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96 lines
3.6 KiB
C++
96 lines
3.6 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{GUI}
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*/
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class JUCE_API AnimatedAppComponent : public Component,
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private Timer
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{
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public:
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AnimatedAppComponent();
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/** Your subclass can call this to start a timer running which will
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call update() and repaint the component at the given frequency.
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*/
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void setFramesPerSecond (int framesPerSecond);
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/** You can use this function to synchronise animation updates with the current display's vblank
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events. When this mode is enabled the value passed to setFramesPerSecond() is ignored.
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*/
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void setSynchroniseToVBlank (bool syncToVBlank);
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/** Called periodically, at the frequency specified by setFramesPerSecond().
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This is a the best place to do things like advancing animation parameters,
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checking the mouse position, etc.
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*/
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virtual void update() = 0;
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/** Returns the number of times that update() has been called since the component
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started running.
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*/
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int getFrameCounter() const noexcept { return totalUpdates; }
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/** When called from update(), this returns the number of milliseconds since the
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last update call.
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This might be useful for accurately timing animations, etc.
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*/
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int getMillisecondsSinceLastUpdate() const noexcept;
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private:
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//==============================================================================
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void updateSync();
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Time lastUpdateTime = Time::getCurrentTime();
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int totalUpdates = 0;
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int framesPerSecond = 60;
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bool useVBlank = false;
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VBlankAttachment vBlankAttachment;
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void timerCallback() override;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (AnimatedAppComponent)
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};
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} // namespace juce
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