migrating to the latest JUCE version
This commit is contained in:
@ -1,69 +1,69 @@
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/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2020 - Raw Material Software Limited
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JUCE is an open source library subject to commercial or open-source
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licensing.
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By using JUCE, you agree to the terms of both the JUCE 6 End-User License
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Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
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End User License Agreement: www.juce.com/juce-6-licence
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Privacy Policy: www.juce.com/juce-privacy-policy
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Or: You may also use this code under the terms of the GPL v3 (see
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www.gnu.org/licenses).
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JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
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EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
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DISCLAIMED.
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==============================================================================
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*/
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namespace juce
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{
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OpenGLAppComponent::OpenGLAppComponent()
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{
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setOpaque (true);
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openGLContext.setRenderer (this);
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openGLContext.attachTo (*this);
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openGLContext.setContinuousRepainting (true);
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}
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OpenGLAppComponent::~OpenGLAppComponent()
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{
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// Before your subclass's destructor has completed, you must call
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// shutdownOpenGL() to release the GL context. (Otherwise there's
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// a danger that it may invoke a GL callback on your class while
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// it's in the process of being deleted.
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jassert (! openGLContext.isAttached());
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shutdownOpenGL();
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}
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void OpenGLAppComponent::shutdownOpenGL()
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{
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openGLContext.detach();
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}
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void OpenGLAppComponent::newOpenGLContextCreated()
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{
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initialise();
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}
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void OpenGLAppComponent::renderOpenGL()
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{
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++frameCounter;
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render();
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}
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void OpenGLAppComponent::openGLContextClosing()
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{
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shutdown();
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}
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} // namespace juce
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/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2022 - Raw Material Software Limited
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JUCE is an open source library subject to commercial or open-source
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licensing.
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By using JUCE, you agree to the terms of both the JUCE 7 End-User License
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Agreement and JUCE Privacy Policy.
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End User License Agreement: www.juce.com/juce-7-licence
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Privacy Policy: www.juce.com/juce-privacy-policy
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Or: You may also use this code under the terms of the GPL v3 (see
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www.gnu.org/licenses).
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JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
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EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
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DISCLAIMED.
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==============================================================================
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*/
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namespace juce
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{
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OpenGLAppComponent::OpenGLAppComponent()
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{
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setOpaque (true);
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openGLContext.setRenderer (this);
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openGLContext.attachTo (*this);
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openGLContext.setContinuousRepainting (true);
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}
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OpenGLAppComponent::~OpenGLAppComponent()
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{
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// Before your subclass's destructor has completed, you must call
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// shutdownOpenGL() to release the GL context. (Otherwise there's
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// a danger that it may invoke a GL callback on your class while
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// it's in the process of being deleted.
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jassert (! openGLContext.isAttached());
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shutdownOpenGL();
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}
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void OpenGLAppComponent::shutdownOpenGL()
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{
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openGLContext.detach();
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}
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void OpenGLAppComponent::newOpenGLContextCreated()
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{
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initialise();
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}
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void OpenGLAppComponent::renderOpenGL()
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{
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++frameCounter;
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render();
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}
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void OpenGLAppComponent::openGLContextClosing()
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{
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shutdown();
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}
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} // namespace juce
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@ -1,97 +1,97 @@
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/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2020 - Raw Material Software Limited
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JUCE is an open source library subject to commercial or open-source
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licensing.
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By using JUCE, you agree to the terms of both the JUCE 6 End-User License
|
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Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
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End User License Agreement: www.juce.com/juce-6-licence
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Privacy Policy: www.juce.com/juce-privacy-policy
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Or: You may also use this code under the terms of the GPL v3 (see
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www.gnu.org/licenses).
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JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
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EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
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DISCLAIMED.
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==============================================================================
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*/
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namespace juce
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{
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//==============================================================================
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/**
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A base class for writing simple one-page graphical apps.
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A subclass can inherit from this and implement just a few methods such as
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paint() and mouse-handling. The base class provides some simple abstractions
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to take care of continuously repainting itself.
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@tags{OpenGL}
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*/
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class JUCE_API OpenGLAppComponent : public Component,
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private OpenGLRenderer
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{
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public:
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OpenGLAppComponent();
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/** Destructor. */
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~OpenGLAppComponent() override;
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/** Returns the number of times that the render method has been called since
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the component started running.
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*/
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int getFrameCounter() const noexcept { return frameCounter; }
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/** This must be called from your subclass's destructor, to shut down
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the GL system and stop it calling render() before your class is destroyed.
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*/
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void shutdownOpenGL();
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/** Implement this method to set up any GL objects that you need for rendering.
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The GL context will be active when this method is called.
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Note that because the GL context could be destroyed and re-created ad-hoc by
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the underlying platform, the shutdown() and initialise() calls could be called
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multiple times while your app is running. So don't make your code assume that
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this will only be called once!
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*/
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virtual void initialise() = 0;
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/** Implement this method to free any GL objects that you created during rendering.
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The GL context will still be active when this method is called.
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Note that because the GL context could be destroyed and re-created ad-hoc by
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the underlying platform, the shutdown() and initialise() calls could be called
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multiple times while your app is running. So don't make your code assume that
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this will only be called once!
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*/
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virtual void shutdown() = 0;
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/** Called to render your openGL.
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@see OpenGLRenderer::render()
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*/
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virtual void render() = 0;
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/** The GL context */
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OpenGLContext openGLContext;
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private:
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//==============================================================================
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int frameCounter = 0;
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void newOpenGLContextCreated() override;
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void renderOpenGL() override;
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void openGLContextClosing() override;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLAppComponent)
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};
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} // namespace juce
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/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2022 - Raw Material Software Limited
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|
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JUCE is an open source library subject to commercial or open-source
|
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licensing.
|
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|
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By using JUCE, you agree to the terms of both the JUCE 7 End-User License
|
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Agreement and JUCE Privacy Policy.
|
||||
|
||||
End User License Agreement: www.juce.com/juce-7-licence
|
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Privacy Policy: www.juce.com/juce-privacy-policy
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Or: You may also use this code under the terms of the GPL v3 (see
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www.gnu.org/licenses).
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JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
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EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
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DISCLAIMED.
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||||
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==============================================================================
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*/
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||||
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namespace juce
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{
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//==============================================================================
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/**
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A base class for writing simple one-page graphical apps.
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A subclass can inherit from this and implement just a few methods such as
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paint() and mouse-handling. The base class provides some simple abstractions
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to take care of continuously repainting itself.
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@tags{OpenGL}
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*/
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class JUCE_API OpenGLAppComponent : public Component,
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private OpenGLRenderer
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{
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public:
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OpenGLAppComponent();
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/** Destructor. */
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~OpenGLAppComponent() override;
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/** Returns the number of times that the render method has been called since
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the component started running.
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*/
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int getFrameCounter() const noexcept { return frameCounter; }
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/** This must be called from your subclass's destructor, to shut down
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the GL system and stop it calling render() before your class is destroyed.
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*/
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void shutdownOpenGL();
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/** Implement this method to set up any GL objects that you need for rendering.
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The GL context will be active when this method is called.
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Note that because the GL context could be destroyed and re-created ad-hoc by
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the underlying platform, the shutdown() and initialise() calls could be called
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multiple times while your app is running. So don't make your code assume that
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this will only be called once!
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*/
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virtual void initialise() = 0;
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/** Implement this method to free any GL objects that you created during rendering.
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The GL context will still be active when this method is called.
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||||
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Note that because the GL context could be destroyed and re-created ad-hoc by
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||||
the underlying platform, the shutdown() and initialise() calls could be called
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||||
multiple times while your app is running. So don't make your code assume that
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||||
this will only be called once!
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||||
*/
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virtual void shutdown() = 0;
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/** Called to render your openGL.
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@see OpenGLRenderer::render()
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*/
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virtual void render() = 0;
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/** The GL context */
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OpenGLContext openGLContext;
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private:
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//==============================================================================
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int frameCounter = 0;
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void newOpenGLContextCreated() override;
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void renderOpenGL() override;
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void openGLContextClosing() override;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLAppComponent)
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};
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||||
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||||
} // namespace juce
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||||
|
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Block a user