25bd5d8adb
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"
349 lines
14 KiB
C++
349 lines
14 KiB
C++
/*
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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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The code included in this file is provided under the terms of the ISC license
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http://www.isc.org/downloads/software-support-policy/isc-license. Permission
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To use, copy, modify, and/or distribute this software for any purpose with or
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without fee is hereby granted provided that the above copyright notice and
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this permission notice appear in all copies.
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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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Abstract base class for application classes.
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Note that in the juce_gui_basics module, there's a utility class JUCEApplication
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which derives from JUCEApplicationBase, and takes care of a few chores. Most
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of the time you'll want to derive your class from JUCEApplication rather than
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using JUCEApplicationBase directly, but if you're not using the juce_gui_basics
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module then you might need to go straight to this base class.
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Any application that wants to run an event loop must declare a subclass of
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JUCEApplicationBase, and implement its various pure virtual methods.
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It then needs to use the START_JUCE_APPLICATION macro somewhere in a CPP file
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to declare an instance of this class and generate suitable platform-specific
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boilerplate code to launch the app.
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e.g. @code
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class MyJUCEApp : public JUCEApplication
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{
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public:
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MyJUCEApp() {}
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~MyJUCEApp() {}
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void initialise (const String& commandLine) override
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{
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myMainWindow.reset (new MyApplicationWindow());
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myMainWindow->setBounds (100, 100, 400, 500);
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myMainWindow->setVisible (true);
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}
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void shutdown() override
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{
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myMainWindow = nullptr;
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}
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const String getApplicationName() override
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{
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return "Super JUCE-o-matic";
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}
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const String getApplicationVersion() override
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{
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return "1.0";
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}
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private:
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std::unique_ptr<MyApplicationWindow> myMainWindow;
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};
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// this generates boilerplate code to launch our app class:
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START_JUCE_APPLICATION (MyJUCEApp)
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@endcode
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@see JUCEApplication, START_JUCE_APPLICATION
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@tags{Events}
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*/
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class JUCE_API JUCEApplicationBase
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{
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protected:
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//==============================================================================
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JUCEApplicationBase();
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public:
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/** Destructor. */
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virtual ~JUCEApplicationBase();
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//==============================================================================
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/** Returns the global instance of the application object that's running. */
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static JUCEApplicationBase* getInstance() noexcept { return appInstance; }
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//==============================================================================
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/** Returns the application's name. */
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virtual const String getApplicationName() = 0;
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/** Returns the application's version number. */
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virtual const String getApplicationVersion() = 0;
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/** Checks whether multiple instances of the app are allowed.
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If your application class returns true for this, more than one instance is
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permitted to run (except on the Mac where this isn't possible).
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If it's false, the second instance won't start, but you will still get a
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callback to anotherInstanceStarted() to tell you about this - which
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gives you a chance to react to what the user was trying to do.
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@see anotherInstanceStarted
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*/
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virtual bool moreThanOneInstanceAllowed() = 0;
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/** Called when the application starts.
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This will be called once to let the application do whatever initialisation
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it needs, create its windows, etc.
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After the method returns, the normal event-dispatch loop will be run,
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until the quit() method is called, at which point the shutdown()
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method will be called to let the application clear up anything it needs
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to delete.
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If during the initialise() method, the application decides not to start-up
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after all, it can just call the quit() method and the event loop won't be run.
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@param commandLineParameters the line passed in does not include the name of
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the executable, just the parameter list. To get the
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parameters as an array, you can call
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JUCEApplication::getCommandLineParameters()
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@see shutdown, quit
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*/
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virtual void initialise (const String& commandLineParameters) = 0;
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/* Called to allow the application to clear up before exiting.
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After JUCEApplication::quit() has been called, the event-dispatch loop will
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terminate, and this method will get called to allow the app to sort itself
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out.
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Be careful that nothing happens in this method that might rely on messages
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being sent, or any kind of window activity, because the message loop is no
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longer running at this point.
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@see DeletedAtShutdown
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*/
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virtual void shutdown() = 0;
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/** Indicates that the user has tried to start up another instance of the app.
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This will get called even if moreThanOneInstanceAllowed() is false.
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It is currently only implemented on Windows and Mac.
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@see moreThanOneInstanceAllowed
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*/
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virtual void anotherInstanceStarted (const String& commandLine) = 0;
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/** Called when the operating system is trying to close the application.
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The default implementation of this method is to call quit(), but it may
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be overloaded to ignore the request or do some other special behaviour
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instead. For example, you might want to offer the user the chance to save
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their changes before quitting, and give them the chance to cancel.
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If you want to send a quit signal to your app, this is the correct method
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to call, because it means that requests that come from the system get handled
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in the same way as those from your own application code. So e.g. you'd
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call this method from a "quit" item on a menu bar.
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*/
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virtual void systemRequestedQuit() = 0;
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/** This method is called when the application is being put into background mode
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by the operating system.
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*/
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virtual void suspended() = 0;
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/** This method is called when the application is being woken from background mode
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by the operating system.
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*/
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virtual void resumed() = 0;
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/** This method is called when the application (generally on android) is started
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*/
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virtual void started() {}
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/** This method is called when the application (generally on android) is stopped
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*/
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virtual void stopped() {}
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/** If any unhandled exceptions make it through to the message dispatch loop, this
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callback will be triggered, in case you want to log them or do some other
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type of error-handling.
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If the type of exception is derived from the std::exception class, the pointer
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passed-in will be valid. If the exception is of unknown type, this pointer
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will be null.
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*/
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virtual void unhandledException (const std::exception*,
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const String& sourceFilename,
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int lineNumber) = 0;
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/** Called by the operating system to indicate that you should reduce your memory
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footprint.
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You should override this method to free up some memory gracefully, if possible,
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otherwise the host may forcibly kill your app.
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At the moment this method is only called on iOS.
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*/
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virtual void memoryWarningReceived() { jassertfalse; }
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/** Called by the operating system when a custom file type was opened. You are expected
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* to return true if you handled the URL.
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At the moment this method is only called on iOS.
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*/
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virtual void urlOpened(const URL& url) { }
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//==============================================================================
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/** This will be called when the back button on a device is pressed. The return value
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should be used to indicate whether the back button event has been handled by
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the application, for example if you want to implement custom navigation instead
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of the standard behaviour on Android.
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This is currently only implemented on Android devices.
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@returns true if the event has been handled, or false if the default OS
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behaviour should happen
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*/
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virtual bool backButtonPressed() { return false; }
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//==============================================================================
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/** Signals that the main message loop should stop and the application should terminate.
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This isn't synchronous, it just posts a quit message to the main queue, and
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when this message arrives, the message loop will stop, the shutdown() method
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will be called, and the app will exit.
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Note that this will cause an unconditional quit to happen, so if you need an
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extra level before this, e.g. to give the user the chance to save their work
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and maybe cancel the quit, you'll need to handle this in the systemRequestedQuit()
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method - see that method's help for more info.
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@see MessageManager
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*/
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static void quit();
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//==============================================================================
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/** Returns the application's command line parameters as a set of strings.
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@see getCommandLineParameters
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*/
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static StringArray JUCE_CALLTYPE getCommandLineParameterArray();
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/** Returns the application's command line parameters as a single string.
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@see getCommandLineParameterArray
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*/
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static String JUCE_CALLTYPE getCommandLineParameters();
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//==============================================================================
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/** Sets the value that should be returned as the application's exit code when the
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app quits.
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This is the value that's returned by the main() function. Normally you'd leave this
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as 0 unless you want to indicate an error code.
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@see getApplicationReturnValue
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*/
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void setApplicationReturnValue (int newReturnValue) noexcept;
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/** Returns the value that has been set as the application's exit code.
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@see setApplicationReturnValue
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*/
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int getApplicationReturnValue() const noexcept { return appReturnValue; }
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//==============================================================================
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/** Returns true if this executable is running as an app (as opposed to being a plugin
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or other kind of shared library. */
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static bool isStandaloneApp() noexcept { return createInstance != nullptr; }
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/** Returns true if the application hasn't yet completed its initialise() method
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and entered the main event loop.
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This is handy for things like splash screens to know when the app's up-and-running
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properly.
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*/
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bool isInitialising() const noexcept { return stillInitialising; }
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//==============================================================================
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#ifndef DOXYGEN
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// The following methods are for internal use only...
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static int main();
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static int main (int argc, const char* argv[]);
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static void appWillTerminateByForce();
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using CreateInstanceFunction = JUCEApplicationBase* (*)();
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static CreateInstanceFunction createInstance;
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#if JUCE_IOS
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static void* iOSCustomDelegate;
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#endif
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virtual bool initialiseApp();
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int shutdownApp();
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static void JUCE_CALLTYPE sendUnhandledException (const std::exception*, const char* sourceFile, int lineNumber);
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bool sendCommandLineToPreexistingInstance();
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#endif
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private:
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//==============================================================================
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static JUCEApplicationBase* appInstance;
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int appReturnValue = 0;
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bool stillInitialising = true;
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struct MultipleInstanceHandler;
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std::unique_ptr<MultipleInstanceHandler> multipleInstanceHandler;
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JUCE_DECLARE_NON_COPYABLE (JUCEApplicationBase)
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};
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//==============================================================================
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#if JUCE_CATCH_UNHANDLED_EXCEPTIONS || DOXYGEN
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/** The JUCE_TRY/JUCE_CATCH_EXCEPTION wrappers can be used to pass any uncaught exceptions to
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the JUCEApplicationBase::sendUnhandledException() method.
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This functionality can be enabled with the JUCE_CATCH_UNHANDLED_EXCEPTIONS macro.
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*/
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#define JUCE_TRY try
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/** The JUCE_TRY/JUCE_CATCH_EXCEPTION wrappers can be used to pass any uncaught exceptions to
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the JUCEApplicationBase::sendUnhandledException() method.
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This functionality can be enabled with the JUCE_CATCH_UNHANDLED_EXCEPTIONS macro.
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*/
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#define JUCE_CATCH_EXCEPTION \
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catch (const std::exception& e) { juce::JUCEApplicationBase::sendUnhandledException (&e, __FILE__, __LINE__); } \
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catch (...) { juce::JUCEApplicationBase::sendUnhandledException (nullptr, __FILE__, __LINE__); }
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#else
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#define JUCE_TRY
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#define JUCE_CATCH_EXCEPTION
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#endif
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} // namespace juce
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