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Added several new features: support for AudioUnit v3, new simplified JUCE module format, deleted the Introjucer and replaced it by the Projucer, various improvements for exporting of iOS and Android projects.

This commit is contained in:
Timur Doumler 2016-04-06 18:31:24 +01:00
parent 9eb54629f2
commit 70949aa0c6
1979 changed files with 130149 additions and 129257 deletions

View file

@ -1,99 +0,0 @@
/*
==============================================================================
This file was auto-generated!
==============================================================================
*/
#ifndef MAINCOMPONENT_H_INCLUDED
#define MAINCOMPONENT_H_INCLUDED
INCLUDE_JUCE
//==============================================================================
/*
This component lives inside our window, and this is where you should put all
your controls and content.
*/
class MainContentComponent : public AudioAppComponent
{
public:
//==============================================================================
MainContentComponent()
{
setSize (800, 600);
// specify the number of input and output channels that we want to open
setAudioChannels (2, 2);
}
~MainContentComponent()
{
shutdownAudio();
}
//=======================================================================
void prepareToPlay (int samplesPerBlockExpected, double sampleRate) override
{
// This function will be called when the audio device is started, or when
// its settings (i.e. sample rate, block size, etc) are changed.
// You can use this function to initialise any resources you might need,
// but be careful - it will be called on the audio thread, not the GUI thread.
// For more details, see the help for AudioProcessor::prepareToPlay()
}
void getNextAudioBlock (const AudioSourceChannelInfo& bufferToFill) override
{
// Your audio-processing code goes here!
// For more details, see the help for AudioProcessor::getNextAudioBlock()
// Right now we are not producing any data, in which case we need to clear the buffer
// (to prevent the output of random noise)
bufferToFill.clearActiveBufferRegion();
}
void releaseResources() override
{
// This will be called when the audio device stops, or when it is being
// restarted due to a setting change.
// For more details, see the help for AudioProcessor::releaseResources()
}
//=======================================================================
void paint (Graphics& g) override
{
// (Our component is opaque, so we must completely fill the background with a solid colour)
g.fillAll (Colours::black);
// You can add your drawing code here!
}
void resized() override
{
// This is called when the MainContentComponent is resized.
// If you add any child components, this is where you should
// update their positions.
}
private:
//==============================================================================
// Your private member variables go here...
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (MainContentComponent)
};
// (This function is called by the app startup code to create our main component)
Component* createMainContentComponent() { return new MainContentComponent(); }
#endif // MAINCOMPONENT_H_INCLUDED