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JUCE/modules/juce_gui_extra/misc/juce_AnimatedAppComponent.h
2024-04-16 11:39:35 +01:00

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/*
==============================================================================
This file is part of the JUCE framework.
Copyright (c) Raw Material Software Limited
JUCE is an open source framework subject to commercial or open source
licensing.
By downloading, installing, or using the JUCE framework, or combining the
JUCE framework with any other source code, object code, content or any other
copyrightable work, you agree to the terms of the JUCE End User Licence
Agreement, and all incorporated terms including the JUCE Privacy Policy and
the JUCE Website Terms of Service, as applicable, which will bind you. If you
do not agree to the terms of these agreements, we will not license the JUCE
framework to you, and you must discontinue the installation or download
process and cease use of the JUCE framework.
JUCE End User Licence Agreement: https://juce.com/legal/juce-8-licence/
JUCE Privacy Policy: https://juce.com/juce-privacy-policy
JUCE Website Terms of Service: https://juce.com/juce-website-terms-of-service/
Or:
You may also use this code under the terms of the AGPLv3:
https://www.gnu.org/licenses/agpl-3.0.en.html
THE JUCE FRAMEWORK IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL
WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING WARRANTY OF
MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, ARE DISCLAIMED.
==============================================================================
*/
namespace juce
{
//==============================================================================
/**
A base class for writing simple one-page graphical apps.
A subclass can inherit from this and implement just a few methods such as
paint() and mouse-handling. The base class provides some simple abstractions
to take care of continuously repainting itself.
@tags{GUI}
*/
class JUCE_API AnimatedAppComponent : public Component,
private Timer
{
public:
AnimatedAppComponent();
/** Your subclass can call this to start a timer running which will
call update() and repaint the component at the given frequency.
*/
void setFramesPerSecond (int framesPerSecond);
/** You can use this function to synchronise animation updates with the current display's vblank
events. When this mode is enabled the value passed to setFramesPerSecond() is ignored.
*/
void setSynchroniseToVBlank (bool syncToVBlank);
/** Called periodically, at the frequency specified by setFramesPerSecond().
This is a the best place to do things like advancing animation parameters,
checking the mouse position, etc.
*/
virtual void update() = 0;
/** Returns the number of times that update() has been called since the component
started running.
*/
int getFrameCounter() const noexcept { return totalUpdates; }
/** When called from update(), this returns the number of milliseconds since the
last update call.
This might be useful for accurately timing animations, etc.
*/
int getMillisecondsSinceLastUpdate() const noexcept;
private:
//==============================================================================
void updateSync();
Time lastUpdateTime = Time::getCurrentTime();
int totalUpdates = 0;
int framesPerSecond = 60;
bool useVBlank = false;
VBlankAttachment vBlankAttachment;
void timerCallback() override;
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (AnimatedAppComponent)
};
} // namespace juce