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JUCE/modules/juce_opengl/utils/juce_OpenGLAppComponent.h
2017-03-21 16:07:46 +00:00

82 lines
2.8 KiB
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/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2015 - ROLI 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.
==============================================================================
*/
#pragma once
//==============================================================================
/**
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.
*/
class JUCE_API OpenGLAppComponent : public Component,
private OpenGLRenderer
{
public:
OpenGLAppComponent();
/** Destructor. */
~OpenGLAppComponent();
/** Returns the number of times that the render method has been called since
the component started running.
*/
int getFrameCounter() const noexcept { return frameCounter; }
/** This must be called from your subclass's destructor, to shut down
the GL system and stop it calling render() before your class is destroyed.
*/
void shutdownOpenGL();
/** Implement this method to set up any GL objects that you need for rendering.
The GL context will be active when this method is called.
*/
virtual void initialise() = 0;
/** Implement this method to free any GL objects that you created during rendering.
The GL context will still be active when this method is called.
*/
virtual void shutdown() = 0;
/** Called to render your openGL.
@see OpenGLRenderer::render()
*/
virtual void render() = 0;
/** The GL context */
OpenGLContext openGLContext;
private:
//==============================================================================
int frameCounter = 0;
void newOpenGLContextCreated() override;
void renderOpenGL() override;
void openGLContextClosing() override;
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLAppComponent)
};