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//特别说明:只是源码进行阅读,希望能有用,我没有做总结,不过后边会陆续更改,要不然太费时间。
#include "../JuceDemoHeader.h"
//==============================================================================
/** This will be the source of our balls and can be dragged around. */
//所有的自定义控件都从component继承
class BallGeneratorComponent    : public Component
{
public:
    BallGeneratorComponent()
    {
    }
    //控件的绘制
    void paint (Graphics& g) override
    {
        Rectangle<float> area (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"拖动!");
        s.setColour (Colours::white);
        s.draw (g, area);
    }
    void resized() override
    {
          //更新拖动限制区域。
        // 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 MouseEvent& e) override
    {
        // Prepares our dragger to drag this Component
        dragger.startDraggingComponent (this, e);
    }
    void mouseDrag (const MouseEvent& e) override
    {
        // Moves this Component according to the mouse drag event and applies our constraints to it
        dragger.dragComponent (this, e, &constrainer);
    }
private:
    ComponentBoundsConstrainer constrainer;//创建这个变量是因为dragger需要这样一个参数,当然,可以试试null是什么效果,结果当然是拖出边框。
    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
//具体实现代码
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();    //记录鼠标在控件中的位置}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...-         //其实就是改变控件的位置
         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)
};
//==============================================================================
//小球组件
struct BallComponent  : public Component
{ 
    //位置、大小、颜色,移动速度,当然还可以扩展其它的属性
    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;
        //这里改变了小球的位置
        setCentrePosition ((int) position.x,
                           (int) position.y);
       
       //同时判断小球是否超出来范围
        if (Component* parent = getParentComponent())
            return isPositiveAndBelow (position.x, (float) parent->getWidth()) && position.y < (float) parent->getHeight();
        
            return position.y < 400.0f && position.x >= -10.0f;
    }
    
    //绘制小球
    void paint (Graphics& g)
    {
        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<float> position, speed;
    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个按扭
        for (int i = 11; --i >= 0;)
        {
            Button* b = createButton();
            componentsToAnimate.add (b);
            addAndMakeVisible (b);
            b->addListener (this);
        }
       
       //添加小球发生器
        addAndMakeVisible (ballGenerator);
        //初始位置居于父容器中部,设置大小为80,50
        ballGenerator.centreWithSize (80, 50);
        cycleCount = 2;
        for (int i = 0; i < componentsToAnimate.size(); ++i)
            componentsToAnimate.getUnchecked (i)->setBounds (getLocalBounds().reduced (250, 250));
       //说明,由于这里并没有进行多线程的控制,所以这里使用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<int> r (getWidth()  / 2 + (int) (radius * std::sin (angle)) - 50,
                              getHeight() / 2 + (int) (radius * std::cos (angle)) - 50,
                              100, 100);
            //下边这个是如何动作的呢?这个地方东西有点多,留到下边文章分析,大体也就是从什么地方移动什么地方,同时改变属性
            animator.animateComponent (componentsToAnimate.getUnchecked(i),
                                       r.reduced (10),
                                       1.0f,
                                       500 + i * 100,
                                       false,
                                       0.0,
                                       0.0);
        }
        startTimerHz (60);
    }
    //填充背景颜色
    void paint (Graphics& g) override
    {
        fillTiledBackground (g);
    }
private:
    OwnedArray<Component> componentsToAnimate;
    OwnedArray<BallComponent> balls;
    BallGeneratorComponent ballGenerator;
    ComponentAnimator animator;
    int cycleCount;
    Button* createRandomButton()
    {
        DrawablePath normal, over;
        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这个应当是使用juce提供的工具生成的,具体我也没试过。
        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);
            DrawableButton* d = 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::backgroundColourId, getRandomBrightColour());
                d->setColour (DrawableButton::backgroundOnColourId, getRandomBrightColour());
            }
            d->setClickingTogglesState (Random::getSystemRandom().nextBool());
            return d;
        }
        ImageButton* b = new ImageButton ("ImageButton");
        b->setImages (true, true, true,
                      juceIcon, 0.7f, Colours::transparentBlack,
                      juceIcon, 1.0f, getRandomDarkColour().withAlpha (0.2f),
                      juceIcon, 1.0f, getRandomBrightColour().withAlpha (0.8f),
                      0.5f);
        return b;
    }
    Button* createButton()
    {
        Image juceIcon = ImageCache::getFromMemory (BinaryData::juce_icon_png,
                                                    BinaryData::juce_icon_pngSize);
        ImageButton* b = new ImageButton ("ImageButton");
        b->setImages (true, true, true,
                      juceIcon, 1.0f, Colours::transparentBlack,
                      juceIcon, 1.0f, Colours::white,
                      juceIcon, 1.0f, Colours::white,
                      0.5f);
        return b;
    }
    void buttonClicked (Button*) override
    {
        //如果是点击的话,那么重新移动
        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<int> r (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
    {
        //此这个方移动小球的位置
        // 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)
        {
            BallComponent* ball = 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<AnimationDemo> demo (L"10 动画演示");
juce动画演示分析
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原文地址:http://www.cnblogs.com/crax/p/4197361.html