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
{
//==============================================================================
/**
A base class for writing simple one-page graphical apps.
A subclass can inherit from this and implement just a few methods such as
paint() and mouse-handling. The base class provides some simple abstractions
to take care of continuously repainting itself.
@tags{GUI}
*/
class AnimatedAppComponent : public Component,
private Timer
{
public:
AnimatedAppComponent();
/** Your subclass can call this to start a timer running which will
call update() and repaint the component at the given frequency.
*/
void setFramesPerSecond (int framesPerSecond);
/** Called periodically, at the frequency specified by setFramesPerSecond().
This is a the best place to do things like advancing animation parameters,
checking the mouse position, etc.
*/
virtual void update() = 0;
/** Returns the number of times that update() has been called since the component
started running.
*/
int getFrameCounter() const noexcept { return totalUpdates; }
/** When called from update(), this returns the number of milliseconds since the
last update call.
This might be useful for accurately timing animations, etc.
*/
int getMillisecondsSinceLastUpdate() const noexcept;
private:
//==============================================================================
Time lastUpdateTime;
int totalUpdates;
void timerCallback() override;
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (AnimatedAppComponent)
};
} // namespace juce