f@5: /* f@5: f@5: Copyright (C) 2015 Fiore Martin f@5: Copyright (C) 2016 Queen Mary University of London f@5: Author: Fiore Martin f@5: f@5: This file is part of Collidoscope. f@5: f@5: Collidoscope is free software: you can redistribute it and/or modify f@5: it under the terms of the GNU General Public License as published by f@5: the Free Software Foundation, either version 3 of the License, or f@5: (at your option) any later version. f@5: f@5: This program is distributed in the hope that it will be useful, f@5: but WITHOUT ANY WARRANTY; without even the implied warranty of f@5: MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the f@5: GNU General Public License for more details. f@5: f@5: You should have received a copy of the GNU General Public License f@5: along with this program. If not, see . f@5: f@5: */ f@5: f@0: #include "Wave.h" f@0: #include "DrawInfo.h" f@0: f@0: f@0: using namespace ci; f@0: f@0: Wave::Wave( size_t numChunks, Color selectionColor ): f@0: mNumChunks( numChunks ), f@5: mSelection( this, selectionColor ), f@5: mColor(Color(0.5f, 0.5f, 0.5f)), f@0: mFilterCoeff( 1.0f ) f@0: { f@5: mChunks.reserve( numChunks ); f@0: f@5: for ( size_t i = 0; i < numChunks; i++ ){ f@5: mChunks.emplace_back( i ); f@5: } f@0: f@4: // init cinder batch drawing f@0: auto lambert = gl::ShaderDef().color(); f@0: gl::GlslProgRef shader = gl::getStockShader( lambert ); f@0: mChunkBatch = gl::Batch::create( geom::Rect( ci::Rectf( 0, 0, Chunk::kWidth, 1 ) ), shader ); f@0: } f@0: f@0: void Wave::reset( bool onlyChunks ) f@0: { f@5: for (size_t i = 0; i < getSize(); i++){ f@5: mChunks[i].reset(); f@5: } f@0: f@5: if (onlyChunks) f@5: return; f@0: f@5: mSelection.setToNull(); f@0: } f@0: f@0: f@0: void Wave::setChunk(size_t index, float bottom, float top) f@0: { f@5: Chunk &c = mChunks[index]; f@5: c.setTop(top); f@5: c.setBottom(bottom); f@0: } f@0: f@0: inline const Chunk & Wave::getChunk(size_t index) f@0: { f@5: return mChunks[index]; f@0: } f@0: f@0: void Wave::update( double secondsPerChunk, const DrawInfo& di ) { f@0: typedef std::map::iterator MapItr; f@0: f@0: f@0: // update the cursor positions f@0: double now = ci::app::getElapsedSeconds(); f@0: for (MapItr itr = mCursors.begin(); itr != mCursors.end(); ++itr){ f@0: if (mSelection.isNull()){ f@0: itr->second.pos = Cursor::kNoPosition; f@0: } f@0: f@0: if ( itr->second.pos == Cursor::kNoPosition ) f@0: continue; f@0: f@0: f@0: double elapsed = now - itr->second.lastUpdate; f@0: f@16: // A chunk of audio corresponds to a certain time lenght of audio, according to sample rate. f@16: // Use elapsed time to advance through chunks so that the cursor is animated. f@16: // So it goes from start to end of the selection in the time span of the grain f@0: itr->second.pos = mSelection.getStart() + int( elapsed / secondsPerChunk ); f@0: f@4: // check we don't go too far off f@0: if (itr->second.pos > mSelection.getEnd()){ f@0: itr->second.pos = Cursor::kNoPosition; f@0: } f@0: } f@0: f@0: // update chunks for animation f@0: for ( auto &chunk : mChunks ){ f@0: chunk.update( di ); f@0: } f@0: f@0: #ifdef USE_PARTICLES f@0: mParticleController.updateParticles(); f@0: #endif f@0: f@0: } f@0: f@0: void Wave::draw( const DrawInfo& di ){ f@0: f@0: f@5: /* ########### draw the particles ########## */ f@0: #ifdef USE_PARTICLES f@5: mParticleController.draw(); f@0: #endif f@0: f@5: /* ########### draw the wave ########## */ f@5: /* scale the wave to fit the window */ f@5: gl::pushModelView(); f@0: f@5: f@5: const float wavePixelLen = ( mNumChunks * ( 2 + Chunk::kWidth ) ); f@5: /* scale the x-axis for the wave to fit the window precisely */ f@5: gl::scale( ((float)di.getWindowWidth() ) / wavePixelLen , 1.0f); f@5: /* draw the chunks */ f@5: if (mSelection.isNull()){ f@5: /* no selection: all chunks the same color */ f@5: gl::color(mColor); f@5: for (size_t i = 0; i < getSize(); i++){ f@5: mChunks[i].draw( di, mChunkBatch ); f@5: } f@5: } f@0: else{ f@0: // Selection not null f@5: gl::color(this->mColor); f@0: f@0: // update the array with cursor positions f@0: mCursorsPos.clear(); f@0: for ( auto cursor : mCursors ){ f@0: mCursorsPos.push_back( cursor.second.pos ); f@0: } f@0: f@5: gl::enableAlphaBlending(); f@0: f@5: const float selectionAlpha = 0.5f + mFilterCoeff * 0.5f; f@0: f@0: f@5: for (size_t i = 0; i < getSize(); i++){ f@5: /* when in selection use selection color */ f@5: f@5: if (i == mSelection.getStart()){ f@5: /* draw the selection bar with a transparent selection color */ f@5: gl::color(mSelection.getColor().r, mSelection.getColor().g, mSelection.getColor().b, 0.5f); f@0: mChunks[i].drawBar( di, mChunkBatch ); f@0: f@5: /* set the color to the selection */ f@5: gl::color(mSelection.getColor().r, mSelection.getColor().g, mSelection.getColor().b, selectionAlpha); f@5: } f@0: f@16: // check if one of the cursors is positioned in this chunk, and draw it white if it is f@5: if (std::find(mCursorsPos.begin(), mCursorsPos.end(),i) != mCursorsPos.end() ){ f@5: gl::color(CURSOR_CLR); f@5: mChunks[i].draw( di, mChunkBatch ); f@5: gl::color(mSelection.getColor().r, mSelection.getColor().g, mSelection.getColor().b, selectionAlpha); f@5: } f@5: else{ f@5: /* just draw with current color */ f@5: mChunks[i].draw( di, mChunkBatch ); f@5: } f@5: f@5: /* exit selection: go back to wave color */ f@5: if (i == mSelection.getEnd()){ f@5: /* draw the selection bar with a transparent selection color */ f@5: gl::color(mSelection.getColor().r, mSelection.getColor().g, mSelection.getColor().b, 0.5f); f@0: mChunks[i].drawBar( di, mChunkBatch ); f@16: /* set the color to the wave */ f@5: gl::color(this->mColor); f@5: } f@5: } f@5: gl::disableAlphaBlending(); f@5: } f@5: f@0: f@5: gl::popModelView(); f@0: f@0: } f@0: f@0: f@0: f@0: //**************** Selection ***************// f@0: f@0: Wave::Selection::Selection(Wave * w, Color color) : f@0: mWave( w ), f@0: mSelectionStart( 0 ), f@0: mSelectionEnd( 0 ), f@0: mColor( color ), f@0: mParticleSpread( 1 ) f@0: {} f@0: f@0: f@0: void Wave::Selection::setStart(size_t start) { f@0: f@5: /* deselect the previous */ f@0: mWave->mChunks[mSelectionStart].setAsSelectionStart( false ); f@5: /* select the next */ f@0: mWave->mChunks[start].setAsSelectionStart( true ); f@5: f@5: mNull = false; f@0: f@0: size_t size = getSize(); f@0: f@5: mSelectionStart = start; f@0: mSelectionEnd = start + size - 1; f@0: if ( mSelectionEnd > mWave->getSize() - 1 ) f@0: mSelectionEnd = mWave->getSize() - 1; f@0: f@0: } f@0: f@0: void Wave::Selection::setSize(size_t size) { f@0: f@0: if ( size <= 0 ){ f@0: mNull = true; f@0: return; f@0: } f@0: f@0: size -= 1; f@0: f@0: // check boundaries: size cannot bring the selection end beyond the end of the wave f@0: if ( mSelectionStart+size >= mWave->mNumChunks ){ f@0: size = mWave->mNumChunks - mSelectionStart - 1; f@0: } f@0: f@5: /* deselect the previous */ f@0: mWave->mChunks[mSelectionEnd].setAsSelectionEnd( false ); f@0: f@0: mSelectionEnd = mSelectionStart + size; f@5: /* select the next */ f@0: mWave->mChunks[mSelectionEnd].setAsSelectionEnd( true ); f@0: f@5: mNull = false; f@0: } f@0: f@0: f@0: const cinder::Color Wave::CURSOR_CLR = Color(1.f, 1.f, 1.f); f@0: f@0: