Mercurial > hg > touchkeys
view Source/Display/OpenGLJuceCanvas.h @ 27:eef567a60146
Changed how OpenGL updates are handled so the canvas is only re-rendered when something changes. This should reduce CPU usage in certain circumstances.
author | Andrew McPherson <andrewm@eecs.qmul.ac.uk> |
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date | Sun, 02 Mar 2014 19:25:50 +0000 |
parents | 3580ffe87dc8 |
children | f3efbf2984c3 |
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/* TouchKeys: multi-touch musical keyboard control software Copyright (c) 2013 Andrew McPherson This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program 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. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. ===================================================================== OpenGLJuceCanvas.h: Juce Component subclass which connects to the OpenGLDisplayBase class. Provides a generic interface between Juce and the specific OpenGL renderer. */ #ifndef __TouchKeys__OpenGLJuceCanvas__ #define __TouchKeys__OpenGLJuceCanvas__ #include "../JuceLibraryCode/JuceHeader.h" #include "OpenGLDisplayBase.h" #if JUCE_OPENGL //============================================================================== class OpenGLJuceCanvas : public Component, public OpenGLRenderer { public: // *** Constructor / Destructor *** OpenGLJuceCanvas(OpenGLDisplayBase& display) : display_(display) { openGLContext_.setRenderer (this); openGLContext_.setComponentPaintingEnabled (false); openGLContext_.setContinuousRepainting (false); openGLContext_.attachTo (*this); display_.setCanvas(this); } ~OpenGLJuceCanvas() { openGLContext_.detach(); } // *** OpenGL Context Methods *** void newOpenGLContextCreated() {} void openGLContextClosing() {} void mouseDown (const MouseEvent& e) { if(e.mods.isLeftButtonDown()) display_.mouseDown(e.x, e.y); else if(e.mods.isRightButtonDown()) display_.rightMouseDown(e.x, e.y); } void mouseDrag (const MouseEvent& e) { if(e.mods.isLeftButtonDown()) display_.mouseDragged(e.x, e.y); else if(e.mods.isRightButtonDown()) display_.rightMouseDragged(e.x, e.y); } void mouseUp (const MouseEvent& e) { if(e.mods.isLeftButtonDown()) display_.mouseUp(e.x, e.y); else if(e.mods.isRightButtonDown()) display_.rightMouseUp(e.x, e.y); } void resized() { display_.setDisplaySize(getWidth(), getHeight()); } void paint (Graphics&) {} void renderOpenGL() { display_.render(); } // Method to tell the OpenGLContext to repaint void triggerRepaint() { openGLContext_.triggerRepaint(); } private: OpenGLDisplayBase& display_; // Reference to the TouchKeys-specific OpenGL Display OpenGLContext openGLContext_; }; #endif /* JUCE_OPENGL */ #endif /* defined(__TouchKeys__OpenGLJuceCanvas__) */