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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.
-
- ==============================================================================
- */
-
- #ifndef JUCE_SPLASHSCREEN_H_INCLUDED
- #define JUCE_SPLASHSCREEN_H_INCLUDED
-
-
- //==============================================================================
- /** A component for showing a splash screen while your app starts up.
-
- This will automatically position itself, and can be told to delete itself after
- being on-screen for a minimum length of time.
-
- To use it, just create one of these in your JUCEApplicationBase::initialise() method,
- and when your initialisation tasks have finished running, call its deleteAfterDelay()
- method to make it automatically get rid of itself.
-
- Note that although you could call deleteAfterDelay() as soon as you create the
- SplashScreen object, if you've got a long initialisation procedure, you probably
- don't want the splash to time-out and disappear before the initialisation has
- finished, which is why it makes sense to not call this method until the end of
- your init tasks.
-
- E.g. @code
-
- void MyApp::initialise (const String& commandLine)
- {
- splash = new SplashScreen ("Welcome to my app!",
- ImageFileFormat::loadFrom (File ("/foobar/splash.jpg")),
- true);
-
- // now kick off your initialisation work on some kind of thread or task, and
- launchBackgroundInitialisationThread();
- }
-
- void MyApp::myInitialisationWorkFinished()
- {
- // ..assuming this is some kind of callback method that is triggered when
- // your background initialisation threads have finished, and it's time to open
- // your main window, etc..
-
- splash->deleteAfterDelay (RelativeTime::seconds (4), false);
-
- ...etc...
- }
-
- @endcode
- */
- class JUCE_API SplashScreen : public Component,
- private Timer,
- private DeletedAtShutdown
- {
- public:
- //==============================================================================
- /** Creates a SplashScreen object.
-
- When called, the constructor will position the SplashScreen in the centre of the
- display, and after the time specified, it will automatically delete itself.
-
- Bear in mind that if you call this during your JUCEApplicationBase::initialise()
- method and then block the message thread by performing some kind of task, then
- obviously neither your splash screen nor any other GUI will appear until you
- allow the message thread to resume and do its work. So if you have time-consuming
- tasks to do during startup, use a background thread for them.
-
- After creating one of these (or your subclass of it), you should do your app's
- initialisation work, and then call the deleteAfterDelay() method to tell this object
- to delete itself after the user has had chance to get a good look at it.
-
- If you're writing a custom splash screen class, there's another protected constructor
- that your subclass can call, which doesn't take an image.
-
- @param title the name to give the component
- @param backgroundImage an image to draw on the component. The component's size
- will be set to the size of this image, and if the image is
- semi-transparent, the component will be made non-opaque
- @param useDropShadow if true, the window will have a drop shadow
-
- */
- SplashScreen (const String& title,
- const Image& backgroundImage,
- bool useDropShadow);
-
- /** Destructor. */
- ~SplashScreen();
-
- /** Tells the component to auto-delete itself after a timeout period, or when the
- mouse is clicked.
-
- You should call this after finishing your app's initialisation work.
-
- Note that although you could call deleteAfterDelay() as soon as you create the
- SplashScreen object, if you've got a long initialisation procedure, you probably
- don't want the splash to time-out and disappear before your initialisation has
- finished, which is why it makes sense to not call this method and start the
- self-delete timer until you're ready.
-
- It's safe to call this method from a non-GUI thread as long as there's no danger that
- the object may be being deleted at the same time.
-
- @param minimumTotalTimeToDisplayFor how long the splash screen should stay visible for.
- Note that this time is measured from the construction-time of this
- object, not from the time that the deleteAfterDelay() method is
- called, so if you call this method after a long initialisation
- period, it may be deleted without any further delay.
- @param removeOnMouseClick if true, the window will be deleted as soon as the user clicks
- the mouse (anywhere)
- */
- void deleteAfterDelay (RelativeTime minimumTotalTimeToDisplayFor,
- bool removeOnMouseClick);
-
- protected:
- //==============================================================================
- /** This constructor is for use by custom sub-classes that don't want to provide an image. */
- SplashScreen (const String& title, int width, int height, bool useDropShadow);
-
- /** @internal */
- void paint (Graphics&) override;
-
- private:
- //==============================================================================
- Image backgroundImage;
- Time creationTime;
- RelativeTime minimumVisibleTime;
- int clickCountToDelete;
-
- void timerCallback() override;
- void makeVisible (int w, int h, bool shadow);
-
- JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (SplashScreen)
- };
-
-
- #endif // JUCE_SPLASHSCREEN_H_INCLUDED
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