/* ============================================================================== This file is part of the JUCE library. Copyright (c) 2015 - ROLI Ltd. Permission is granted to use this software under the terms of either: a) the GPL v2 (or any later version) b) the Affero GPL v3 Details of these licenses can be found at: www.gnu.org/licenses JUCE is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. ------------------------------------------------------------------------------ To release a closed-source product which uses JUCE, commercial licenses are available: visit www.juce.com for more information. ============================================================================== */ #ifndef JUCE_ANIMATEDAPPCOMPONENT_H_INCLUDED #define JUCE_ANIMATEDAPPCOMPONENT_H_INCLUDED //============================================================================== /** 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. */ 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) }; #endif // JUCE_ANIMATEDAPPCOMPONENT_H_INCLUDED