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

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# Example Audio Plugin CMakeLists.txt
# To get started on a new plugin, copy this entire folder (containing this file and C++ sources) to
# a convenient location, and then start making modifications.
# The first line of any CMake project should be a call to `cmake_minimum_required`, which checks
# that the installed CMake will be able to understand the following CMakeLists, and ensures that
# CMake's behaviour is compatible with the named version. This is a standard CMake command, so more
# information can be found in the CMake docs.
cmake_minimum_required(VERSION 3.15)
# The top-level CMakeLists.txt file for a project must contain a literal, direct call to the
# `project()` command. `project()` sets up some helpful variables that describe source/binary
# directories, and the current project version. This is a standard CMake command.
project(AUDIO_PLUGIN_EXAMPLE VERSION 0.0.1)
# If you've installed JUCE somehow (via a package manager, or directly using the CMake install
# target), you'll need to tell this project that it depends on the installed copy of JUCE. If you've
# included JUCE directly in your source tree (perhaps as a submodule), you'll need to tell CMake to
# include that subdirectory as part of the build.
# find_package(JUCE CONFIG REQUIRED) # If you've installed JUCE to your system
# or
# add_subdirectory(JUCE) # If you've put JUCE in a subdirectory called JUCE
# If you are building a VST2 or AAX plugin, CMake needs to be told where to find these SDKs on your
# system. This setup should be done before calling `juce_add_plugin`.
# juce_set_vst2_sdk_path(...)
# juce_set_aax_sdk_path(...)
# `juce_add_plugin` adds a static library target with the name passed as the first argument
# (AudioPluginExample here). This target is a normal CMake target, but has a lot of extra properties set
# up by default. As well as this shared code static library, this function adds targets for each of
# the formats specified by the FORMATS arguments. This function accepts many optional arguments.
# Check the readme at `docs/CMake API.md` in the JUCE repo for the full list.
juce_add_plugin(AudioPluginExample
# VERSION ... # Set this if the plugin version is different to the project version
# ICON_BIG ... # ICON_* arguments specify a path to an image file to use as an icon for the Standalone
# ICON_SMALL ...
# COMPANY_NAME ... # Specify the name of the plugin's author
# IS_SYNTH TRUE/FALSE # Is this a synth or an effect?
# NEEDS_MIDI_INPUT TRUE/FALSE # Does the plugin need midi input?
# NEEDS_MIDI_OUTPUT TRUE/FALSE # Does the plugin need midi output?
# IS_MIDI_EFFECT TRUE/FALSE # Is this plugin a MIDI effect?
# EDITOR_WANTS_KEYBOARD_FOCUS TRUE/FALSE # Does the editor need keyboard focus?
# COPY_PLUGIN_AFTER_BUILD TRUE/FALSE # Should the plugin be installed to a default location after building?
PLUGIN_MANUFACTURER_CODE Juce # A four-character manufacturer id with at least one upper-case character
PLUGIN_CODE Dem0 # A unique four-character plugin id with exactly one upper-case character
# GarageBand 10.3 requires the first letter to be upper-case, and the remaining letters to be lower-case
FORMATS AU VST3 Standalone # The formats to build. Other valid formats are: AAX Unity VST AU AUv3
PRODUCT_NAME "Audio Plugin Example") # The name of the final executable, which can differ from the target name
# `juce_generate_juce_header` will create a JuceHeader.h for a given target, which will be generated
# into your build tree. This should be included with `#include <JuceHeader.h>`. The include path for
# this header will be automatically added to the target. The main function of the JuceHeader is to
# include all your JUCE module headers; if you're happy to include module headers directly, you
# probably don't need to call this.
# juce_generate_juce_header(AudioPluginExample)
# `target_sources` adds source files to a target. We pass the target that needs the sources as the
# first argument, then a visibility parameter for the sources which should normally be PRIVATE.
# Finally, we supply a list of source files that will be built into the target. This is a standard
# CMake command.
target_sources(AudioPluginExample
PRIVATE
PluginEditor.cpp
PluginProcessor.cpp)
# `target_compile_definitions` adds some preprocessor definitions to our target. In a Projucer
# project, these might be passed in the 'Preprocessor Definitions' field. JUCE modules also make use
# of compile definitions to switch certain features on/off, so if there's a particular feature you
# need that's not on by default, check the module header for the correct flag to set here. These
# definitions will be visible both to your code, and also the JUCE module code, so for new
# definitions, pick unique names that are unlikely to collide! This is a standard CMake command.
target_compile_definitions(AudioPluginExample
PUBLIC
# JUCE_WEB_BROWSER and JUCE_USE_CURL would be on by default, but you might not need them.
JUCE_WEB_BROWSER=0 # If you remove this, add `NEEDS_WEB_BROWSER TRUE` to the `juce_add_plugin` call
JUCE_USE_CURL=0 # If you remove this, add `NEEDS_CURL TRUE` to the `juce_add_plugin` call
JUCE_VST3_CAN_REPLACE_VST2=0)
# If your target needs extra binary assets, you can add them here. The first argument is the name of
# a new static library target that will include all the binary resources. There is an optional
# `NAMESPACE` argument that can specify the namespace of the generated binary data class. Finally,
# the SOURCES argument should be followed by a list of source files that should be built into the
# static library. These source files can be of any kind (wav data, images, fonts, icons etc.).
# Conversion to binary-data will happen when your target is built.
# juce_add_binary_data(AudioPluginData SOURCES ...)
# `target_link_libraries` links libraries and JUCE modules to other libraries or executables. Here,
# we're linking our executable target to the `juce::juce_audio_utils` module. Inter-module
# dependencies are resolved automatically, so `juce_core`, `juce_events` and so on will also be
# linked automatically. If we'd generated a binary data target above, we would need to link to it
# here too. This is a standard CMake command.
target_link_libraries(AudioPluginExample
PRIVATE
# AudioPluginData # If we'd created a binary data target, we'd link to it here
juce::juce_audio_utils
PUBLIC
juce::juce_recommended_config_flags
juce::juce_recommended_lto_flags
juce::juce_recommended_warning_flags)

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#include "PluginProcessor.h"
#include "PluginEditor.h"
//==============================================================================
AudioPluginAudioProcessorEditor::AudioPluginAudioProcessorEditor (AudioPluginAudioProcessor& p)
: AudioProcessorEditor (&p), processorRef (p)
{
juce::ignoreUnused (processorRef);
// Make sure that before the constructor has finished, you've set the
// editor's size to whatever you need it to be.
setSize (400, 300);
}
AudioPluginAudioProcessorEditor::~AudioPluginAudioProcessorEditor()
{
}
//==============================================================================
void AudioPluginAudioProcessorEditor::paint (juce::Graphics& g)
{
// (Our component is opaque, so we must completely fill the background with a solid colour)
g.fillAll (getLookAndFeel().findColour (juce::ResizableWindow::backgroundColourId));
g.setColour (juce::Colours::white);
g.setFont (15.0f);
g.drawFittedText ("Hello World!", getLocalBounds(), juce::Justification::centred, 1);
}
void AudioPluginAudioProcessorEditor::resized()
{
// This is generally where you'll want to lay out the positions of any
// subcomponents in your editor..
}

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#pragma once
#include "PluginProcessor.h"
//==============================================================================
class AudioPluginAudioProcessorEditor : public juce::AudioProcessorEditor
{
public:
explicit AudioPluginAudioProcessorEditor (AudioPluginAudioProcessor&);
~AudioPluginAudioProcessorEditor() override;
//==============================================================================
void paint (juce::Graphics&) override;
void resized() override;
private:
// This reference is provided as a quick way for your editor to
// access the processor object that created it.
AudioPluginAudioProcessor& processorRef;
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (AudioPluginAudioProcessorEditor)
};

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#include "PluginProcessor.h"
#include "PluginEditor.h"
//==============================================================================
AudioPluginAudioProcessor::AudioPluginAudioProcessor()
: AudioProcessor (BusesProperties()
#if ! JucePlugin_IsMidiEffect
#if ! JucePlugin_IsSynth
.withInput ("Input", juce::AudioChannelSet::stereo(), true)
#endif
.withOutput ("Output", juce::AudioChannelSet::stereo(), true)
#endif
)
{
}
AudioPluginAudioProcessor::~AudioPluginAudioProcessor()
{
}
//==============================================================================
const juce::String AudioPluginAudioProcessor::getName() const
{
return JucePlugin_Name;
}
bool AudioPluginAudioProcessor::acceptsMidi() const
{
#if JucePlugin_WantsMidiInput
return true;
#else
return false;
#endif
}
bool AudioPluginAudioProcessor::producesMidi() const
{
#if JucePlugin_ProducesMidiOutput
return true;
#else
return false;
#endif
}
bool AudioPluginAudioProcessor::isMidiEffect() const
{
#if JucePlugin_IsMidiEffect
return true;
#else
return false;
#endif
}
double AudioPluginAudioProcessor::getTailLengthSeconds() const
{
return 0.0;
}
int AudioPluginAudioProcessor::getNumPrograms()
{
return 1; // NB: some hosts don't cope very well if you tell them there are 0 programs,
// so this should be at least 1, even if you're not really implementing programs.
}
int AudioPluginAudioProcessor::getCurrentProgram()
{
return 0;
}
void AudioPluginAudioProcessor::setCurrentProgram (int index)
{
juce::ignoreUnused (index);
}
const juce::String AudioPluginAudioProcessor::getProgramName (int index)
{
juce::ignoreUnused (index);
return {};
}
void AudioPluginAudioProcessor::changeProgramName (int index, const juce::String& newName)
{
juce::ignoreUnused (index, newName);
}
//==============================================================================
void AudioPluginAudioProcessor::prepareToPlay (double sampleRate, int samplesPerBlock)
{
// Use this method as the place to do any pre-playback
// initialisation that you need..
juce::ignoreUnused (sampleRate, samplesPerBlock);
}
void AudioPluginAudioProcessor::releaseResources()
{
// When playback stops, you can use this as an opportunity to free up any
// spare memory, etc.
}
bool AudioPluginAudioProcessor::isBusesLayoutSupported (const BusesLayout& layouts) const
{
#if JucePlugin_IsMidiEffect
juce::ignoreUnused (layouts);
return true;
#else
// This is the place where you check if the layout is supported.
// In this template code we only support mono or stereo.
// Some plugin hosts, such as certain GarageBand versions, will only
// load plugins that support stereo bus layouts.
if (layouts.getMainOutputChannelSet() != juce::AudioChannelSet::mono()
&& layouts.getMainOutputChannelSet() != juce::AudioChannelSet::stereo())
return false;
// This checks if the input layout matches the output layout
#if ! JucePlugin_IsSynth
if (layouts.getMainOutputChannelSet() != layouts.getMainInputChannelSet())
return false;
#endif
return true;
#endif
}
void AudioPluginAudioProcessor::processBlock (juce::AudioBuffer<float>& buffer,
juce::MidiBuffer& midiMessages)
{
juce::ignoreUnused (midiMessages);
juce::ScopedNoDenormals noDenormals;
auto totalNumInputChannels = getTotalNumInputChannels();
auto totalNumOutputChannels = getTotalNumOutputChannels();
// In case we have more outputs than inputs, this code clears any output
// channels that didn't contain input data, (because these aren't
// guaranteed to be empty - they may contain garbage).
// This is here to avoid people getting screaming feedback
// when they first compile a plugin, but obviously you don't need to keep
// this code if your algorithm always overwrites all the output channels.
for (auto i = totalNumInputChannels; i < totalNumOutputChannels; ++i)
buffer.clear (i, 0, buffer.getNumSamples());
// This is the place where you'd normally do the guts of your plugin's
// audio processing...
// Make sure to reset the state if your inner loop is processing
// the samples and the outer loop is handling the channels.
// Alternatively, you can process the samples with the channels
// interleaved by keeping the same state.
for (int channel = 0; channel < totalNumInputChannels; ++channel)
{
auto* channelData = buffer.getWritePointer (channel);
juce::ignoreUnused (channelData);
// ..do something to the data...
}
}
//==============================================================================
bool AudioPluginAudioProcessor::hasEditor() const
{
return true; // (change this to false if you choose to not supply an editor)
}
juce::AudioProcessorEditor* AudioPluginAudioProcessor::createEditor()
{
return new AudioPluginAudioProcessorEditor (*this);
}
//==============================================================================
void AudioPluginAudioProcessor::getStateInformation (juce::MemoryBlock& destData)
{
// You should use this method to store your parameters in the memory block.
// You could do that either as raw data, or use the XML or ValueTree classes
// as intermediaries to make it easy to save and load complex data.
juce::ignoreUnused (destData);
}
void AudioPluginAudioProcessor::setStateInformation (const void* data, int sizeInBytes)
{
// You should use this method to restore your parameters from this memory block,
// whose contents will have been created by the getStateInformation() call.
juce::ignoreUnused (data, sizeInBytes);
}
//==============================================================================
// This creates new instances of the plugin..
juce::AudioProcessor* JUCE_CALLTYPE createPluginFilter()
{
return new AudioPluginAudioProcessor();
}

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#pragma once
#include <juce_audio_processors/juce_audio_processors.h>
//==============================================================================
class AudioPluginAudioProcessor : public juce::AudioProcessor
{
public:
//==============================================================================
AudioPluginAudioProcessor();
~AudioPluginAudioProcessor() override;
//==============================================================================
void prepareToPlay (double sampleRate, int samplesPerBlock) override;
void releaseResources() override;
bool isBusesLayoutSupported (const BusesLayout& layouts) const override;
void processBlock (juce::AudioBuffer<float>&, juce::MidiBuffer&) override;
using AudioProcessor::processBlock;
//==============================================================================
juce::AudioProcessorEditor* createEditor() override;
bool hasEditor() const override;
//==============================================================================
const juce::String getName() const override;
bool acceptsMidi() const override;
bool producesMidi() const override;
bool isMidiEffect() const override;
double getTailLengthSeconds() const override;
//==============================================================================
int getNumPrograms() override;
int getCurrentProgram() override;
void setCurrentProgram (int index) override;
const juce::String getProgramName (int index) override;
void changeProgramName (int index, const juce::String& newName) override;
//==============================================================================
void getStateInformation (juce::MemoryBlock& destData) override;
void setStateInformation (const void* data, int sizeInBytes) override;
private:
//==============================================================================
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (AudioPluginAudioProcessor)
};

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deps/juce/examples/CMake/CMakeLists.txt vendored Normal file
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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.
#
# By using JUCE, you agree to the terms of both the JUCE 6 End-User License
# Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
#
# End User License Agreement: www.juce.com/juce-6-licence
# Privacy Policy: www.juce.com/juce-privacy-policy
#
# Or: You may also use this code under the terms of the GPL v3 (see
# www.gnu.org/licenses).
#
# JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
# EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
# DISCLAIMED.
#
# ==============================================================================
add_subdirectory(AudioPlugin)
add_subdirectory(ConsoleApp)
add_subdirectory(GuiApp)

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# Example Console App CMakeLists.txt
# To get started on a new console app, copy this entire folder (containing this file and C++
# sources) to a convenient location, and then start making modifications. For other examples of
# CMakeLists for console apps, check `extras/BinaryBuilder` and `extras/UnitTestRunner` in the JUCE
# repo.
# The first line of any CMake project should be a call to `cmake_minimum_required`, which checks
# that the installed CMake will be able to understand the following CMakeLists, and ensures that
# CMake's behaviour is compatible with the named version. This is a standard CMake command, so more
# information can be found in the CMake docs.
cmake_minimum_required(VERSION 3.15)
# The top-level CMakeLists.txt file for a project must contain a literal, direct call to the
# `project()` command. `project()` sets up some helpful variables that describe source/binary
# directories, and the current project version. This is a standard CMake command.
project(CONSOLE_APP_EXAMPLE VERSION 0.0.1)
# If you've installed JUCE somehow (via a package manager, or directly using the CMake install
# target), you'll need to tell this project that it depends on the installed copy of JUCE. If you've
# included JUCE directly in your source tree (perhaps as a submodule), you'll need to tell CMake to
# include that subdirectory as part of the build.
# find_package(JUCE CONFIG REQUIRED) # If you've installed JUCE to your system
# or
# add_subdirectory(JUCE) # If you've put JUCE in a subdirectory called JUCE
# `juce_add_console_app` adds an executable target with the name passed as the first argument
# (ConsoleAppExample here). This target is a normal CMake target, but has a lot of extra properties
# set up by default. This function accepts many optional arguments. Check the readme at
# `docs/CMake API.md` in the JUCE repo for the full list.
juce_add_console_app(ConsoleAppExample
PRODUCT_NAME "Console App Example") # The name of the final executable, which can differ from the target name
# `juce_generate_juce_header` will create a JuceHeader.h for a given target, which will be generated
# into the build tree. This header should be included with `#include <JuceHeader.h>`. The include
# path for this header will be automatically added to the target. The main function of the
# JuceHeader is to include all the JUCE module headers for a particular target; if you're happy to
# include module headers directly, you probably don't need to call this.
# juce_generate_juce_header(ConsoleAppExample)
# `target_sources` adds source files to a target. We pass the target that needs the sources as the
# first argument, then a visibility parameter for the sources which should normally be PRIVATE.
# Finally, we supply a list of source files that will be built into the target. This is a standard
# CMake command.
target_sources(ConsoleAppExample
PRIVATE
Main.cpp)
# `target_compile_definitions` adds some preprocessor definitions to our target. In a Projucer
# project, these might be passed in the 'Preprocessor Definitions' field. JUCE modules also make use
# of compile definitions to switch certain features on/off, so if there's a particular feature you
# need that's not on by default, check the module header for the correct flag to set here. These
# definitions will be visible both to your code, and also the JUCE module code, so for new
# definitions, pick unique names that are unlikely to collide! This is a standard CMake command.
target_compile_definitions(ConsoleAppExample
PRIVATE
# JUCE_WEB_BROWSER and JUCE_USE_CURL would be on by default, but you might not need them.
JUCE_WEB_BROWSER=0 # If you remove this, add `NEEDS_WEB_BROWSER TRUE` to the `juce_add_console_app` call
JUCE_USE_CURL=0) # If you remove this, add `NEEDS_CURL TRUE` to the `juce_add_console_app` call
# If the target needs extra binary assets, they can be added here. The first argument is the name of
# a new static library target that will include all the binary resources. There is an optional
# `NAMESPACE` argument that can specify the namespace of the generated binary data class. Finally,
# the SOURCES argument should be followed by a list of source files that should be built into the
# static library. These source files can be of any kind (wav data, images, fonts, icons etc.).
# Conversion to binary-data will happen when the target is built.
# juce_add_binary_data(ConsoleAppData SOURCES ...)
# `target_link_libraries` links libraries and JUCE modules to other libraries or executables. Here,
# we're linking our executable target to the `juce::juce_core` module. Inter-module dependencies are
# resolved automatically. If you'd generated a binary data target above, you would need to link to
# it here too. This is a standard CMake command.
target_link_libraries(ConsoleAppExample
PRIVATE
# ConsoleAppData # If you'd created a binary data target, you'd link to it here
juce::juce_core
PUBLIC
juce::juce_recommended_config_flags
juce::juce_recommended_warning_flags)

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#include <juce_core/juce_core.h>
int main (int argc, char* argv[])
{
// Your code goes here!
juce::ignoreUnused (argc, argv);
return 0;
}

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# Example GUI App CMakeLists.txt
# To get started on a new GUI app, copy this entire folder (containing this file and C++ sources) to
# a convenient location, and then start making modifications. For other examples of CMakeLists for
# GUI apps, check `extras/Projucer` and `examples/DemoRunner` in the JUCE repo.
# The first line of any CMake project should be a call to `cmake_minimum_required`, which checks
# that the installed CMake will be able to understand the following CMakeLists, and ensures that
# CMake's behaviour is compatible with the named version. This is a standard CMake command, so more
# information can be found in the CMake docs.
cmake_minimum_required(VERSION 3.15)
# The top-level CMakeLists.txt file for a project must contain a literal, direct call to the
# `project()` command. `project()` sets up some helpful variables that describe source/binary
# directories, and the current project version. This is a standard CMake command.
project(GUI_APP_EXAMPLE VERSION 0.0.1)
# If you've installed JUCE somehow (via a package manager, or directly using the CMake install
# target), you'll need to tell this project that it depends on the installed copy of JUCE. If you've
# included JUCE directly in your source tree (perhaps as a submodule), you'll need to tell CMake to
# include that subdirectory as part of the build.
# find_package(JUCE CONFIG REQUIRED) # If you've installed JUCE to your system
# or
# add_subdirectory(JUCE) # If you've put JUCE in a subdirectory called JUCE
# If your app depends the VST2 SDK, perhaps to host VST2 plugins, CMake needs to be told where
# to find the SDK on your system. This setup should be done before calling `juce_add_gui_app`.
# juce_set_vst2_sdk_path(...)
# `juce_add_gui_app` adds an executable target with the name passed as the first argument
# (GuiAppExample here). This target is a normal CMake target, but has a lot of extra properties set
# up by default. This function accepts many optional arguments. Check the readme at
# `docs/CMake API.md` in the JUCE repo for the full list.
juce_add_gui_app(GuiAppExample
# VERSION ... # Set this if the app version is different to the project version
# ICON_BIG ... # ICON_* arguments specify a path to an image file to use as an icon
# ICON_SMALL ...
# DOCUMENT_EXTENSIONS ... # Specify file extensions that should be associated with this app
# COMPANY_NAME ... # Specify the name of the app's author
PRODUCT_NAME "Gui App Example") # The name of the final executable, which can differ from the target name
# `juce_generate_juce_header` will create a JuceHeader.h for a given target, which will be generated
# into your build tree. This should be included with `#include <JuceHeader.h>`. The include path for
# this header will be automatically added to the target. The main function of the JuceHeader is to
# include all your JUCE module headers; if you're happy to include module headers directly, you
# probably don't need to call this.
# juce_generate_juce_header(GuiAppExample)
# `target_sources` adds source files to a target. We pass the target that needs the sources as the
# first argument, then a visibility parameter for the sources which should normally be PRIVATE.
# Finally, we supply a list of source files that will be built into the target. This is a standard
# CMake command.
target_sources(GuiAppExample
PRIVATE
Main.cpp
MainComponent.cpp)
# `target_compile_definitions` adds some preprocessor definitions to our target. In a Projucer
# project, these might be passed in the 'Preprocessor Definitions' field. JUCE modules also make use
# of compile definitions to switch certain features on/off, so if there's a particular feature you
# need that's not on by default, check the module header for the correct flag to set here. These
# definitions will be visible both to your code, and also the JUCE module code, so for new
# definitions, pick unique names that are unlikely to collide! This is a standard CMake command.
target_compile_definitions(GuiAppExample
PRIVATE
# JUCE_WEB_BROWSER and JUCE_USE_CURL would be on by default, but you might not need them.
JUCE_WEB_BROWSER=0 # If you remove this, add `NEEDS_WEB_BROWSER TRUE` to the `juce_add_gui_app` call
JUCE_USE_CURL=0 # If you remove this, add `NEEDS_CURL TRUE` to the `juce_add_gui_app` call
JUCE_APPLICATION_NAME_STRING="$<TARGET_PROPERTY:GuiAppExample,JUCE_PRODUCT_NAME>"
JUCE_APPLICATION_VERSION_STRING="$<TARGET_PROPERTY:GuiAppExample,JUCE_VERSION>")
# If your target needs extra binary assets, you can add them here. The first argument is the name of
# a new static library target that will include all the binary resources. There is an optional
# `NAMESPACE` argument that can specify the namespace of the generated binary data class. Finally,
# the SOURCES argument should be followed by a list of source files that should be built into the
# static library. These source files can be of any kind (wav data, images, fonts, icons etc.).
# Conversion to binary-data will happen when your target is built.
# juce_add_binary_data(GuiAppData SOURCES ...)
# `target_link_libraries` links libraries and JUCE modules to other libraries or executables. Here,
# we're linking our executable target to the `juce::juce_gui_extra` module. Inter-module
# dependencies are resolved automatically, so `juce_core`, `juce_events` and so on will also be
# linked automatically. If we'd generated a binary data target above, we would need to link to it
# here too. This is a standard CMake command.
target_link_libraries(GuiAppExample
PRIVATE
# GuiAppData # If we'd created a binary data target, we'd link to it here
juce::juce_gui_extra
PUBLIC
juce::juce_recommended_config_flags
juce::juce_recommended_lto_flags
juce::juce_recommended_warning_flags)

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#include "MainComponent.h"
//==============================================================================
class GuiAppApplication : public juce::JUCEApplication
{
public:
//==============================================================================
GuiAppApplication() {}
// We inject these as compile definitions from the CMakeLists.txt
// If you've enabled the juce header with `juce_generate_juce_header(<thisTarget>)`
// you could `#include <JuceHeader.h>` and use `ProjectInfo::projectName` etc. instead.
const juce::String getApplicationName() override { return JUCE_APPLICATION_NAME_STRING; }
const juce::String getApplicationVersion() override { return JUCE_APPLICATION_VERSION_STRING; }
bool moreThanOneInstanceAllowed() override { return true; }
//==============================================================================
void initialise (const juce::String& commandLine) override
{
// This method is where you should put your application's initialisation code..
juce::ignoreUnused (commandLine);
mainWindow.reset (new MainWindow (getApplicationName()));
}
void shutdown() override
{
// Add your application's shutdown code here..
mainWindow = nullptr; // (deletes our window)
}
//==============================================================================
void systemRequestedQuit() override
{
// This is called when the app is being asked to quit: you can ignore this
// request and let the app carry on running, or call quit() to allow the app to close.
quit();
}
void anotherInstanceStarted (const juce::String& commandLine) override
{
// When another instance of the app is launched while this one is running,
// this method is invoked, and the commandLine parameter tells you what
// the other instance's command-line arguments were.
juce::ignoreUnused (commandLine);
}
//==============================================================================
/*
This class implements the desktop window that contains an instance of
our MainComponent class.
*/
class MainWindow : public juce::DocumentWindow
{
public:
explicit MainWindow (juce::String name)
: DocumentWindow (name,
juce::Desktop::getInstance().getDefaultLookAndFeel()
.findColour (ResizableWindow::backgroundColourId),
DocumentWindow::allButtons)
{
setUsingNativeTitleBar (true);
setContentOwned (new MainComponent(), true);
#if JUCE_IOS || JUCE_ANDROID
setFullScreen (true);
#else
setResizable (true, true);
centreWithSize (getWidth(), getHeight());
#endif
setVisible (true);
}
void closeButtonPressed() override
{
// This is called when the user tries to close this window. Here, we'll just
// ask the app to quit when this happens, but you can change this to do
// whatever you need.
JUCEApplication::getInstance()->systemRequestedQuit();
}
/* Note: Be careful if you override any DocumentWindow methods - the base
class uses a lot of them, so by overriding you might break its functionality.
It's best to do all your work in your content component instead, but if
you really have to override any DocumentWindow methods, make sure your
subclass also calls the superclass's method.
*/
private:
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (MainWindow)
};
private:
std::unique_ptr<MainWindow> mainWindow;
};
//==============================================================================
// This macro generates the main() routine that launches the app.
START_JUCE_APPLICATION (GuiAppApplication)

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#include "MainComponent.h"
//==============================================================================
MainComponent::MainComponent()
{
setSize (600, 400);
}
//==============================================================================
void MainComponent::paint (juce::Graphics& g)
{
// (Our component is opaque, so we must completely fill the background with a solid colour)
g.fillAll (getLookAndFeel().findColour (juce::ResizableWindow::backgroundColourId));
g.setFont (juce::Font (16.0f));
g.setColour (juce::Colours::white);
g.drawText ("Hello World!", getLocalBounds(), juce::Justification::centred, true);
}
void MainComponent::resized()
{
// This is called when the MainComponent is resized.
// If you add any child components, this is where you should
// update their positions.
}

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#pragma once
// CMake builds don't use an AppConfig.h, so it's safe to include juce module headers
// directly. If you need to remain compatible with Projucer-generated builds, and
// have called `juce_generate_juce_header(<thisTarget>)` in your CMakeLists.txt,
// you could `#include <JuceHeader.h>` here instead, to make all your module headers visible.
#include <juce_gui_extra/juce_gui_extra.h>
//==============================================================================
/*
This component lives inside our window, and this is where you should put all
your controls and content.
*/
class MainComponent : public juce::Component
{
public:
//==============================================================================
MainComponent();
//==============================================================================
void paint (juce::Graphics&) override;
void resized() override;
private:
//==============================================================================
// Your private member variables go here...
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (MainComponent)
};