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MainComponent.cpp
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86 lines (65 loc) · 2.44 KB
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/*
==============================================================================
This file was auto-generated!
==============================================================================
*/
#include "MainComponent.h"
//==============================================================================
MainComponent::MainComponent()
{
setSize (800, 600);
addAndMakeVisible (ball);
Timer::startTimerHz (60);
}
MainComponent::~MainComponent()
{
// This shuts down the audio device and clears the audio source.
Timer::stopTimer();
shutdownAudio();
}
//==============================================================================
void MainComponent::prepareToPlay (int samplesPerBlockExpected, double sampleRate)
{
// This function will be called when the audio device is started, or when
// its settings (i.e. sample rate, block size, etc) are changed.
// You can use this function to initialise any resources you might need,
// but be careful - it will be called on the audio thread, not the GUI thread.
// For more details, see the help for AudioProcessor::prepareToPlay()
}
void MainComponent::getNextAudioBlock (const AudioSourceChannelInfo& bufferToFill)
{
// Your audio-processing code goes here!
// For more details, see the help for AudioProcessor::getNextAudioBlock()
// Right now we are not producing any data, in which case we need to clear the buffer
// (to prevent the output of random noise)
bufferToFill.clearActiveBufferRegion();
}
void MainComponent::releaseResources()
{
// This will be called when the audio device stops, or when it is being
// restarted due to a setting change.
// For more details, see the help for AudioProcessor::releaseResources()
}
//==============================================================================
void MainComponent::paint (Graphics& g)
{
g.fillAll (Colours::white);
}
void MainComponent::timerCallback()
{
ball.posX+=ball.speedX;
ball.posY+=ball.speedY;
if (ball.posX >= ball.getWidth() - ball.size || ball.posX <= 0)
{
ball.speedX = -ball.speedX;
}
if (ball.posY >= ball.getHeight() - ball.size || ball.posY <= 0)
{
ball.speedY = -ball.speedY;
}
ball.repaint();
}
void MainComponent::resized()
{
ball.setBounds (getWidth() / 2 - 100, getHeight() / 2 - 100, 200, 200);
}