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feat(tracker): oscilloscope and LUFS / true peak detection
In addition to the oscilloscope and loudness/peak detections, this commit refactors all the channels between components (i.e. ModelMessages and PlayerMessages) etc. into a new class Broker. This was done because now we have one more goroutine running: a Detector, where the loudness / true peak detection is done in another thread. The different threads/components are only aware of the Broker and communicate through it. Currently, it's just a collection of channels, so it's many-to-one communication, but in the future, we could change Broker to have many-to-one-to-many communication. Related to #61
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183
tracker/gioui/oscilloscope.go
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183
tracker/gioui/oscilloscope.go
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package gioui
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import (
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"image"
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"image/color"
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"math"
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"gioui.org/io/event"
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"gioui.org/io/pointer"
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"gioui.org/layout"
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"gioui.org/op/clip"
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"gioui.org/op/paint"
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"gioui.org/widget/material"
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"github.com/vsariola/sointu/tracker"
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)
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type (
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Oscilloscope struct {
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onceBtn *BoolClickable
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wrapBtn *BoolClickable
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lengthInRowsNumber *NumberInput
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triggerChannelNumber *NumberInput
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xScale int
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xOffset float32
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dragging bool
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dragId pointer.ID
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dragStartPx float32
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}
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OscilloscopeStyle struct {
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Oscilloscope *Oscilloscope
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Wave tracker.RingBuffer[[2]float32]
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Colors [2]color.NRGBA
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ClippedColor color.NRGBA
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Theme *material.Theme
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}
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)
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func NewOscilloscope(model *tracker.Model) *Oscilloscope {
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return &Oscilloscope{
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onceBtn: NewBoolClickable(model.SignalAnalyzer().Once().Bool()),
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wrapBtn: NewBoolClickable(model.SignalAnalyzer().Wrap().Bool()),
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lengthInRowsNumber: NewNumberInput(model.SignalAnalyzer().LengthInRows().Int()),
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triggerChannelNumber: NewNumberInput(model.SignalAnalyzer().TriggerChannel().Int()),
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}
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}
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func LineOscilloscope(s *Oscilloscope, wave tracker.RingBuffer[[2]float32], th *material.Theme) *OscilloscopeStyle {
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return &OscilloscopeStyle{Oscilloscope: s, Wave: wave, Colors: [2]color.NRGBA{primaryColor, secondaryColor}, Theme: th, ClippedColor: errorColor}
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}
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func (s *OscilloscopeStyle) Layout(gtx C) D {
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wrapBtnStyle := ToggleButton(gtx, s.Theme, s.Oscilloscope.wrapBtn, "Wrap")
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onceBtnStyle := ToggleButton(gtx, s.Theme, s.Oscilloscope.onceBtn, "Once")
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triggerChannelStyle := NumericUpDown(s.Theme, s.Oscilloscope.triggerChannelNumber, "Trigger channel")
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lengthNumberStyle := NumericUpDown(s.Theme, s.Oscilloscope.lengthInRowsNumber, "Buffer length in rows")
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return layout.Flex{Axis: layout.Vertical}.Layout(gtx,
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layout.Flexed(1, func(gtx C) D { return s.layoutWave(gtx) }),
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layout.Rigid(func(gtx C) D {
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return layout.Flex{Axis: layout.Horizontal, Alignment: layout.Middle}.Layout(gtx,
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layout.Rigid(Label("TRG:", white, s.Theme.Shaper)),
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layout.Rigid(triggerChannelStyle.Layout),
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layout.Rigid(onceBtnStyle.Layout),
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)
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}),
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layout.Rigid(func(gtx C) D {
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return layout.Flex{Axis: layout.Horizontal, Alignment: layout.Middle}.Layout(gtx,
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layout.Rigid(Label("BUF:", white, s.Theme.Shaper)),
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layout.Rigid(lengthNumberStyle.Layout),
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layout.Rigid(wrapBtnStyle.Layout),
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)
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}),
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)
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}
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func (s *OscilloscopeStyle) layoutWave(gtx C) D {
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s.update(gtx)
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if gtx.Constraints.Max.X == 0 || gtx.Constraints.Max.Y == 0 {
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return D{}
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}
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defer clip.Rect(image.Rectangle{Max: gtx.Constraints.Max}).Push(gtx.Ops).Pop()
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event.Op(gtx.Ops, s.Oscilloscope)
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paint.ColorOp{Color: disabledTextColor}.Add(gtx.Ops)
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cursorX := int(s.sampleToPx(gtx, float32(s.Wave.Cursor)))
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stack := clip.Rect{Min: image.Pt(cursorX, 0), Max: image.Pt(cursorX+1, gtx.Constraints.Max.Y)}.Push(gtx.Ops)
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paint.PaintOp{}.Add(gtx.Ops)
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stack.Pop()
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for chn := 0; chn < 2; chn++ {
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paint.ColorOp{Color: s.Colors[chn]}.Add(gtx.Ops)
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clippedColorSet := false
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yprev := int((s.Wave.Buffer[0][chn] + 1) / 2 * float32(gtx.Constraints.Max.Y))
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for px := 0; px < gtx.Constraints.Max.X; px++ {
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x := int(s.pxToSample(gtx, float32(px)))
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if x < 0 || x >= len(s.Wave.Buffer) {
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continue
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}
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y := int((s.Wave.Buffer[x][chn] + 1) / 2 * float32(gtx.Constraints.Max.Y))
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if y < 0 {
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y = 0
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} else if y >= gtx.Constraints.Max.Y {
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y = gtx.Constraints.Max.Y - 1
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}
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y1, y2 := yprev, y
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if y < yprev {
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y1, y2 = y, yprev-1
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} else if y > yprev {
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y1++
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}
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clipped := false
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if y1 == y2 && y1 == 0 {
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clipped = true
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}
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if y1 == y2 && y1 == gtx.Constraints.Max.Y-1 {
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clipped = true
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}
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if clippedColorSet != clipped {
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if clipped {
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paint.ColorOp{Color: s.ClippedColor}.Add(gtx.Ops)
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} else {
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paint.ColorOp{Color: s.Colors[chn]}.Add(gtx.Ops)
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}
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clippedColorSet = clipped
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}
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stack := clip.Rect{Min: image.Pt(px, y1), Max: image.Pt(px+1, y2+1)}.Push(gtx.Ops)
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paint.PaintOp{}.Add(gtx.Ops)
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stack.Pop()
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yprev = y
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}
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}
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return D{Size: image.Pt(gtx.Constraints.Max.X, gtx.Constraints.Max.Y)}
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}
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func (o *OscilloscopeStyle) update(gtx C) {
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for {
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ev, ok := gtx.Event(pointer.Filter{
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Target: o.Oscilloscope,
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Kinds: pointer.Scroll | pointer.Press | pointer.Drag | pointer.Release | pointer.Cancel,
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ScrollY: pointer.ScrollRange{Min: -1e6, Max: 1e6},
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})
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if !ok {
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break
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}
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if e, ok := ev.(pointer.Event); ok {
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switch e.Kind {
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case pointer.Scroll:
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s1 := o.pxToSample(gtx, e.Position.X)
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o.Oscilloscope.xScale += min(max(-1, int(e.Scroll.Y)), 1)
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s2 := o.pxToSample(gtx, e.Position.X)
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o.Oscilloscope.xOffset -= s1 - s2
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case pointer.Press:
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if e.Buttons&pointer.ButtonSecondary != 0 {
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o.Oscilloscope.xOffset = 0
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o.Oscilloscope.xScale = 0
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}
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if e.Buttons&pointer.ButtonPrimary != 0 {
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o.Oscilloscope.dragging = true
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o.Oscilloscope.dragId = e.PointerID
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o.Oscilloscope.dragStartPx = e.Position.X
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}
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case pointer.Drag:
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if e.Buttons&pointer.ButtonPrimary != 0 && o.Oscilloscope.dragging && e.PointerID == o.Oscilloscope.dragId {
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delta := o.pxToSample(gtx, e.Position.X) - o.pxToSample(gtx, o.Oscilloscope.dragStartPx)
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o.Oscilloscope.xOffset += delta
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o.Oscilloscope.dragStartPx = e.Position.X
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}
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case pointer.Release | pointer.Cancel:
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o.Oscilloscope.dragging = false
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}
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}
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}
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}
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func (o *OscilloscopeStyle) scaleFactor() float32 {
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return float32(math.Pow(1.1, float64(o.Oscilloscope.xScale)))
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}
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func (s *OscilloscopeStyle) pxToSample(gtx C, px float32) float32 {
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return px*s.scaleFactor()*float32(len(s.Wave.Buffer))/float32(gtx.Constraints.Max.X) - s.Oscilloscope.xOffset
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}
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func (s *OscilloscopeStyle) sampleToPx(gtx C, sample float32) float32 {
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return (sample + s.Oscilloscope.xOffset) * float32(gtx.Constraints.Max.X) / float32(len(s.Wave.Buffer)) / s.scaleFactor()
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}
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