The JUCE cross-platform C++ framework, with DISTRHO/KXStudio specific changes
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  1. /*
  2. ==============================================================================
  3. This file is part of the JUCE library.
  4. Copyright (c) 2017 - ROLI Ltd.
  5. JUCE is an open source library subject to commercial or open-source
  6. licensing.
  7. By using JUCE, you agree to the terms of both the JUCE 5 End-User License
  8. Agreement and JUCE 5 Privacy Policy (both updated and effective as of the
  9. 27th April 2017).
  10. End User License Agreement: www.juce.com/juce-5-licence
  11. Privacy Policy: www.juce.com/juce-5-privacy-policy
  12. Or: You may also use this code under the terms of the GPL v3 (see
  13. www.gnu.org/licenses).
  14. JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
  15. EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
  16. DISCLAIMED.
  17. ==============================================================================
  18. */
  19. #pragma once
  20. //==============================================================================
  21. /**
  22. A base class for writing simple one-page graphical apps.
  23. A subclass can inherit from this and implement just a few methods such as
  24. paint() and mouse-handling. The base class provides some simple abstractions
  25. to take care of continuously repainting itself.
  26. */
  27. class JUCE_API OpenGLAppComponent : public Component,
  28. private OpenGLRenderer
  29. {
  30. public:
  31. OpenGLAppComponent();
  32. /** Destructor. */
  33. ~OpenGLAppComponent();
  34. /** Returns the number of times that the render method has been called since
  35. the component started running.
  36. */
  37. int getFrameCounter() const noexcept { return frameCounter; }
  38. /** This must be called from your subclass's destructor, to shut down
  39. the GL system and stop it calling render() before your class is destroyed.
  40. */
  41. void shutdownOpenGL();
  42. /** Implement this method to set up any GL objects that you need for rendering.
  43. The GL context will be active when this method is called.
  44. */
  45. virtual void initialise() = 0;
  46. /** Implement this method to free any GL objects that you created during rendering.
  47. The GL context will still be active when this method is called.
  48. */
  49. virtual void shutdown() = 0;
  50. /** Called to render your openGL.
  51. @see OpenGLRenderer::render()
  52. */
  53. virtual void render() = 0;
  54. /** The GL context */
  55. OpenGLContext openGLContext;
  56. private:
  57. //==============================================================================
  58. int frameCounter = 0;
  59. void newOpenGLContextCreated() override;
  60. void renderOpenGL() override;
  61. void openGLContextClosing() override;
  62. JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLAppComponent)
  63. };