fix macOS build (following Projucer changes made in Windows, which removed /Applications/JUCE/modules from its headers). move JUCE headers under source control, so that Windows and macOS can both build against same version of JUCE. remove AUv3 target (I think it's an iOS thing, so it will never work with this macOS fluidsynth dylib).

This commit is contained in:
Alex Birch
2018-06-17 13:34:53 +01:00
parent a2be47c887
commit dff4d13a1d
1563 changed files with 601601 additions and 3466 deletions

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/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2017 - ROLI Ltd.
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 5 End-User License
Agreement and JUCE 5 Privacy Policy (both updated and effective as of the
27th April 2017).
End User License Agreement: www.juce.com/juce-5-licence
Privacy Policy: www.juce.com/juce-5-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
{
//==============================================================================
/**
Interface class for graphics context objects, used internally by the Graphics class.
Users are not supposed to create instances of this class directly - do your drawing
via the Graphics object instead.
It's a base class for different types of graphics context, that may perform software-based
or OS-accelerated rendering.
E.g. the LowLevelGraphicsSoftwareRenderer renders onto an image in memory, but other
subclasses could render directly to a windows HDC, a Quartz context, or an OpenGL
context.
@tags{Graphics}
*/
class JUCE_API LowLevelGraphicsContext
{
protected:
//==============================================================================
LowLevelGraphicsContext();
public:
virtual ~LowLevelGraphicsContext();
/** Returns true if this device is vector-based, e.g. a printer. */
virtual bool isVectorDevice() const = 0;
//==============================================================================
/** Moves the origin to a new position.
The coordinates are relative to the current origin, and indicate the new position
of (0, 0).
*/
virtual void setOrigin (Point<int>) = 0;
virtual void addTransform (const AffineTransform&) = 0;
virtual float getPhysicalPixelScaleFactor() = 0;
virtual bool clipToRectangle (const Rectangle<int>&) = 0;
virtual bool clipToRectangleList (const RectangleList<int>&) = 0;
virtual void excludeClipRectangle (const Rectangle<int>&) = 0;
virtual void clipToPath (const Path&, const AffineTransform&) = 0;
virtual void clipToImageAlpha (const Image&, const AffineTransform&) = 0;
virtual bool clipRegionIntersects (const Rectangle<int>&) = 0;
virtual Rectangle<int> getClipBounds() const = 0;
virtual bool isClipEmpty() const = 0;
virtual void saveState() = 0;
virtual void restoreState() = 0;
virtual void beginTransparencyLayer (float opacity) = 0;
virtual void endTransparencyLayer() = 0;
//==============================================================================
virtual void setFill (const FillType&) = 0;
virtual void setOpacity (float) = 0;
virtual void setInterpolationQuality (Graphics::ResamplingQuality) = 0;
//==============================================================================
virtual void fillRect (const Rectangle<int>&, bool replaceExistingContents) = 0;
virtual void fillRect (const Rectangle<float>&) = 0;
virtual void fillRectList (const RectangleList<float>&) = 0;
virtual void fillPath (const Path&, const AffineTransform&) = 0;
virtual void drawImage (const Image&, const AffineTransform&) = 0;
virtual void drawLine (const Line<float>&) = 0;
virtual void setFont (const Font&) = 0;
virtual const Font& getFont() = 0;
virtual void drawGlyph (int glyphNumber, const AffineTransform&) = 0;
virtual bool drawTextLayout (const AttributedString&, const Rectangle<float>&) { return false; }
};
} // namespace juce