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PluginEditor.cpp
PluginEditor.cpp 1.80 KiB
/*
==============================================================================
This file contains the basic framework code for a JUCE plugin editor.
==============================================================================
*/
#include "PluginProcessor.h"
#include "PluginEditor.h"
//==============================================================================
Test2AudioProcessorEditor::Test2AudioProcessorEditor(Test2AudioProcessor &p)
: AudioProcessorEditor(&p), processor(p)
{
// Make sure that before the constructor has finished, you've set the
// editor's size to whatever you need it to be.
// m_flogger = std::unique_ptr<juce::FileLogger>(juce::FileLogger::createDateStampedLogger("foo", "mylog", ".txt", "Welcome to plugin"));
setResizable(true, true);
setSize(400, 300);
}
Test2AudioProcessorEditor::~Test2AudioProcessorEditor()
{
}
//==============================================================================
void Test2AudioProcessorEditor::paint(juce::Graphics &g)
{
// (Our component is opaque, so we must completely fill the background with a solid colour)
g.fillAll(getLookAndFeel().findColour(juce::ResizableWindow::backgroundColourId));
g.setColour(juce::Colours::white);
g.setFont(15.0f);
g.drawFittedText("Hello Per 10 !", getLocalBounds(), juce::Justification::centred, 1);
g.drawFittedText("Hello Per 10 !", getLocalBounds(), juce::Justification::centred, 1);
if (processor.m_flogger)
processor.m_flogger->logMessage("paint called");
}
void Test2AudioProcessorEditor::resized()
{
// This is generally where you'll want to lay out the positions of any
// subcomponents in your editor..
auto bounds = getLocalBounds();
if (processor.m_flogger)
processor.m_flogger->logMessage(bounds.toString());
}