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106 lines
4 KiB
C++
106 lines
4 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE framework.
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Copyright (c) Raw Material Software Limited
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JUCE is an open source framework subject to commercial or open source
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licensing.
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By downloading, installing, or using the JUCE framework, or combining the
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JUCE framework with any other source code, object code, content or any other
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copyrightable work, you agree to the terms of the JUCE End User Licence
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Agreement, and all incorporated terms including the JUCE Privacy Policy and
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the JUCE Website Terms of Service, as applicable, which will bind you. If you
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do not agree to the terms of these agreements, we will not license the JUCE
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framework to you, and you must discontinue the installation or download
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process and cease use of the JUCE framework.
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JUCE End User Licence Agreement: https://juce.com/legal/juce-8-licence/
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JUCE Privacy Policy: https://juce.com/juce-privacy-policy
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JUCE Website Terms of Service: https://juce.com/juce-website-terms-of-service/
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Or:
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You may also use this code under the terms of the AGPLv3:
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https://www.gnu.org/licenses/agpl-3.0.en.html
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THE JUCE FRAMEWORK IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL
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WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING WARRANTY OF
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MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, ARE 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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A base class for writing simple one-page graphical apps.
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A subclass can inherit from this and implement just a few methods such as
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paint() and mouse-handling. The base class provides some simple abstractions
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to take care of continuously repainting itself.
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@tags{OpenGL}
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*/
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class JUCE_API OpenGLAppComponent : public Component,
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private OpenGLRenderer
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{
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public:
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OpenGLAppComponent();
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/** Destructor. */
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~OpenGLAppComponent() override;
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/** Returns the number of times that the render method has been called since
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the component started running.
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*/
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int getFrameCounter() const noexcept { return frameCounter; }
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/** This must be called from your subclass's destructor, to shut down
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the GL system and stop it calling render() before your class is destroyed.
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*/
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void shutdownOpenGL();
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/** Implement this method to set up any GL objects that you need for rendering.
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The GL context will be active when this method is called.
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Note that because the GL context could be destroyed and re-created ad-hoc by
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the underlying platform, the shutdown() and initialise() calls could be called
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multiple times while your app is running. So don't make your code assume that
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this will only be called once!
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*/
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virtual void initialise() = 0;
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/** Implement this method to free any GL objects that you created during rendering.
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The GL context will still be active when this method is called.
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Note that because the GL context could be destroyed and re-created ad-hoc by
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the underlying platform, the shutdown() and initialise() calls could be called
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multiple times while your app is running. So don't make your code assume that
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this will only be called once!
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*/
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virtual void shutdown() = 0;
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/** Called to render your openGL.
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@see OpenGLRenderer::render()
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*/
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virtual void render() = 0;
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/** The GL context */
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OpenGLContext openGLContext;
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private:
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//==============================================================================
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int frameCounter = 0;
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void newOpenGLContextCreated() override;
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void renderOpenGL() override;
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void openGLContextClosing() override;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLAppComponent)
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};
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} // namespace juce
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