mirror of
https://github.com/juce-framework/JUCE.git
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258 lines
7.7 KiB
C++
258 lines
7.7 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2017 - ROLI Ltd.
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JUCE is an open source library subject to commercial or open-source
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licensing.
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By using JUCE, you agree to the terms of both the JUCE 5 End-User License
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Agreement and JUCE 5 Privacy Policy (both updated and effective as of the
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27th April 2017).
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End User License Agreement: www.juce.com/juce-5-licence
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Privacy Policy: www.juce.com/juce-5-privacy-policy
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Or: You may also use this code under the terms of the GPL v3 (see
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www.gnu.org/licenses).
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JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
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EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
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DISCLAIMED.
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==============================================================================
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*/
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#include "../JuceLibraryCode/JuceHeader.h"
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//==============================================================================
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class MainContentComponent : public AudioAppComponent,
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private Timer
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{
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public:
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//==============================================================================
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MainContentComponent()
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: pos (299, 299),
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waveTableIndex (0),
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bufferIndex (0),
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sampleRate (0.0),
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expectedSamplesPerBlock (0),
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dragging (false)
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{
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setSize (600, 600);
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for (int i = 0; i < numElementsInArray (waveValues); ++i)
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zeromem (waveValues[i], sizeof (waveValues[i]));
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// specify the number of input and output channels that we want to open
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setAudioChannels (2, 2);
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startTimerHz (60);
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}
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~MainContentComponent()
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{
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shutdownAudio();
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}
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//==============================================================================
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void prepareToPlay (int samplesPerBlockExpected, double newSampleRate) override
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{
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sampleRate = newSampleRate;
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expectedSamplesPerBlock = samplesPerBlockExpected;
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}
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/* This method generates the actual audio samples.
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In this example the buffer is filled with a sine wave whose frequency and
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amplitude are controlled by the mouse position.
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*/
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void getNextAudioBlock (const AudioSourceChannelInfo& bufferToFill) override
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{
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bufferToFill.clearActiveBufferRegion();
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for (int chan = 0; chan < bufferToFill.buffer->getNumChannels(); ++chan)
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{
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int ind = waveTableIndex;
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float* const channelData = bufferToFill.buffer->getWritePointer (chan, bufferToFill.startSample);
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for (int i = 0; i < bufferToFill.numSamples; ++i)
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{
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if (isPositiveAndBelow (chan, numElementsInArray (waveValues)))
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{
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channelData[i] = waveValues[chan][ind % wavetableSize];
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++ind;
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}
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}
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}
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waveTableIndex = (int) (waveTableIndex + bufferToFill.numSamples) % wavetableSize;
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}
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void releaseResources() override
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{
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// This gets automatically called when audio device parameters change
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// or device is restarted.
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stopTimer();
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}
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//==============================================================================
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void paint (Graphics& g) override
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{
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// (Our component is opaque, so we must completely fill the background with a solid colour)
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g.fillAll (getLookAndFeel().findColour (ResizableWindow::backgroundColourId));
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Point<float> nextPos = pos + delta;
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if (nextPos.x < 10 || nextPos.x + 10 > getWidth())
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{
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delta.x = -delta.x;
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nextPos.x = pos.x + delta.x;
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}
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if (nextPos.y < 50 || nextPos.y + 10 > getHeight())
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{
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delta.y = -delta.y;
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nextPos.y = pos.y + delta.y;
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}
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if (! dragging)
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{
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writeInterpolatedValue (pos, nextPos);
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pos = nextPos;
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}
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else
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{
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pos = lastMousePosition;
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}
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// draw a circle
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g.setColour (getLookAndFeel().findColour (Slider::thumbColourId));
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g.fillEllipse (pos.x, pos.y, 20, 20);
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drawWaveform (g, 20.0f, 0);
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drawWaveform (g, 40.0f, 1);
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}
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void drawWaveform (Graphics& g, float y, int channel) const
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{
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const int pathWidth = 2000;
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Path wavePath;
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wavePath.startNewSubPath (0.0f, y);
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for (int i = 1; i < pathWidth; ++i)
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wavePath.lineTo ((float) i, (1.0f + waveValues[channel][i * numElementsInArray (waveValues[0]) / pathWidth]) * 10.0f);
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g.strokePath (wavePath, PathStrokeType (1.0f),
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wavePath.getTransformToScaleToFit (Rectangle<float> (0.0f, y, (float) getWidth(), 20.0f), false));
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}
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// Mouse handling..
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void mouseDown (const MouseEvent& e) override
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{
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lastMousePosition = e.position;
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mouseDrag (e);
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dragging = true;
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}
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void mouseDrag (const MouseEvent& e) override
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{
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dragging = true;
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if (e.position != lastMousePosition)
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{
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// calculate movement vector
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delta = e.position - lastMousePosition;
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waveValues[0][bufferIndex % wavetableSize] = xToAmplitude (e.position.x);
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waveValues[1][bufferIndex % wavetableSize] = yToAmplitude (e.position.y);
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++bufferIndex;
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lastMousePosition = e.position;
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}
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}
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void mouseUp (const MouseEvent&) override
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{
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dragging = false;
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}
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void writeInterpolatedValue (Point<float> lastPosition,
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Point<float> currentPosition)
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{
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Point<float> start, finish;
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if (lastPosition.getX() > currentPosition.getX())
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{
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finish = lastPosition;
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start = currentPosition;
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}
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else
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{
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start = lastPosition;
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finish = currentPosition;
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}
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for (int i = 0; i < steps; ++i)
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{
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Point<float> p = start + ((finish - start) * i) / steps;
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const int index = (bufferIndex + i) % wavetableSize;
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waveValues[1][index] = yToAmplitude (p.y);
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waveValues[0][index] = xToAmplitude (p.x);
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}
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bufferIndex = (bufferIndex + steps) % wavetableSize;
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}
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float indexToX (int indexValue) const noexcept
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{
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return (float) indexValue;
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}
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float amplitudeToY (float amp) const noexcept
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{
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return getHeight() - (amp + 1.0f) * getHeight() / 2.0f;
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}
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float xToAmplitude (float x) const noexcept
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{
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return jlimit (-1.0f, 1.0f, 2.0f * (getWidth() - x) / getWidth() - 1.0f);
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}
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float yToAmplitude (float y) const noexcept
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{
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return jlimit (-1.0f, 1.0f, 2.0f * (getHeight() - y) / getHeight() - 1.0f);
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}
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void timerCallback() override
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{
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repaint();
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}
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private:
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//==============================================================================
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enum
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{
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wavetableSize = 36000,
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steps = 10
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};
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Point<float> pos, delta;
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int waveTableIndex;
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int bufferIndex;
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double sampleRate;
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int expectedSamplesPerBlock;
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Point<float> lastMousePosition;
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float waveValues[2][wavetableSize];
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bool dragging;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (MainContentComponent)
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};
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// (This is called from Main.cpp)
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Component* createMainContentComponent() { return new MainContentComponent(); };
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