/* ============================================================================== This file is part of the JUCE 6 technical preview. Copyright (c) 2020 - Raw Material Software Limited You may use this code under the terms of the GPL v3 (see www.gnu.org/licenses). For this technical preview, this file is not subject to commercial licensing. JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE DISCLAIMED. ============================================================================== */ namespace juce { OpenGLAppComponent::OpenGLAppComponent() { setOpaque (true); openGLContext.setRenderer (this); openGLContext.attachTo (*this); openGLContext.setContinuousRepainting (true); } OpenGLAppComponent::~OpenGLAppComponent() { // Before your subclass's destructor has completed, you must call // shutdownOpenGL() to release the GL context. (Otherwise there's // a danger that it may invoke a GL callback on your class while // it's in the process of being deleted. jassert (! openGLContext.isAttached()); shutdownOpenGL(); } void OpenGLAppComponent::shutdownOpenGL() { openGLContext.detach(); } void OpenGLAppComponent::newOpenGLContextCreated() { initialise(); } void OpenGLAppComponent::renderOpenGL() { ++frameCounter; render(); } void OpenGLAppComponent::openGLContextClosing() { shutdown(); } } // namespace juce