: CoreAudio CoreMIDI AudioToolbox AVFoundation
linuxLibs: asound
mingwLibs: winmm
END_JUCE_MODULE_DECLARATION

62
deps/juce/docs/Linux Dependencies.md vendored Normal file
View File

@ -0,0 +1,62 @@
# JUCE Dependencies on Linux
Below is a list of the current dependencies required to build JUCE projects on
Ubuntu, separated by module. Where the dependency is optional, the preprocessor
flag used to disable it is noted.
This has been tested on Ubuntu 16.04 LTS (Xenial Xerus), 18.04 LTS (Bionic
Beaver), and 20.04 LTS (Focal Fossa). Packages may differ in name or not be
available on other distrubutions.
## Compiler
A C++ compiler is required. JUCE has been tested thoroughly with Clang and GCC:
sudo apt update
sudo apt install clang
or
sudo apt update
sudo apt install g++
## Packages
#### juce_audio_devices
- libasound2-dev
- libjack-jackd2-dev (unless `JUCE_JACK=0`)
#### juce_audio_processors
- ladspa-sdk (unless `JUCE_PLUGINHOST_LADSPA=0`)
#### juce_core
- libcurl4-openssl-dev (unless `JUCE_USE_CURL=0`)
#### juce_graphics
- libfreetype6-dev (unless `JUCE_USE_FREETYPE=0`)
#### juce_gui_basics
- libx11-dev
- libxcomposite-dev
- libxcursor-dev (unless `JUCE_USE_XCURSOR=0`)
- libxext-dev
- libxinerama-dev (unless `JUCE_USE_XINERAMA=0`)
- libxrandr-dev (unless `JUCE_USE_XRANDR=0`)
- libxrender-dev (unless `JUCE_USE_XRENDER=0`)
#### juce_gui_extra
- libwebkit2gtk-4.0-dev (unless `JUCE_WEB_BROWSER=0`)
#### juce_opengl
- libglu1-mesa-dev
- mesa-common-dev
The full command is as follows:
sudo apt update
sudo apt install libasound2-dev libjack-jackd2-dev \
ladspa-sdk \
libcurl4-openssl-dev \
libfreetype6-dev \
libx11-dev libxcomposite-dev libxcursor-dev libxcursor-dev libxext-dev libxinerama-dev libxrandr-dev libxrender-dev \
libwebkit2gtk-4.0-dev \
libglu1-mesa-dev mesa-common-dev

34
deps/juce/docs/README.md vendored Normal file
View File

@ -0,0 +1,34 @@
# JUCE Documentation
This directory contains files documenting the JUCE Module Format, and the JUCE
CMake API.
The JUCE modules themselves can be found in the `modules` subdirectory of the
JUCE repository.
CMake example projects are located in the `examples/CMake` directory.
The JUCE API itself is documented inline, but HTML docs can be generated from
the source code using the `doxygen` tool. These HTML docs can be [found
online](https://juce.com/learn/documentation), or you can generate a local copy
which can be used without an internet connection. For instructions on generating
offline docs, see below.
# Generating Offline HTML Documentation
## Dependencies
- doxygen
- python
- make
- graphviz (to generate inheritance diagrams)
Make sure that all the dependencies can be found on your PATH.
## Building
- cd into the `doxygen` directory on the command line
- run `make`
Doxygen will create a new subdirectory "doc". Open doc/index.html in your browser
to access the generated HTML documentation.

2455
deps/juce/docs/doxygen/Doxyfile vendored Normal file

File diff suppressed because it is too large Load Diff

15
deps/juce/docs/doxygen/Makefile vendored Normal file
View File

@ -0,0 +1,15 @@
SHELL := /bin/bash
SOURCE_FILES := $(shell find ../../modules -type f -name "juce_*.h" -or -name "juce_*.dox" | sed 's/ /\\ /g')
.PHONY: clean
doc/index.html: build/juce_modules.dox Doxyfile
doxygen
build/juce_modules.dox: process_source_files.py $(SOURCE_FILES)
python $< ../../modules build
clean:
rm -rf build doc

2
deps/juce/docs/doxygen/make.bat vendored Normal file
View File

@ -0,0 +1,2 @@
python process_source_files.py ..\..\modules build
doxygen

View File

@ -0,0 +1,175 @@
#!/usr/bin/env python
import os
import shutil
import re
import argparse
def get_curly_brace_scope_end(string, start_pos):
"""Given a string and a starting position of an opening brace, find the
position of the closing brace.
"""
start_pos += 1
string_end = len(string)
bracket_counter = 1
while start_pos < string_end:
if string[start_pos] == "{":
bracket_counter += 1
elif string[start_pos] == "}":
bracket_counter -= 1
if bracket_counter == 0:
return start_pos
start_pos += 1
return -1
def remove_juce_namespaces(source):
"""Return a string of source code with any juce namespaces removed.
"""
namespace_regex = re.compile(r"\s+namespace\s+juce\s*{")
match = namespace_regex.search(source)
while (match is not None):
source = source[:match.start()] + source[match.end():]
end = get_curly_brace_scope_end(source, match.start() - 1)
if end != -1:
source = source[:end] + source[end + 1:]
match = namespace_regex.search(source)
continue
else:
raise ValueError("failed to find the end of the "
+ match.group(1) + " namespace")
return source
def add_doxygen_group(path, group_name):
"""Add a Doxygen group to the file at 'path'.
The addition of juce namespacing code to all of the source files breaks
backwards compatibility by changing the doc URLs, so we need to remove
the namespaces.
"""
filename = os.path.basename(path)
if re.match(r"^juce_.*\.(h|dox)", filename):
with open(path, "r") as f:
content = f.read()
with open(path, "w") as f:
f.write("\r\n/** @weakgroup " + group_name + "\r\n * @{\r\n */\r\n")
f.write(remove_juce_namespaces(content))
f.write("\r\n/** @}*/\r\n")
###############################################################################
if __name__ == "__main__":
parser = argparse.ArgumentParser()
parser.add_argument("source_dir",
help="the directory to search for source files")
parser.add_argument("dest_dir",
help="the directory in which to place processed files")
parser.add_argument("--subdirs",
help="if specified, only include these comma separated"
"subdirectories")
args = parser.parse_args()
try:
shutil.rmtree(args.dest_dir)
except OSError:
pass
except FileNotFoundError:
pass
# Get the list of JUCE modules to include.
if args.subdirs:
juce_modules = args.subdirs.split(",")
else:
juce_modules = []
for item in os.listdir(args.source_dir):
if os.path.isdir(os.path.join(args.source_dir, item)):
juce_modules.append(item)
# Copy the JUCE modules to the temporary directory, and process the source
# files.
module_definitions = []
for module_name in juce_modules:
# Copy the required modules.
original_module_dir = os.path.join(args.source_dir, module_name)
module_path = os.path.join(args.dest_dir, module_name)
shutil.copytree(original_module_dir, module_path)
# Parse the module header to get module information.
module_header = os.path.join(module_path, module_name + ".h")
with open(module_header, "r") as f:
content = f.read()
block_info_result = re.match(r".*BEGIN_JUCE_MODULE_DECLARATION"
"(.*)"
"END_JUCE_MODULE_DECLARATION.*",
content,
re.DOTALL)
detail_lines = []
for line in block_info_result.group(1).split("\n"):
stripped_line = line.strip()
if stripped_line:
result = re.match(r"^.*?description:\s*(.*)$", stripped_line)
if result:
short_description = result.group(1)
else:
detail_lines.append(stripped_line)
# The module header causes problems for Doxygen, so delete it.
os.remove(module_header)
# Create a Doxygen group definition for the module.
module_definiton = []
module_definiton.append("/** @defgroup {n} {n}".format(n=module_name))
module_definiton.append(" {d}".format(d=short_description))
module_definiton.append("")
for line in detail_lines:
module_definiton.append(" - {l}".format(l=line))
module_definiton.append("")
module_definiton.append(" @{")
module_definiton.append("*/")
# Create a list of the directories in the module that we can use as
# subgroups and create the Doxygen group hierarchy string.
dir_contents = os.listdir(module_path)
# Ignore "native" folders as these are excluded by doxygen.
try:
dir_contents.remove("native")
except ValueError:
pass
subdirs = []
for item in dir_contents:
if (os.path.isdir(os.path.join(module_path, item))):
subdirs.append(item)
module_groups = {}
for subdir in subdirs:
subgroup_name = "{n}-{s}".format(n=module_name, s=subdir)
module_groups[subgroup_name] = os.path.join(module_path, subdir)
module_definiton.append("")
module_definiton.append(
"/** @defgroup {tag} {n} */".format(tag=subgroup_name, n=subdir)
)
module_definiton.append("")
module_definiton.append("/** @} */")
module_definitions.append("\r\n".join(module_definiton))
# Put the top level files into the main group.
for filename in (set(dir_contents) - set(subdirs)):
add_doxygen_group(os.path.join(module_path, filename), module_name)
# Put subdirectory files into their respective groups.
for group_name in module_groups:
for dirpath, dirnames, filenames in os.walk(module_groups[group_name]):
for filename in filenames:
filepath = os.path.join(dirpath, filename)
add_doxygen_group(filepath, group_name)
# Create an extra header file containing the module hierarchy.
with open(os.path.join(args.dest_dir, "juce_modules.dox"), "w") as f:
f.write("\r\n\r\n".join(module_definitions))