/* ============================================================================== 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()); }