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78 lines
2.7 KiB
78 lines
2.7 KiB
9 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) 2015 - ROLI 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_ANIMATEDAPPCOMPONENT_H_INCLUDED
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#define JUCE_ANIMATEDAPPCOMPONENT_H_INCLUDED
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//==============================================================================
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/**
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A base class for writing simple one-page graphical apps.
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A subclass can inherit from this and implement just a few methods such as
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paint() and mouse-handling. The base class provides some simple abstractions
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to take care of continuously repainting itself.
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*/
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class AnimatedAppComponent : public Component,
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private Timer
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{
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public:
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AnimatedAppComponent();
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/** Your subclass can call this to start a timer running which will
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call update() and repaint the component at the given frequency.
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*/
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void setFramesPerSecond (int framesPerSecond);
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/** Called periodically, at the frequency specified by setFramesPerSecond().
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This is a the best place to do things like advancing animation parameters,
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checking the mouse position, etc.
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*/
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virtual void update() = 0;
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/** Returns the number of times that update() has been called since the component
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started running.
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*/
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int getFrameCounter() const noexcept { return totalUpdates; }
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/** When called from update(), this returns the number of milliseconds since the
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last update call.
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This might be useful for accurately timing animations, etc.
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*/
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int getMillisecondsSinceLastUpdate() const noexcept;
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private:
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//==============================================================================
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Time lastUpdateTime;
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int totalUpdates;
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void timerCallback() override;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (AnimatedAppComponent)
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};
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#endif // JUCE_ANIMATEDAPPCOMPONENT_H_INCLUDED
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