juicysfplugin/modules/juce_gui_extra/misc/juce_AnimatedAppComponent.h

79 lines
2.6 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 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