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
{
static inline void blurDataTriplets (uint8* d, int num, const int delta) noexcept
{
uint32 last = d[0];
d[0] = (uint8) ((d[0] + d[delta] + 1) / 3);
d += delta;
num -= 2;
do
{
const uint32 newLast = d[0];
d[0] = (uint8) ((last + d[0] + d[delta] + 1) / 3);
d += delta;
last = newLast;
}
while (--num > 0);
d[0] = (uint8) ((last + d[0] + 1) / 3);
}
static void blurSingleChannelImage (uint8* const data, const int width, const int height,
const int lineStride, const int repetitions) noexcept
{
jassert (width > 2 && height > 2);
for (int y = 0; y < height; ++y)
for (int i = repetitions; --i >= 0;)
blurDataTriplets (data + lineStride * y, width, 1);
for (int x = 0; x < width; ++x)
for (int i = repetitions; --i >= 0;)
blurDataTriplets (data + x, height, lineStride);
}
static void blurSingleChannelImage (Image& image, int radius)
{
const Image::BitmapData bm (image, Image::BitmapData::readWrite);
blurSingleChannelImage (bm.data, bm.width, bm.height, bm.lineStride, 2 * radius);
}
//==============================================================================
DropShadow::DropShadow() noexcept
: colour (0x90000000), radius (4)
{
}
DropShadow::DropShadow (Colour shadowColour, const int r, Point<int> o) noexcept
: colour (shadowColour), radius (r), offset (o)
{
jassert (radius > 0);
}
void DropShadow::drawForImage (Graphics& g, const Image& srcImage) const
{
jassert (radius > 0);
if (srcImage.isValid())
{
Image shadowImage (srcImage.convertedToFormat (Image::SingleChannel));
shadowImage.duplicateIfShared();
blurSingleChannelImage (shadowImage, radius);
g.setColour (colour);
g.drawImageAt (shadowImage, offset.x, offset.y, true);
}
}
void DropShadow::drawForPath (Graphics& g, const Path& path) const
{
jassert (radius > 0);
const Rectangle<int> area ((path.getBounds().getSmallestIntegerContainer() + offset)
.expanded (radius + 1)
.getIntersection (g.getClipBounds().expanded (radius + 1)));
if (area.getWidth() > 2 && area.getHeight() > 2)
{
Image renderedPath (Image::SingleChannel, area.getWidth(), area.getHeight(), true);
{
Graphics g2 (renderedPath);
g2.setColour (Colours::white);
g2.fillPath (path, AffineTransform::translation ((float) (offset.x - area.getX()),
(float) (offset.y - area.getY())));
}
blurSingleChannelImage (renderedPath, radius);
g.setColour (colour);
g.drawImageAt (renderedPath, area.getX(), area.getY(), true);
}
}
static void drawShadowSection (Graphics& g, ColourGradient& cg, Rectangle<float> area,
bool isCorner, float centreX, float centreY, float edgeX, float edgeY)
{
cg.point1 = area.getRelativePoint (centreX, centreY);
cg.point2 = area.getRelativePoint (edgeX, edgeY);
cg.isRadial = isCorner;
g.setGradientFill (cg);
g.fillRect (area);
}
void DropShadow::drawForRectangle (Graphics& g, const Rectangle<int>& targetArea) const
{
ColourGradient cg (colour, 0, 0, colour.withAlpha (0.0f), 0, 0, false);
for (float i = 0.05f; i < 1.0f; i += 0.1f)
cg.addColour (1.0 - i, colour.withMultipliedAlpha (i * i));
const float radiusInset = (radius + 1) / 2.0f;
const float expandedRadius = radius + radiusInset;
const Rectangle<float> area (targetArea.toFloat().reduced (radiusInset) + offset.toFloat());
Rectangle<float> r (area.expanded (expandedRadius));
Rectangle<float> top (r.removeFromTop (expandedRadius));
Rectangle<float> bottom (r.removeFromBottom (expandedRadius));
drawShadowSection (g, cg, top.removeFromLeft (expandedRadius), true, 1.0f, 1.0f, 0, 1.0f);
drawShadowSection (g, cg, top.removeFromRight (expandedRadius), true, 0, 1.0f, 1.0f, 1.0f);
drawShadowSection (g, cg, top, false, 0, 1.0f, 0, 0);
drawShadowSection (g, cg, bottom.removeFromLeft (expandedRadius), true, 1.0f, 0, 0, 0);
drawShadowSection (g, cg, bottom.removeFromRight (expandedRadius), true, 0, 0, 1.0f, 0);
drawShadowSection (g, cg, bottom, false, 0, 0, 0, 1.0f);
drawShadowSection (g, cg, r.removeFromLeft (expandedRadius), false, 1.0f, 0, 0, 0);
drawShadowSection (g, cg, r.removeFromRight (expandedRadius), false, 0, 0, 1.0f, 0);
g.setColour (colour);
g.fillRect (area);
}
//==============================================================================
DropShadowEffect::DropShadowEffect() {}
DropShadowEffect::~DropShadowEffect() {}
void DropShadowEffect::setShadowProperties (const DropShadow& newShadow)
{
shadow = newShadow;
}
void DropShadowEffect::applyEffect (Image& image, Graphics& g, float scaleFactor, float alpha)
{
DropShadow s (shadow);
s.radius = roundToInt (s.radius * scaleFactor);
s.colour = s.colour.withMultipliedAlpha (alpha);
s.offset.x = roundToInt (s.offset.x * scaleFactor);
s.offset.y = roundToInt (s.offset.y * scaleFactor);
s.drawForImage (g, image);
g.setOpacity (alpha);
g.drawImageAt (image, 0, 0);
}
} // namespace juce