feat!: display the parameters as knobs in a grid

Also removed the negbandpass & neghighpass parameters
and replaced them with bandpass & highpass set to -1, to
fit the switches better to the GUI.

Closes #51, closes #173
This commit is contained in:
5684185+vsariola@users.noreply.github.com
2025-06-26 10:38:38 +03:00
parent c3caa8de11
commit 666af9433e
116 changed files with 3663 additions and 2049 deletions

View File

@ -0,0 +1,106 @@
package gioui
import (
"image"
"image/color"
"math"
"gioui.org/f32"
"gioui.org/op/clip"
"gioui.org/op/paint"
"gioui.org/unit"
"github.com/vsariola/sointu/tracker"
)
const maxSignalsDrawn = 16
type (
RailStyle struct {
Color color.NRGBA
LineWidth unit.Dp
SignalWidth unit.Dp
PortDiameter unit.Dp
PortColor color.NRGBA
}
RailWidget struct {
Style *RailStyle
Signal tracker.Rail
Height unit.Dp
}
)
func Rail(th *Theme, signal tracker.Rail) RailWidget {
return RailWidget{
Style: &th.SignalRail,
Signal: signal,
Height: th.UnitEditor.Height,
}
}
func (s RailWidget) Layout(gtx C) D {
sw := gtx.Dp(s.Style.SignalWidth)
h := gtx.Dp(s.Height)
if s.Signal.PassThrough == 0 && len(s.Signal.StackUse.Inputs) == 0 && s.Signal.StackUse.NumOutputs == 0 {
return D{Size: image.Pt(sw, h)}
}
lw := gtx.Dp(s.Style.LineWidth)
pd := gtx.Dp(s.Style.PortDiameter)
center := sw / 2
var path clip.Path
path.Begin(gtx.Ops)
// Draw pass through signals
for i := range min(maxSignalsDrawn, s.Signal.PassThrough) {
x := float32(i*sw + center)
path.MoveTo(f32.Pt(x, 0))
path.LineTo(f32.Pt(x, float32(h)))
}
// Draw the routing of input signals
for i := range min(len(s.Signal.StackUse.Inputs), maxSignalsDrawn-s.Signal.PassThrough) {
input := s.Signal.StackUse.Inputs[i]
x1 := float32((i+s.Signal.PassThrough)*sw + center)
for _, link := range input {
x2 := float32((link+s.Signal.PassThrough)*sw + center)
path.MoveTo(f32.Pt(x1, 0))
path.LineTo(f32.Pt(x2, float32(h/2)))
}
}
if s.Signal.Send {
for i := range min(len(s.Signal.StackUse.Inputs), maxSignalsDrawn-s.Signal.PassThrough) {
d := gtx.Dp(8)
from := f32.Pt(float32((i+s.Signal.PassThrough)*sw+center), float32(h/2))
to := f32.Pt(float32(gtx.Constraints.Max.X), float32(h)-float32(d))
ctrl := f32.Pt(from.X, to.Y)
path.MoveTo(from)
path.QuadTo(ctrl, to)
}
}
// Draw the routing of output signals
for i := range min(s.Signal.StackUse.NumOutputs, maxSignalsDrawn-s.Signal.PassThrough) {
x := float32((i+s.Signal.PassThrough)*sw + center)
path.MoveTo(f32.Pt(x, float32(h/2)))
path.LineTo(f32.Pt(x, float32(h)))
}
// Signal paths finished
paint.FillShape(gtx.Ops, s.Style.Color,
clip.Stroke{
Path: path.End(),
Width: float32(lw),
}.Op())
// Draw the circles on signals that get modified
var circle clip.Path
circle.Begin(gtx.Ops)
for i := range min(len(s.Signal.StackUse.Modifies), maxSignalsDrawn-s.Signal.PassThrough) {
if !s.Signal.StackUse.Modifies[i] {
continue
}
f := f32.Pt(float32((i+s.Signal.PassThrough)*sw+center), float32(h/2))
circle.MoveTo(f32.Pt(f.X-float32(pd/2), float32(h/2)))
circle.ArcTo(f, f, float32(2*math.Pi))
}
p := clip.Outline{Path: circle.End()}.Op().Push(gtx.Ops)
paint.ColorOp{Color: s.Style.PortColor}.Add(gtx.Ops)
paint.PaintOp{}.Add(gtx.Ops)
p.Pop()
return D{Size: image.Pt(sw, h)}
}