From 020f858aba919a5c479b63a5bfa403a9d960a35f Mon Sep 17 00:00:00 2001 From: ed Date: Mon, 14 Nov 2016 12:41:39 +0000 Subject: [PATCH] Doxygen updated for BlocksSynth tutorial and LittleFoot Language pages --- extras/BLOCKS/doxygen/pages/example_blocks_synth.dox | 8 +++++--- extras/BLOCKS/doxygen/pages/the_littlefoot_language.dox | 2 +- 2 files changed, 6 insertions(+), 4 deletions(-) diff --git a/extras/BLOCKS/doxygen/pages/example_blocks_synth.dox b/extras/BLOCKS/doxygen/pages/example_blocks_synth.dox index cd6934e0e4..0e29eeb328 100644 --- a/extras/BLOCKS/doxygen/pages/example_blocks_synth.dox +++ b/extras/BLOCKS/doxygen/pages/example_blocks_synth.dox @@ -9,7 +9,7 @@ BlocksSynth is a JUCE application that turns your Lightpad into a simple monopho Navigate to the JUCE/examples/BLOCKS/BlocksSynth/Builds/ directory and open the code project in your IDE of choice. Run the application and connect your Lightpad (if you do not know how to do this, see @ref connecting_blocks) - it should now display a simple 5x5 grid where each pad plays a note in the chromatic scale using a sine wave starting from the bottom-left (C3). It is possible to play any of the 25 notes but for ease of use tonics (the root note of the scale) are highlighted in white and notes in the C-major scale are highlighted in green. When a note has been played it is possible to change the amplitude using touch pressure and to pitch bend between adjacent notes by sliding left and right. Pressing the mode button on the Lightpad will change to the waveshape selection screen where the currently selected waveshape is rendered on the LEDs and you can switch between the 4 different waveshapes by touching anywhere on the %Block surface. -The concept of a BLOCKS topology and the methods for receiving callbacks from the Block object are covered in the @ref example_blocks_monitor example and the basic methods for displaying grids and setting LEDs on the %Block are covered in the @ref example_blocks_drawing example. This example will cover how to render more complex displays on the LEDGrid and how to do some simple audio synthesis using data from the Lightpad. +The concept of a BLOCKS topology and the methods for receiving callbacks from the Block object are covered in the @ref example_blocks_monitor example and the basic methods for displaying grids and setting LEDs on the %Block are covered in the @ref example_blocks_drawing example. This example will cover how to render custom programs on the LEDGrid using the Littlefoot language and how to do some simple audio synthesis using data from the Lightpad. @section blocks_synth_note_grid Note Grid @@ -19,7 +19,9 @@ In the synthesiser mode the Lightpad displays a 5x5 grid constructed using the D @section blocks_synth_waveshape_display Waveshape Display -In the waveshape selection mode the LEDGrid::Program is set to an instance of BitmapLEDProgram and uses a Timer to draw moving waveshapes onto the LEDs of the Lightpad. In the constructor of MainComponent the MainComponent::generateWaveshapes() method is called - this function generates 45 Y coordinates scaled and offset to fit the LED grid of the Lightpad for each of the 4 waveshapes and stores them in 4 separate arrays: sineWaveY, squareWaveY, sawWaveY and triangleWaveY. Then in the MainComponent::timerCallback() method, a for loop iterates over the 15 LEDs on the X-axis and draws an LED 'circle' using the MainComponent::drawLEDCircle() method at the corresponding Y coordinate for the selected waveshape. The read position of the array is offset using the yOffset variable which is incremented each timer callback and wraps back around when the end of the array is reached to draw a 'moving' waveshape. +In the waveshape selection mode the LEDGrid::Program is set to an instance of the WaveshapeProgram class, which is contained in the WaveshapeProgram.h file. This class inherits from %LEDGrid::Program so that it can be loaded onto the %LEDGrid and its LittleFoot program can be executed on the Lightpad. The class itself is relatively simple and contains a method to set which waveshape should be displayed, a method to load the coordinates for each of the four waveshapes into the heap and two pure virtual methods overridden from %LEDGrid::Program - LEDGrid::Program::getLittleFootProgram() and LEDGrid::Program::getHeapSize(). The heap is the area of shared memory that is used by the program to communicate with the host computer and the size of this memory is set using the getHeapSize() method. In the private section of WaveshapeProgram the structure of the shared data heap is laid out with variables containing the offsets for each section and the totalDataSize variable contains the total size (in bytes) that is required and is returned by the WaveshapeProgram::getHeapSize() method. The heap contains space for a variable that determines which waveshape type to display and the Y coordinates for 1.5 cycles of each of the four waveshapes. + +The WaveshapeProgram::getLittleFootProgram() method returns the LittleFoot program that will be executed on the BLOCKS device. The repaint() method of this program is called at approximately 25Hz and is used to draw the moving waveshape on the LEDs of the Lightpad. Each time this method is called, it clears the LEDs by setting them all to black then calculates the heap offset based on the waveshape type that has been set and uses a for loop to iterate over the 15 LEDs on the X-axis and draw an LED 'circle' using the drawLEDCircle() method at the corresponding Y coordinate for the selected waveshape. The read position of the heap is offset using the yOffset variable which is incremented each repaint() call and wraps back around when the end of the heap section for the selected waveshape is reached to draw a 'moving' waveshape. \image html BlocksSynth_waveshape.gif "A sine wave dispayed in the waveshape selection mode" @@ -30,6 +32,6 @@ The Oscillators.h file contains the waveshape rendering code. It contai @section blocks_synth_summary Summary -This tutorial and the accompanying code project have expanded on the topics covered by previous tutorials, showing you how to display more complex programs on the %LEDGrid and how to control simple audio synthesis parameters using the Lightpad. +This tutorial and the accompanying code project have expanded on the topics covered by previous tutorials, showing you how to display more complex, custom programs on the %LEDGrid using the LittleFoot language and how to control simple audio synthesis parameters using the Lightpad. */ diff --git a/extras/BLOCKS/doxygen/pages/the_littlefoot_language.dox b/extras/BLOCKS/doxygen/pages/the_littlefoot_language.dox index 83edfcd6e7..4e115eb8ba 100644 --- a/extras/BLOCKS/doxygen/pages/the_littlefoot_language.dox +++ b/extras/BLOCKS/doxygen/pages/the_littlefoot_language.dox @@ -19,6 +19,6 @@ The %BitmapLEDProgram class is a simple example of a LittleFoot program. The repaint() method of the LittleFoot program is called at approximately 25 Hz, and each time it simply inspects the heap (the shared area of memory used to communicate between your application code and your LittleFoot program) and sets the LEDs based on the heap's content. To update the heap, and hence the LEDS, your application code calls BitmapLEDProgram::setLED. -A more advanced example can be found in the source code of the DrumPadGridProgram class. +A more advanced example can be found in the source code of the DrumPadGridProgram class or in the @ref example_blocks_synth example. */