juicysfplugin/modules/juce_gui_extra/misc/juce_SplashScreen.h

158 lines
6.7 KiB
C++

/*
==============================================================================
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 component for showing a splash screen while your app starts up.
This will automatically position itself, and can be told to delete itself after
being on-screen for a minimum length of time.
To use it, just create one of these in your JUCEApplicationBase::initialise() method,
and when your initialisation tasks have finished running, call its deleteAfterDelay()
method to make it automatically get rid of itself.
Note that although you could call deleteAfterDelay() as soon as you create the
SplashScreen object, if you've got a long initialisation procedure, you probably
don't want the splash to time-out and disappear before the initialisation has
finished, which is why it makes sense to not call this method until the end of
your init tasks.
E.g. @code
void MyApp::initialise (const String& commandLine)
{
splash = new SplashScreen ("Welcome to my app!",
ImageFileFormat::loadFrom (File ("/foobar/splash.jpg")),
true);
// now kick off your initialisation work on some kind of thread or task, and
launchBackgroundInitialisationThread();
}
void MyApp::myInitialisationWorkFinished()
{
// ..assuming this is some kind of callback method that is triggered when
// your background initialisation threads have finished, and it's time to open
// your main window, etc..
splash->deleteAfterDelay (RelativeTime::seconds (4), false);
...etc...
}
@endcode
@tags{GUI}
*/
class JUCE_API SplashScreen : public Component,
private Timer,
private DeletedAtShutdown
{
public:
//==============================================================================
/** Creates a SplashScreen object.
When called, the constructor will position the SplashScreen in the centre of the
display, and after the time specified, it will automatically delete itself.
Bear in mind that if you call this during your JUCEApplicationBase::initialise()
method and then block the message thread by performing some kind of task, then
obviously neither your splash screen nor any other GUI will appear until you
allow the message thread to resume and do its work. So if you have time-consuming
tasks to do during startup, use a background thread for them.
After creating one of these (or your subclass of it), you should do your app's
initialisation work, and then call the deleteAfterDelay() method to tell this object
to delete itself after the user has had chance to get a good look at it.
If you're writing a custom splash screen class, there's another protected constructor
that your subclass can call, which doesn't take an image.
@param title the name to give the component
@param backgroundImage an image to draw on the component. The component's size
will be set to the size of this image, and if the image is
semi-transparent, the component will be made non-opaque
@param useDropShadow if true, the window will have a drop shadow
*/
SplashScreen (const String& title,
const Image& backgroundImage,
bool useDropShadow);
/** Destructor. */
~SplashScreen() override;
/** Tells the component to auto-delete itself after a timeout period, or when the
mouse is clicked.
You should call this after finishing your app's initialisation work.
Note that although you could call deleteAfterDelay() as soon as you create the
SplashScreen object, if you've got a long initialisation procedure, you probably
don't want the splash to time-out and disappear before your initialisation has
finished, which is why it makes sense to not call this method and start the
self-delete timer until you're ready.
It's safe to call this method from a non-GUI thread as long as there's no danger that
the object may be being deleted at the same time.
@param minimumTotalTimeToDisplayFor how long the splash screen should stay visible for.
Note that this time is measured from the construction-time of this
object, not from the time that the deleteAfterDelay() method is
called, so if you call this method after a long initialisation
period, it may be deleted without any further delay.
@param removeOnMouseClick if true, the window will be deleted as soon as the user clicks
the mouse (anywhere)
*/
void deleteAfterDelay (RelativeTime minimumTotalTimeToDisplayFor,
bool removeOnMouseClick);
protected:
//==============================================================================
/** This constructor is for use by custom sub-classes that don't want to provide an image. */
SplashScreen (const String& title, int width, int height, bool useDropShadow);
/** @internal */
void paint (Graphics&) override;
private:
//==============================================================================
Image backgroundImage;
Time creationTime;
RelativeTime minimumVisibleTime;
int clickCountToDelete;
void timerCallback() override;
void makeVisible (int w, int h, bool shadow, bool fullscreen);
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (SplashScreen)
};
} // namespace juce