juce動畫演示代碼閱讀

//特別說明:只是源碼進行閱讀,希望能有用,我沒有做總結,不過後邊會陸續更改,要不然太費時間。
#include "../JuceDemoHeader.h"
//==============================================================================
/** This will be the source of our balls and can be dragged around. */
//所有的自定義控件都從component繼承
class BallGeneratorComponent    : public Component
{
public:
    BallGeneratorComponent()
    {
    }
    //控件的繪製
    void paint (Graphicsgoverride
    {
        Rectangle<floatarea (getLocalBounds().toFloat().reduced (2.0f));
        g.setColour (Colours::orange);
        g.drawRoundedRectangle (area, 10.0f, 2.0f);
        AttributedString s;
        s.setJustification (Justification::centred);
        s.setWordWrap (AttributedString::none);
        s.append (L"拖動!");
        s.setColour (Colours::white);
        s.draw (garea);
    }

    void resized() override
    {
          //更新拖動限制區域。
        // Just set the limits of our constrainer so that we don't drag ourselves off the screen
        constrainer.setMinimumOnscreenAmounts (getHeight(), getWidth(), getHeight(), getWidth());
    }
    void mouseDown (const MouseEventeoverride
    {
        // Prepares our dragger to drag this Component
        dragger.startDraggingComponent (thise);
    }
    void mouseDrag (const MouseEventeoverride
    {
        // Moves this Component according to the mouse drag event and applies our constraints to it
        dragger.dragComponent (thise, &constrainer);
    }
private:
    ComponentBoundsConstrainer constrainer;//創建這個變量是因爲dragger需要這樣一個參數,當然,可以試試null是什麼效果,結果當然是拖出邊框。
    ComponentDragger dragger;//dragger的使用模板
e.g. @code
class MyDraggableComp
{
ComponentDragger myDragger;
 
void mouseDown (const MouseEvent& e)
{
myDragger.startDraggingComponent (this, e);
}
 
void mouseDrag (const MouseEvent& e)
{
myDragger.dragComponent (this, e, nullptr);
}
};
@endcode
//具體實現代碼
 
ComponentDragger::ComponentDragger() {}
ComponentDragger::~ComponentDragger() {}
 
//==============================================================================
void ComponentDragger::startDraggingComponent (Component* const componentToDrag, const MouseEvent& e)
{
jassert (componentToDrag != nullptr);
jassert (e.mods.isAnyMouseButtonDown()); // The event has to be a drag event!
 
if (componentToDrag != nullptr)
mouseDownWithinTarget = e.getEventRelativeTo (componentToDrag).getMouseDownPosition();
//記錄鼠標在控件中的位置
}
 
void ComponentDragger::dragComponent (Component* const componentToDrag, const MouseEvent& e,
ComponentBoundsConstrainer* const constrainer)
{
jassert (componentToDrag != nullptr);
jassert (e.mods.isAnyMouseButtonDown()); // The event has to be a drag event!
 
if (componentToDrag != nullptr)
{
Rectangle<int> bounds (componentToDrag->getBounds());
 
// If the component is a window, multiple mouse events can get queued while it's in the same position,
// so their coordinates become wrong after the first one moves the window, so in that case, we'll use
// the current mouse position instead of the one that the event contains...
//其實就是改變控件的位置 
if (componentToDrag->isOnDesktop())
bounds += componentToDrag->getLocalPoint (nullptr, e.source.getScreenPosition()).roundToInt() - mouseDownWithinTarget;
else
bounds += e.getEventRelativeTo (componentToDrag).getPosition() - mouseDownWithinTarget;
 
if (constrainer != nullptr)
constrainer->setBoundsForComponent (componentToDrag, bounds, false, false, false, false);
else
componentToDrag->setBounds (bounds);
}
}

    JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (BallGeneratorComponent)
};
//==============================================================================
//小球組件
struct BallComponent  : public Component
    //位置、大小、顏色,移動速度,當然還可以擴展其它的屬性
    BallComponent (const Point<float>& pos)
        : position (pos),
          speed (Random::getSystemRandom().nextFloat() *  4.0f - 2.0f,
                 Random::getSystemRandom().nextFloat() * -6.0f - 2.0f),
            colour (Colours::white)
    {
        setSize (20, 20);
        step();
    }
    bool step()
    {
        position += speed;
        speed.y += 0.1f;
        //這裏改變了小球的位置
        setCentrePosition ((intposition.x,
                           (intposition.y);
       
       //同時判斷小球是否超出來範圍
        if (Componentparent = getParentComponent())
            return isPositiveAndBelow (position.x, (floatparent->getWidth()) && position.y < (floatparent->getHeight();
        
            return position.y < 400.0f && position.x >= -10.0f;
    }
    
    //繪製小球
    void paint (Graphicsg)
    {
        g.setColour (colour);
        g.fillEllipse (2.0f, 2.0f, getWidth() - 4.0f, getHeight() - 4.0f);
        g.setColour (Colours::darkgrey);
        g.drawEllipse (2.0f, 2.0f, getWidth() - 4.0f, getHeight() - 4.0f, 1.0f);
    }

    Point<floatpositionspeed;
    Colour colour;
    JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (BallComponent)
};
//==============================================================================
class AnimationDemo  : public Component,
                       private Button::Listener,
                       private Timer
{
public:
    AnimationDemo()
    {
        setOpaque (true);
        setSize (620, 620);
        //添加11個按扭
        for (int i = 11; --i >= 0;)
        {
            Buttonb = createButton();
            componentsToAnimate.add (b);
            addAndMakeVisible (b);
            b->addListener (this);
        }
       
       //添加小球發生器
        addAndMakeVisible (ballGenerator);
        //初始位置居於父容器中部,設置大小爲80,50
        ballGenerator.centreWithSize (80, 50);

        cycleCount = 2;
        for (int i = 0; i < componentsToAnimate.size(); ++i)
            componentsToAnimate.getUnchecked (i)->setBounds (getLocalBounds().reduced (250, 250));

       //說明,由於這裏並沒有進行多線程的控制,所以這裏使用getUnchecked

        for (int i = 0; i < componentsToAnimate.size(); ++i)
        {
            const int newIndex = (i + 3) % componentsToAnimate.size();
            const float angle = newIndex * 2.0f * float_Pi / componentsToAnimate.size();
            const float radius = getWidth() * 0.35f;
            Rectangle<intr (getWidth()  / 2 + (int) (radius * std::sin (angle)) - 50,
                              getHeight() / 2 + (int) (radius * std::cos (angle)) - 50,
                              100, 100);

            //下邊這個是如何動作的呢?這個地方東西有點多,留到下邊文章分析,大體也就是從什麼地方移動什麼地方,同時改變屬性
            animator.animateComponent (componentsToAnimate.getUnchecked(i),
                                       r.reduced (10),
                                       1.0f,
                                       500 + i * 100,
                                       false,
                                       0.0,
                                       0.0);
        }

        startTimerHz (60);
    }

    //填充背景顏色
    void paint (Graphicsgoverride
    {
        fillTiledBackground (g);
    }
private:
    OwnedArray<Component> componentsToAnimate;
    OwnedArray<BallComponentballs;
    BallGeneratorComponent ballGenerator;
    ComponentAnimator animator;
    int cycleCount;
    ButtoncreateRandomButton()
    {
        DrawablePath normalover;
        Path star1;
        star1.addStar (Point<float>(), 5, 20.0f, 50.0f, 0.2f);
        normal.setPath (star1);
        normal.setFill (Colours::red);
        Path star2;
        star2.addStar (Point<float>(), 7, 30.0f, 50.0f, 0.0f);
        over.setPath (star2);
        over.setFill (Colours::pink);
        over.setStrokeFill (Colours::black);
        over.setStrokeThickness (5.0f);
        //BinaryData這個應當是使用juce提供的工具生成的,具體我也沒試過。
        Image juceIcon = ImageCache::getFromMemory (BinaryData::juce_icon_png,
                                                    BinaryData::juce_icon_pngSize);
        DrawableImage down;
        down.setImage (juceIcon);
        down.setOverlayColour (Colours::black.withAlpha (0.3f));
        if (Random::getSystemRandom().nextInt (10) > 2)
        {
            int type = Random::getSystemRandom().nextInt (3);
            DrawableButtond = new DrawableButton ("Button",
                                                    type == 0 ? DrawableButton::ImageOnButtonBackground
                                                              : (type == 1 ? DrawableButton::ImageFitted
                                                                           : DrawableButton::ImageAboveTextLabel));
            d->setImages (&normal,
                          Random::getSystemRandom().nextBool() ? &over : nullptr,
                          Random::getSystemRandom().nextBool() ? &down : nullptr);
            if (Random::getSystemRandom().nextBool())
            {
                d->setColour (DrawableButton::backgroundColourIdgetRandomBrightColour());
                d->setColour (DrawableButton::backgroundOnColourIdgetRandomBrightColour());
            }
            d->setClickingTogglesState (Random::getSystemRandom().nextBool());
            return d;
        }
        ImageButtonb = new ImageButton ("ImageButton");
        b->setImages (truetruetrue,
                      juceIcon, 0.7f, Colours::transparentBlack,
                      juceIcon, 1.0f, getRandomDarkColour().withAlpha (0.2f),
                      juceIcon, 1.0f, getRandomBrightColour().withAlpha (0.8f),
                      0.5f);
        return b;
    }

    ButtoncreateButton()
    {
        Image juceIcon = ImageCache::getFromMemory (BinaryData::juce_icon_png,
                                                    BinaryData::juce_icon_pngSize);
        ImageButtonb = new ImageButton ("ImageButton");
        b->setImages (truetruetrue,
                      juceIcon, 1.0f, Colours::transparentBlack,
                      juceIcon, 1.0f, Colours::white,
                      juceIcon, 1.0f, Colours::white,
                      0.5f);
        return b;
    }

    void buttonClicked (Button*) override
    {
        //如果是點擊的話,那麼重新移動
        for (int i = 0; i < componentsToAnimate.size(); ++i)
        {
            const int newIndex = (i + 3 * cycleCount) % componentsToAnimate.size();
            const float angle = newIndex * 2.0f * float_Pi / componentsToAnimate.size();
            const float radius = getWidth() * 0.35f;
            Rectangle<intr (getWidth()  / 2 + (int) (radius * std::sin (angle)) - 50,
                              getHeight() / 2 + (int) (radius * std::cos (angle)) - 50,
                              100, 100);
            animator.animateComponent (componentsToAnimate.getUnchecked(i),
                                       r.reduced (10),
                                       1.0f,
                                       900 + (int) (300 * std::sin (angle)),
                                       false,
                                       0.0,
                                       0.0);
        }
        ++cycleCount;
    }

    void timerCallback() override
    {
        //此這個方移動小球的位置
        // Go through each of our balls and update their position
        for (int i = balls.size(); --i >= 0;)
            if (! balls.getUnchecked(i)->step())
                balls.remove (i);
        // Randomly generate new balls
        if (Random::getSystemRandom().nextInt (100) < 4)
        {
            BallComponentball = new BallComponent (ballGenerator.getBounds().getCentre().toFloat());
            addAndMakeVisible (ball);
            balls.add (ball);
        }
    }
    JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (AnimationDemo)
};
// This static object will register this demo type in a global list of demos..
static JuceDemoType<AnimationDemodemo (L"10 動畫演示");
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