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156 lines
6.8 KiB
156 lines
6.8 KiB
11 years ago
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/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2013 - Raw Material Software Ltd.
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Permission is granted to use this software under the terms of either:
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a) the GPL v2 (or any later version)
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b) the Affero GPL v3
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Details of these licenses can be found at: www.gnu.org/licenses
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JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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------------------------------------------------------------------------------
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To release a closed-source product which uses JUCE, commercial licenses are
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available: visit www.juce.com for more information.
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==============================================================================
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*/
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#ifndef JUCE_SPLASHSCREEN_H_INCLUDED
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#define JUCE_SPLASHSCREEN_H_INCLUDED
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//==============================================================================
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/** A component for showing a splash screen while your app starts up.
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This will automatically position itself, and can be told to delete itself after
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being on-screen for a minimum length of time.
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To use it, just create one of these in your JUCEApplicationBase::initialise() method,
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and when your initialisation tasks have finished running, call its deleteAfterDelay()
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method to make it automatically get rid of itself.
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Note that although you could call deleteAfterDelay() as soon as you create the
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SplashScreen object, if you've got a long initialisation procedure, you probably
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don't want the splash to time-out and disappear before the initialisation has
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finished, which is why it makes sense to not call this method until the end of
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your init tasks.
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E.g. @code
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void MyApp::initialise (const String& commandLine)
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{
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splash = new SplashScreen ("Welcome to my app!",
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ImageFileFormat::loadFrom (File ("/foobar/splash.jpg")),
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true);
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// now kick off your initialisation work on some kind of thread or task, and
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launchBackgroundInitialisationThread();
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}
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void MyApp::myInitialisationWorkFinished()
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{
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// ..assuming this is some kind of callback method that is triggered when
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// your background initialisation threads have finished, and it's time to open
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// your main window, etc..
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splash->deleteAfterDelay (RelativeTime::seconds (4), false);
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...etc...
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}
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@endcode
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*/
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class JUCE_API SplashScreen : public Component,
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private Timer,
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private DeletedAtShutdown
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{
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public:
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//==============================================================================
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/** Creates a SplashScreen object.
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When called, the constructor will position the SplashScreen in the centre of the
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display, and after the time specified, it will automatically delete itself.
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Bear in mind that if you call this during your JUCEApplicationBase::initialise()
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method and then block the message thread by performing some kind of task, then
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obviously neither your splash screen nor any other GUI will appear until you
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allow the message thread to resume and do its work. So if you have time-consuming
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tasks to do during startup, use a background thread for them.
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After creating one of these (or your subclass of it), you should do your app's
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initialisation work, and then call the deleteAfterDelay() method to tell this object
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to delete itself after the user has had chance to get a good look at it.
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If you're writing a custom splash screen class, there's another protected constructor
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that your subclass can call, which doesn't take an image.
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@param title the name to give the component
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@param backgroundImage an image to draw on the component. The component's size
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will be set to the size of this image, and if the image is
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semi-transparent, the component will be made non-opaque
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@param useDropShadow if true, the window will have a drop shadow
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*/
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SplashScreen (const String& title,
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const Image& backgroundImage,
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bool useDropShadow);
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/** Destructor. */
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~SplashScreen();
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/** Tells the component to auto-delete itself after a timeout period, or when the
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mouse is clicked.
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You should call this after finishing your app's initialisation work.
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Note that although you could call deleteAfterDelay() as soon as you create the
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SplashScreen object, if you've got a long initialisation procedure, you probably
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don't want the splash to time-out and disappear before your initialisation has
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finished, which is why it makes sense to not call this method and start the
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self-delete timer until you're ready.
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It's safe to call this method from a non-GUI thread as long as there's no danger that
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the object may be being deleted at the same time.
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@param minimumTotalTimeToDisplayFor how long the splash screen should stay visible for.
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Note that this time is measured from the construction-time of this
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object, not from the time that the deleteAfterDelay() method is
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called, so if you call this method after a long initialisation
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period, it may be deleted without any further delay.
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@param removeOnMouseClick if true, the window will be deleted as soon as the user clicks
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the mouse (anywhere)
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*/
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void deleteAfterDelay (RelativeTime minimumTotalTimeToDisplayFor,
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bool removeOnMouseClick);
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protected:
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//==============================================================================
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/** This constructor is for use by custom sub-classes that don't want to provide an image. */
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SplashScreen (const String& title, int width, int height, bool useDropShadow);
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/** @internal */
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void paint (Graphics&) override;
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private:
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//==============================================================================
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Image backgroundImage;
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Time creationTime;
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RelativeTime minimumVisibleTime;
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int clickCountToDelete;
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void timerCallback() override;
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void makeVisible (int w, int h, bool shadow);
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (SplashScreen)
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};
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#endif // JUCE_SPLASHSCREEN_H_INCLUDED
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