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Changed case of examples folder name.

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jules 2014-11-04 12:33:17 +00:00
parent 46547bf8d6
commit a626425764
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/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2013 - Raw Material Software Ltd.
Permission is granted to use this software under the terms of either:
a) the GPL v2 (or any later version)
b) the Affero GPL v3
Details of these licenses can be found at: www.gnu.org/licenses
JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
A PARTICULAR PURPOSE. See the GNU General Public License for more details.
------------------------------------------------------------------------------
To release a closed-source product which uses JUCE, commercial licenses are
available: visit www.juce.com for more information.
==============================================================================
*/
static inline void blurDataTriplets (uint8* d, int num, const int delta) noexcept
{
uint32 last = d[0];
d[0] = (uint8) ((d[0] + d[delta] + 1) / 3);
d += delta;
num -= 2;
do
{
const uint32 newLast = d[0];
d[0] = (uint8) ((last + d[0] + d[delta] + 1) / 3);
d += delta;
last = newLast;
}
while (--num > 0);
d[0] = (uint8) ((last + d[0] + 1) / 3);
}
static void blurSingleChannelImage (uint8* const data, const int width, const int height,
const int lineStride, const int repetitions) noexcept
{
jassert (width > 2 && height > 2);
for (int y = 0; y < height; ++y)
for (int i = repetitions; --i >= 0;)
blurDataTriplets (data + lineStride * y, width, 1);
for (int x = 0; x < width; ++x)
for (int i = repetitions; --i >= 0;)
blurDataTriplets (data + x, height, lineStride);
}
static void blurSingleChannelImage (Image& image, int radius)
{
const Image::BitmapData bm (image, Image::BitmapData::readWrite);
blurSingleChannelImage (bm.data, bm.width, bm.height, bm.lineStride, 2 * radius);
}
//==============================================================================
DropShadow::DropShadow() noexcept
: colour (0x90000000), radius (4)
{
}
DropShadow::DropShadow (Colour shadowColour, const int r, Point<int> o) noexcept
: colour (shadowColour), radius (r), offset (o)
{
jassert (radius > 0);
}
void DropShadow::drawForImage (Graphics& g, const Image& srcImage) const
{
jassert (radius > 0);
if (srcImage.isValid())
{
Image shadowImage (srcImage.convertedToFormat (Image::SingleChannel));
shadowImage.duplicateIfShared();
blurSingleChannelImage (shadowImage, radius);
g.setColour (colour);
g.drawImageAt (shadowImage, offset.x, offset.y, true);
}
}
void DropShadow::drawForPath (Graphics& g, const Path& path) const
{
jassert (radius > 0);
const Rectangle<int> area ((path.getBounds().getSmallestIntegerContainer() + offset)
.expanded (radius + 1)
.getIntersection (g.getClipBounds().expanded (radius + 1)));
if (area.getWidth() > 2 && area.getHeight() > 2)
{
Image renderedPath (Image::SingleChannel, area.getWidth(), area.getHeight(), true);
{
Graphics g2 (renderedPath);
g2.setColour (Colours::white);
g2.fillPath (path, AffineTransform::translation ((float) (offset.x - area.getX()),
(float) (offset.y - area.getY())));
}
blurSingleChannelImage (renderedPath, radius);
g.setColour (colour);
g.drawImageAt (renderedPath, area.getX(), area.getY(), true);
}
}
static void drawShadowSection (Graphics& g, ColourGradient& cg, const Rectangle<int>& area,
bool isCorner, float centreX, float centreY, float edgeX, float edgeY)
{
cg.point1 = area.getRelativePoint (centreX, centreY).toFloat();
cg.point2 = area.getRelativePoint (edgeX, edgeY).toFloat();
cg.isRadial = isCorner;
g.setGradientFill (cg);
g.fillRect (area);
}
void DropShadow::drawForRectangle (Graphics& g, const Rectangle<int>& targetArea) const
{
ColourGradient cg (colour, 0, 0, colour.withAlpha (0.0f), 0, 0, false);
for (float i = 0.05f; i < 1.0f; i += 0.1f)
cg.addColour (1.0 - i, colour.withMultipliedAlpha (i * i));
const int radiusInset = (radius + 1) / 2;
const int expandedRadius = radius + radiusInset;
const Rectangle<int> area (targetArea.reduced (radiusInset) + offset);
Rectangle<int> r (area.expanded (expandedRadius));
Rectangle<int> top (r.removeFromTop (expandedRadius));
Rectangle<int> bottom (r.removeFromBottom (expandedRadius));
drawShadowSection (g, cg, top.removeFromLeft (expandedRadius), true, 1.0f, 1.0f, 0, 1.0f);
drawShadowSection (g, cg, top.removeFromRight (expandedRadius), true, 0, 1.0f, 1.0f, 1.0f);
drawShadowSection (g, cg, top, false, 0, 1.0f, 0, 0);
drawShadowSection (g, cg, bottom.removeFromLeft (expandedRadius), true, 1.0f, 0, 0, 0);
drawShadowSection (g, cg, bottom.removeFromRight (expandedRadius), true, 0, 0, 1.0f, 0);
drawShadowSection (g, cg, bottom, false, 0, 0, 0, 1.0f);
drawShadowSection (g, cg, r.removeFromLeft (expandedRadius), false, 1.0f, 0, 0, 0);
drawShadowSection (g, cg, r.removeFromRight (expandedRadius), false, 0, 0, 1.0f, 0);
g.setColour (colour);
g.fillRect (area);
}
//==============================================================================
DropShadowEffect::DropShadowEffect() {}
DropShadowEffect::~DropShadowEffect() {}
void DropShadowEffect::setShadowProperties (const DropShadow& newShadow)
{
shadow = newShadow;
}
void DropShadowEffect::applyEffect (Image& image, Graphics& g, float scaleFactor, float alpha)
{
DropShadow s (shadow);
s.radius = roundToInt (s.radius * scaleFactor);
s.colour = s.colour.withMultipliedAlpha (alpha);
s.offset.x = roundToInt (s.offset.x * scaleFactor);
s.offset.y = roundToInt (s.offset.y * scaleFactor);
s.drawForImage (g, image);
g.setOpacity (alpha);
g.drawImageAt (image, 0, 0);
}

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/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2013 - Raw Material Software Ltd.
Permission is granted to use this software under the terms of either:
a) the GPL v2 (or any later version)
b) the Affero GPL v3
Details of these licenses can be found at: www.gnu.org/licenses
JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
A PARTICULAR PURPOSE. See the GNU General Public License for more details.
------------------------------------------------------------------------------
To release a closed-source product which uses JUCE, commercial licenses are
available: visit www.juce.com for more information.
==============================================================================
*/
#ifndef JUCE_DROPSHADOWEFFECT_H_INCLUDED
#define JUCE_DROPSHADOWEFFECT_H_INCLUDED
//==============================================================================
/**
Defines a drop-shadow effect.
*/
struct JUCE_API DropShadow
{
/** Creates a default drop-shadow effect. */
DropShadow() noexcept;
/** Creates a drop-shadow object with the given parameters. */
DropShadow (Colour shadowColour, int radius, Point<int> offset) noexcept;
/** Renders a drop-shadow based on the alpha-channel of the given image. */
void drawForImage (Graphics& g, const Image& srcImage) const;
/** Renders a drop-shadow based on the shape of a path. */
void drawForPath (Graphics& g, const Path& path) const;
/** Renders a drop-shadow for a rectangle.
Note that for speed, this approximates the shadow using gradients.
*/
void drawForRectangle (Graphics& g, const Rectangle<int>& area) const;
/** The colour with which to render the shadow.
In most cases you'll probably want to leave this as black with an alpha
value of around 0.5
*/
Colour colour;
/** The approximate spread of the shadow. */
int radius;
/** The offset of the shadow. */
Point<int> offset;
};
//==============================================================================
/**
An effect filter that adds a drop-shadow behind the image's content.
(This will only work on images/components that aren't opaque, of course).
When added to a component, this effect will draw a soft-edged
shadow based on what gets drawn inside it. The shadow will also
be applied to the component's children.
For speed, this doesn't use a proper gaussian blur, but cheats by
using a simple bilinear filter. If you need a really high-quality
shadow, check out ImageConvolutionKernel::createGaussianBlur()
@see Component::setComponentEffect
*/
class JUCE_API DropShadowEffect : public ImageEffectFilter
{
public:
//==============================================================================
/** Creates a default drop-shadow effect.
To customise the shadow's appearance, use the setShadowProperties() method.
*/
DropShadowEffect();
/** Destructor. */
~DropShadowEffect();
//==============================================================================
/** Sets up parameters affecting the shadow's appearance. */
void setShadowProperties (const DropShadow& newShadow);
//==============================================================================
/** @internal */
void applyEffect (Image& sourceImage, Graphics& destContext, float scaleFactor, float alpha);
private:
//==============================================================================
DropShadow shadow;
JUCE_LEAK_DETECTOR (DropShadowEffect)
};
#endif // JUCE_DROPSHADOWEFFECT_H_INCLUDED

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/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2013 - Raw Material Software Ltd.
Permission is granted to use this software under the terms of either:
a) the GPL v2 (or any later version)
b) the Affero GPL v3
Details of these licenses can be found at: www.gnu.org/licenses
JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
A PARTICULAR PURPOSE. See the GNU General Public License for more details.
------------------------------------------------------------------------------
To release a closed-source product which uses JUCE, commercial licenses are
available: visit www.juce.com for more information.
==============================================================================
*/
GlowEffect::GlowEffect()
: radius (2.0f),
colour (Colours::white)
{
}
GlowEffect::~GlowEffect()
{
}
void GlowEffect::setGlowProperties (const float newRadius,
Colour newColour)
{
radius = newRadius;
colour = newColour;
}
void GlowEffect::applyEffect (Image& image, Graphics& g, float scaleFactor, float alpha)
{
Image temp (image.getFormat(), image.getWidth(), image.getHeight(), true);
ImageConvolutionKernel blurKernel (roundToInt (radius * scaleFactor * 2.0f));
blurKernel.createGaussianBlur (radius);
blurKernel.rescaleAllValues (radius);
blurKernel.applyToImage (temp, image, image.getBounds());
g.setColour (colour.withMultipliedAlpha (alpha));
g.drawImageAt (temp, 0, 0, true);
g.setOpacity (alpha);
g.drawImageAt (image, 0, 0, false);
}

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/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2013 - Raw Material Software Ltd.
Permission is granted to use this software under the terms of either:
a) the GPL v2 (or any later version)
b) the Affero GPL v3
Details of these licenses can be found at: www.gnu.org/licenses
JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
A PARTICULAR PURPOSE. See the GNU General Public License for more details.
------------------------------------------------------------------------------
To release a closed-source product which uses JUCE, commercial licenses are
available: visit www.juce.com for more information.
==============================================================================
*/
#ifndef JUCE_GLOWEFFECT_H_INCLUDED
#define JUCE_GLOWEFFECT_H_INCLUDED
//==============================================================================
/**
A component effect that adds a coloured blur around the component's contents.
(This will only work on non-opaque components).
@see Component::setComponentEffect, DropShadowEffect
*/
class JUCE_API GlowEffect : public ImageEffectFilter
{
public:
//==============================================================================
/** Creates a default 'glow' effect.
To customise its appearance, use the setGlowProperties() method.
*/
GlowEffect();
/** Destructor. */
~GlowEffect();
//==============================================================================
/** Sets the glow's radius and colour.
The radius is how large the blur should be, and the colour is
used to render it (for a less intense glow, lower the colour's
opacity).
*/
void setGlowProperties (float newRadius,
Colour newColour);
//==============================================================================
/** @internal */
void applyEffect (Image& sourceImage, Graphics& destContext, float scaleFactor, float alpha);
private:
//==============================================================================
float radius;
Colour colour;
JUCE_LEAK_DETECTOR (GlowEffect)
};
#endif // JUCE_GLOWEFFECT_H_INCLUDED

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/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2013 - Raw Material Software Ltd.
Permission is granted to use this software under the terms of either:
a) the GPL v2 (or any later version)
b) the Affero GPL v3
Details of these licenses can be found at: www.gnu.org/licenses
JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
A PARTICULAR PURPOSE. See the GNU General Public License for more details.
------------------------------------------------------------------------------
To release a closed-source product which uses JUCE, commercial licenses are
available: visit www.juce.com for more information.
==============================================================================
*/
#ifndef JUCE_IMAGEEFFECTFILTER_H_INCLUDED
#define JUCE_IMAGEEFFECTFILTER_H_INCLUDED
//==============================================================================
/**
A graphical effect filter that can be applied to components.
An ImageEffectFilter can be applied to the image that a component
paints before it hits the screen.
This is used for adding effects like shadows, blurs, etc.
@see Component::setComponentEffect
*/
class JUCE_API ImageEffectFilter
{
public:
//==============================================================================
/** Overridden to render the effect.
The implementation of this method must use the image that is passed in
as its source, and should render its output to the graphics context passed in.
@param sourceImage the image that the source component has just rendered with
its paint() method. The image may or may not have an alpha
channel, depending on whether the component is opaque.
@param destContext the graphics context to use to draw the resultant image.
@param scaleFactor a scale factor that has been applied to the image - e.g. if
this is 2, then the image is actually scaled-up to twice the
original resolution
@param alpha the alpha with which to draw the resultant image to the
target context
*/
virtual void applyEffect (Image& sourceImage,
Graphics& destContext,
float scaleFactor,
float alpha) = 0;
/** Destructor. */
virtual ~ImageEffectFilter() {}
};
#endif // JUCE_IMAGEEFFECTFILTER_H_INCLUDED