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Added Animated App template and examples
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1141 changed files with 438491 additions and 94 deletions
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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) 2013 - Raw Material Software Ltd.
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Permission is granted to use this software under the terms of either:
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a) the GPL v2 (or any later version)
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b) the Affero GPL v3
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Details of these licenses can be found at: www.gnu.org/licenses
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JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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------------------------------------------------------------------------------
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To release a closed-source product which uses JUCE, commercial licenses are
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available: visit www.juce.com for more information.
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==============================================================================
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*/
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#if defined (JUCE_OPENGL_H_INCLUDED) && ! JUCE_AMALGAMATED_INCLUDE
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/* When you add this cpp file to your project, you mustn't include it in a file where you've
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already included any other headers - just put it inside a file on its own, possibly with your config
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flags preceding it, but don't include anything else. That also includes avoiding any automatic prefix
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header files that the compiler may be using.
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*/
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#error "Incorrect use of JUCE cpp file"
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#endif
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// Your project must contain an AppConfig.h file with your project-specific settings in it,
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// and your header search path must make it accessible to the module's files.
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#include "AppConfig.h"
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#include "../juce_core/native/juce_BasicNativeHeaders.h"
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#include "juce_opengl.h"
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//==============================================================================
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#if JUCE_IOS
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#import <QuartzCore/QuartzCore.h>
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//==============================================================================
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#elif JUCE_WINDOWS
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#include <windowsx.h>
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#if JUCE_MSVC && ! JUCE_DONT_AUTOLINK_TO_WIN32_LIBRARIES
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#pragma comment(lib, "OpenGL32.Lib")
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#endif
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//==============================================================================
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#elif JUCE_LINUX
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/* Got an include error here?
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If you want to install OpenGL support, the packages to get are "mesa-common-dev"
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and "freeglut3-dev".
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*/
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#include <GL/glx.h>
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//==============================================================================
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#elif JUCE_MAC
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#include <OpenGL/CGLCurrent.h> // These are both just needed with the 10.5 SDK
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#include <OpenGL/OpenGL.h>
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//==============================================================================
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#elif JUCE_ANDROID
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#ifndef GL_GLEXT_PROTOTYPES
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#define GL_GLEXT_PROTOTYPES 1
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#endif
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#include <GLES2/gl2.h>
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#endif
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namespace juce
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{
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//==============================================================================
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#include "native/juce_OpenGLExtensions.h"
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void OpenGLExtensionFunctions::initialise()
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{
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#if JUCE_WINDOWS || JUCE_LINUX
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#define JUCE_INIT_GL_FUNCTION(name, returnType, params, callparams) \
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name = (type_ ## name) OpenGLHelpers::getExtensionFunction (#name);
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#define JUCE_INIT_GL_FUNCTION_EXT(name, returnType, params, callparams) \
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name = (type_ ## name) OpenGLHelpers::getExtensionFunction (#name); \
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if (name == nullptr) \
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name = (type_ ## name) OpenGLHelpers::getExtensionFunction (JUCE_STRINGIFY (name ## EXT));
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JUCE_GL_EXTENSION_FUNCTIONS (JUCE_INIT_GL_FUNCTION, JUCE_INIT_GL_FUNCTION_EXT)
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#undef JUCE_INIT_GL_FUNCTION
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#undef JUCE_INIT_GL_FUNCTION_EXT
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#endif
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}
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#if JUCE_OPENGL_ES
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#define JUCE_DECLARE_GL_FUNCTION(name, returnType, params, callparams) \
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returnType OpenGLExtensionFunctions::name params { return ::name callparams; }
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JUCE_GL_EXTENSION_FUNCTIONS (JUCE_DECLARE_GL_FUNCTION, JUCE_DECLARE_GL_FUNCTION)
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#undef JUCE_DECLARE_GL_FUNCTION
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#endif
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#undef JUCE_GL_EXTENSION_FUNCTIONS
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#if JUCE_DEBUG && ! defined (JUCE_CHECK_OPENGL_ERROR)
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static const char* getGLErrorMessage (const GLenum e)
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{
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switch (e)
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{
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case GL_INVALID_ENUM: return "GL_INVALID_ENUM";
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case GL_INVALID_VALUE: return "GL_INVALID_VALUE";
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case GL_INVALID_OPERATION: return "GL_INVALID_OPERATION";
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case GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY";
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#ifdef GL_STACK_OVERFLOW
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case GL_STACK_OVERFLOW: return "GL_STACK_OVERFLOW";
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#endif
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#ifdef GL_STACK_UNDERFLOW
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case GL_STACK_UNDERFLOW: return "GL_STACK_UNDERFLOW";
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#endif
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#ifdef GL_INVALID_FRAMEBUFFER_OPERATION
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case GL_INVALID_FRAMEBUFFER_OPERATION: return "GL_INVALID_FRAMEBUFFER_OPERATION";
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#endif
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default: break;
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}
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return "Unknown error";
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}
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static void checkGLError (const char* file, const int line)
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{
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for (;;)
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{
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const GLenum e = glGetError();
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if (e == GL_NO_ERROR)
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break;
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DBG ("***** " << getGLErrorMessage (e) << " at " << file << " : " << line);
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jassertfalse;
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}
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}
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#define JUCE_CHECK_OPENGL_ERROR checkGLError (__FILE__, __LINE__);
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#else
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#define JUCE_CHECK_OPENGL_ERROR ;
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#endif
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static void clearGLError()
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{
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while (glGetError() != GL_NO_ERROR) {}
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}
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struct OpenGLTargetSaver
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{
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OpenGLTargetSaver (const OpenGLContext& c)
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: context (c), oldFramebuffer (OpenGLFrameBuffer::getCurrentFrameBufferTarget())
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{
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glGetIntegerv (GL_VIEWPORT, oldViewport);
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}
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~OpenGLTargetSaver()
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{
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context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, oldFramebuffer);
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glViewport (oldViewport[0], oldViewport[1], oldViewport[2], oldViewport[3]);
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}
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private:
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const OpenGLContext& context;
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GLuint oldFramebuffer;
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GLint oldViewport[4];
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OpenGLTargetSaver& operator= (const OpenGLTargetSaver&);
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};
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//==============================================================================
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#include "opengl/juce_OpenGLFrameBuffer.cpp"
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#include "opengl/juce_OpenGLGraphicsContext.cpp"
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#include "opengl/juce_OpenGLHelpers.cpp"
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#include "opengl/juce_OpenGLImage.cpp"
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#include "opengl/juce_OpenGLPixelFormat.cpp"
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#include "opengl/juce_OpenGLShaderProgram.cpp"
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#include "opengl/juce_OpenGLTexture.cpp"
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//==============================================================================
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#if JUCE_MAC || JUCE_IOS
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#include "../juce_core/native/juce_osx_ObjCHelpers.h"
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#include "../juce_graphics/native/juce_mac_CoreGraphicsHelpers.h"
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#if JUCE_MAC
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#include "native/juce_OpenGL_osx.h"
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#else
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#include "native/juce_OpenGL_ios.h"
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#endif
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#elif JUCE_WINDOWS
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#include "native/juce_OpenGL_win32.h"
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#elif JUCE_LINUX
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#include "native/juce_OpenGL_linux.h"
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#elif JUCE_ANDROID
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#include "../juce_core/native/juce_android_JNIHelpers.h"
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#include "native/juce_OpenGL_android.h"
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#endif
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#include "opengl/juce_OpenGLContext.cpp"
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#include "utils/juce_OpenGLAppComponent.cpp"
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}
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