205 lines
8.0 KiB
C
205 lines
8.0 KiB
C
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/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2017 - ROLI Ltd.
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JUCE is an open source library subject to commercial or open-source
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licensing.
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The code included in this file is provided under the terms of the ISC license
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http://www.isc.org/downloads/software-support-policy/isc-license. Permission
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To use, copy, modify, and/or distribute this software for any purpose with or
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without fee is hereby granted provided that the above copyright notice and
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this permission notice appear in all copies.
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JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
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EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
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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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/** Initialises JUCE's GUI classes.
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If you're embedding JUCE into an application that uses its own event-loop rather
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than using the START_JUCE_APPLICATION macro, call this function before making any
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JUCE calls, to make sure things are initialised correctly.
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Note that if you're creating a JUCE DLL for Windows, you may also need to call the
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Process::setCurrentModuleInstanceHandle() method.
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@see shutdownJuce_GUI()
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*/
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JUCE_API void JUCE_CALLTYPE initialiseJuce_GUI();
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/** Clears up any static data being used by JUCE's GUI classes.
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If you're embedding JUCE into an application that uses its own event-loop rather
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than using the START_JUCE_APPLICATION macro, call this function in your shutdown
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code to clean up any JUCE objects that might be lying around.
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@see initialiseJuce_GUI()
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*/
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JUCE_API void JUCE_CALLTYPE shutdownJuce_GUI();
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//==============================================================================
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/** A utility object that helps you initialise and shutdown JUCE correctly
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using an RAII pattern.
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When the first instance of this class is created, it calls initialiseJuce_GUI(),
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and when the last instance is deleted, it calls shutdownJuce_GUI(), so that you
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can easily be sure that as long as at least one instance of the class exists, the
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library will be initialised.
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This class is particularly handy to use at the beginning of a console app's
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main() function, because it'll take care of shutting down whenever you return
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from the main() call.
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Be careful with your threading though - to be safe, you should always make sure
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that these objects are created and deleted on the message thread.
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@tags{Events}
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*/
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class JUCE_API ScopedJuceInitialiser_GUI final
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{
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public:
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/** The constructor simply calls initialiseJuce_GUI(). */
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ScopedJuceInitialiser_GUI();
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/** The destructor simply calls shutdownJuce_GUI(). */
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~ScopedJuceInitialiser_GUI();
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};
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//==============================================================================
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/**
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To start a JUCE app, use this macro: START_JUCE_APPLICATION (AppSubClass) where
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AppSubClass is the name of a class derived from JUCEApplication or JUCEApplicationBase.
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See the JUCEApplication and JUCEApplicationBase class documentation for more details.
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*/
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#ifdef DOXYGEN
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#define START_JUCE_APPLICATION(AppClass)
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#else
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#if JUCE_WINDOWS && ! defined (_CONSOLE)
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#define JUCE_MAIN_FUNCTION int __stdcall WinMain (struct HINSTANCE__*, struct HINSTANCE__*, char*, int)
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#define JUCE_MAIN_FUNCTION_ARGS
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#else
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#define JUCE_MAIN_FUNCTION int main (int argc, char* argv[])
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#define JUCE_MAIN_FUNCTION_ARGS argc, (const char**) argv
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#endif
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#if JUCE_IOS
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#define JUCE_CREATE_APPLICATION_DEFINE(AppClass) \
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juce::JUCEApplicationBase* juce_CreateApplication() { return new AppClass(); } \
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void* juce_GetIOSCustomDelegateClass() { return nullptr; }
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#define JUCE_CREATE_APPLICATION_DEFINE_CUSTOM_DELEGATE(AppClass, DelegateClass) \
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juce::JUCEApplicationBase* juce_CreateApplication() { return new AppClass(); } \
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void* juce_GetIOSCustomDelegateClass() { return [DelegateClass class]; }
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#define JUCE_MAIN_FUNCTION_DEFINITION \
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extern "C" JUCE_MAIN_FUNCTION \
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{ \
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juce::JUCEApplicationBase::createInstance = &juce_CreateApplication; \
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juce::JUCEApplicationBase::iOSCustomDelegate = juce_GetIOSCustomDelegateClass(); \
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return juce::JUCEApplicationBase::main (JUCE_MAIN_FUNCTION_ARGS); \
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}
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#elif JUCE_ANDROID
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#define JUCE_CREATE_APPLICATION_DEFINE(AppClass) \
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juce::JUCEApplicationBase* juce_CreateApplication() { return new AppClass(); }
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#define JUCE_MAIN_FUNCTION_DEFINITION
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#else
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#define JUCE_CREATE_APPLICATION_DEFINE(AppClass) \
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juce::JUCEApplicationBase* juce_CreateApplication(); \
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juce::JUCEApplicationBase* juce_CreateApplication() { return new AppClass(); }
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#define JUCE_MAIN_FUNCTION_DEFINITION \
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extern "C" JUCE_MAIN_FUNCTION \
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{ \
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juce::JUCEApplicationBase::createInstance = &juce_CreateApplication; \
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return juce::JUCEApplicationBase::main (JUCE_MAIN_FUNCTION_ARGS); \
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}
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#endif
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#if JucePlugin_Build_Standalone
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#if JUCE_USE_CUSTOM_PLUGIN_STANDALONE_APP
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#define START_JUCE_APPLICATION(AppClass) JUCE_CREATE_APPLICATION_DEFINE(AppClass)
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#if JUCE_IOS
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#define START_JUCE_APPLICATION_WITH_CUSTOM_DELEGATE(AppClass, DelegateClass) JUCE_CREATE_APPLICATION_DEFINE_CUSTOM_DELEGATE(AppClass, DelegateClass)
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#endif
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#else
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#define START_JUCE_APPLICATION(AppClass) static_assert(false, "You are trying to use START_JUCE_APPLICATION in an audio plug-in. Define JUCE_USE_CUSTOM_PLUGIN_STANDALONE_APP=1 if you want to use a custom standalone target app.");
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#if JUCE_IOS
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#define START_JUCE_APPLICATION_WITH_CUSTOM_DELEGATE(AppClass, DelegateClass) static_assert(false, "You are trying to use START_JUCE_APPLICATION in an audio plug-in. Define JUCE_USE_CUSTOM_PLUGIN_STANDALONE_APP=1 if you want to use a custom standalone target app.");
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#endif
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#endif
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#else
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#define START_JUCE_APPLICATION(AppClass) \
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JUCE_CREATE_APPLICATION_DEFINE(AppClass) \
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JUCE_MAIN_FUNCTION_DEFINITION
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#if JUCE_IOS
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/**
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You can instruct JUCE to use a custom iOS app delegate class instaed of JUCE's default
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app delegate. For JUCE to work you must pass all messages to JUCE's internal app delegate.
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Below is an example of minimal forwarding custom delegate. Note that you are at your own
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risk if you decide to use your own delegate and subtle, hard to debug bugs may occur.
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@interface MyCustomDelegate : NSObject <UIApplicationDelegate> { NSObject<UIApplicationDelegate>* juceDelegate; } @end
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@implementation MyCustomDelegate
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-(id) init
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{
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self = [super init];
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juceDelegate = reinterpret_cast<NSObject<UIApplicationDelegate>*> ([[NSClassFromString (@"JuceAppStartupDelegate") alloc] init]);
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return self;
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}
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-(void) dealloc
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{
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[juceDelegate release];
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[super dealloc];
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}
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- (void) forwardInvocation: (NSInvocation*) anInvocation
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{
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if (juceDelegate != nullptr && [juceDelegate respondsToSelector: [anInvocation selector]])
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[anInvocation invokeWithTarget: juceDelegate];
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else
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[super forwardInvocation: anInvocation];
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}
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-(BOOL) respondsToSelector: (SEL) aSelector
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{
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if (juceDelegate != nullptr && [juceDelegate respondsToSelector: aSelector])
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return YES;
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return [super respondsToSelector: aSelector];
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}
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@end
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*/
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#define START_JUCE_APPLICATION_WITH_CUSTOM_DELEGATE(AppClass, DelegateClass) \
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JUCE_CREATE_APPLICATION_DEFINE_CUSTOM_DELEGATE(AppClass, DelegateClass) \
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JUCE_MAIN_FUNCTION_DEFINITION
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#endif
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#endif
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#endif
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} // namespace juce
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