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

View File

@ -0,0 +1,110 @@
/*
==============================================================================
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
{
//==============================================================================
/**
A drawable object which is a bitmap image.
@see Drawable
@tags{GUI}
*/
class JUCE_API DrawableImage : public Drawable
{
public:
//==============================================================================
DrawableImage();
DrawableImage (const DrawableImage&);
/** Destructor. */
~DrawableImage();
//==============================================================================
/** Sets the image that this drawable will render. */
void setImage (const Image& imageToUse);
/** Returns the current image. */
const Image& getImage() const noexcept { return image; }
/** Sets the opacity to use when drawing the image. */
void setOpacity (float newOpacity);
/** Returns the image's opacity. */
float getOpacity() const noexcept { return opacity; }
/** Sets a colour to draw over the image's alpha channel.
By default this is transparent so isn't drawn, but if you set a non-transparent
colour here, then it will be overlaid on the image, using the image's alpha
channel as a mask.
This is handy for doing things like darkening or lightening an image by overlaying
it with semi-transparent black or white.
*/
void setOverlayColour (Colour newOverlayColour);
/** Returns the overlay colour. */
Colour getOverlayColour() const noexcept { return overlayColour; }
/** Sets the bounding box within which the image should be displayed. */
void setBoundingBox (Parallelogram<float> newBounds);
/** Sets the bounding box within which the image should be displayed. */
void setBoundingBox (Rectangle<float> newBounds);
/** Returns the position to which the image's top-left corner should be remapped in the target
coordinate space when rendering this object.
@see setTransform
*/
Parallelogram<float> getBoundingBox() const noexcept { return bounds; }
//==============================================================================
/** @internal */
void paint (Graphics&) override;
/** @internal */
bool hitTest (int x, int y) override;
/** @internal */
Drawable* createCopy() const override;
/** @internal */
Rectangle<float> getDrawableBounds() const override;
/** @internal */
Path getOutlineAsPath() const override;
private:
//==============================================================================
Image image;
float opacity = 1.0f;
Colour overlayColour { 0 };
Parallelogram<float> bounds;
DrawableImage& operator= (const DrawableImage&);
JUCE_LEAK_DETECTOR (DrawableImage)
};
} // namespace juce