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							- /*
 -   ==============================================================================
 - 
 -    This file is part of the JUCE library.
 -    Copyright (c) 2022 - Raw Material Software Limited
 - 
 -    JUCE is an open source library subject to commercial or open-source
 -    licensing.
 - 
 -    By using JUCE, you agree to the terms of both the JUCE 7 End-User License
 -    Agreement and JUCE Privacy Policy.
 - 
 -    End User License Agreement: www.juce.com/juce-7-licence
 -    Privacy Policy: www.juce.com/juce-privacy-policy
 - 
 -    Or: You may also use this code under the terms of the GPL v3 (see
 -    www.gnu.org/licenses).
 - 
 -    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
 - {
 - 
 - //==============================================================================
 - /**
 -     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.
 - 
 -     @tags{OpenGL}
 - */
 - class JUCE_API  OpenGLAppComponent   : public Component,
 -                                        private OpenGLRenderer
 - {
 - public:
 -     OpenGLAppComponent();
 - 
 -     /** Destructor. */
 -     ~OpenGLAppComponent() override;
 - 
 -     /** 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.
 - 
 -         Note that because the GL context could be destroyed and re-created ad-hoc by
 -         the underlying platform, the shutdown() and initialise() calls could be called
 -         multiple times while your app is running. So don't make your code assume that
 -         this will only be called once!
 -     */
 -     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.
 - 
 -         Note that because the GL context could be destroyed and re-created ad-hoc by
 -         the underlying platform, the shutdown() and initialise() calls could be called
 -         multiple times while your app is running. So don't make your code assume that
 -         this will only be called once!
 -     */
 -     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)
 - };
 - 
 - } // namespace juce
 
 
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