/* ============================================================================== 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 { OpenGLAppComponent::OpenGLAppComponent() { setOpaque (true); openGLContext.setRenderer (this); openGLContext.attachTo (*this); openGLContext.setContinuousRepainting (true); } OpenGLAppComponent::~OpenGLAppComponent() { // Before your subclass's destructor has completed, you must call // shutdownOpenGL() to release the GL context. (Otherwise there's // a danger that it may invoke a GL callback on your class while // it's in the process of being deleted. jassert (! openGLContext.isAttached()); shutdownOpenGL(); } void OpenGLAppComponent::shutdownOpenGL() { openGLContext.detach(); } void OpenGLAppComponent::newOpenGLContextCreated() { initialise(); } void OpenGLAppComponent::renderOpenGL() { ++frameCounter; render(); } void OpenGLAppComponent::openGLContextClosing() { shutdown(); } } // namespace juce