package gioui import ( "image" "image/color" "math" "gioui.org/f32" "gioui.org/io/event" "gioui.org/io/pointer" "gioui.org/layout" "gioui.org/op/clip" "gioui.org/op/paint" "gioui.org/unit" "github.com/vsariola/sointu/tracker" ) type ( OscilloscopeState struct { onceBtn *Clickable wrapBtn *Clickable lengthInBeatsNumber *NumericUpDown triggerChannelNumber *NumericUpDown xScale int xOffset float32 yScale float64 dragging bool dragId pointer.ID dragStartPoint f32.Point } OscilloscopeStyle struct { CurveColors [2]color.NRGBA `yaml:",flow"` LimitColor color.NRGBA `yaml:",flow"` CursorColor color.NRGBA `yaml:",flow"` } ) func NewOscilloscope(model *tracker.Model) *OscilloscopeState { return &OscilloscopeState{ onceBtn: new(Clickable), wrapBtn: new(Clickable), lengthInBeatsNumber: NewNumericUpDown(), triggerChannelNumber: NewNumericUpDown(), } } func (s *OscilloscopeState) Layout(gtx C, vtrig, vlen tracker.Int, once, wrap tracker.Bool, wave tracker.RingBuffer[[2]float32], th *Theme, st *OscilloscopeStyle) D { leftSpacer := layout.Spacer{Width: unit.Dp(6), Height: unit.Dp(24)}.Layout rightSpacer := layout.Spacer{Width: unit.Dp(6)}.Layout onceBtn := ToggleBtn(once, th, s.onceBtn, "Once", "Trigger once on next event") wrapBtn := ToggleBtn(wrap, th, s.wrapBtn, "Wrap", "Wrap buffer when full") return layout.Flex{Axis: layout.Vertical}.Layout(gtx, layout.Flexed(1, func(gtx C) D { return s.layoutWave(gtx, wave, th) }), layout.Rigid(func(gtx C) D { return layout.Flex{Axis: layout.Horizontal, Alignment: layout.Middle}.Layout(gtx, layout.Rigid(leftSpacer), layout.Rigid(Label(th, &th.SongPanel.RowHeader, "Trigger").Layout), layout.Flexed(1, func(gtx C) D { return D{Size: gtx.Constraints.Min} }), layout.Rigid(onceBtn.Layout), layout.Rigid(func(gtx C) D { return s.triggerChannelNumber.Layout(gtx, vtrig, th, &th.NumericUpDown, "Trigger channel") }), layout.Rigid(rightSpacer), ) }), layout.Rigid(func(gtx C) D { return layout.Flex{Axis: layout.Horizontal, Alignment: layout.Middle}.Layout(gtx, layout.Rigid(leftSpacer), layout.Rigid(Label(th, &th.SongPanel.RowHeader, "Buffer").Layout), layout.Flexed(1, func(gtx C) D { return D{Size: gtx.Constraints.Min} }), layout.Rigid(wrapBtn.Layout), layout.Rigid(func(gtx C) D { return s.lengthInBeatsNumber.Layout(gtx, vlen, th, &th.NumericUpDown, "Buffer length in beats") }), layout.Rigid(rightSpacer), ) }), ) } func (s *OscilloscopeState) layoutWave(gtx C, wave tracker.RingBuffer[[2]float32], th *Theme) D { s.update(gtx, wave) if gtx.Constraints.Max.X == 0 || gtx.Constraints.Max.Y == 0 { return D{} } defer clip.Rect(image.Rectangle{Max: gtx.Constraints.Max}).Push(gtx.Ops).Pop() event.Op(gtx.Ops, s) paint.ColorOp{Color: th.Oscilloscope.CursorColor}.Add(gtx.Ops) cursorX := int(s.sampleToPx(gtx, float32(wave.Cursor), wave)) fillRect(gtx, clip.Rect{Min: image.Pt(cursorX, 0), Max: image.Pt(cursorX+1, gtx.Constraints.Max.Y)}) paint.ColorOp{Color: th.Oscilloscope.LimitColor}.Add(gtx.Ops) minusOneY := int(s.ampToY(gtx, -1)) fillRect(gtx, clip.Rect{Min: image.Pt(0, minusOneY), Max: image.Pt(gtx.Constraints.Max.X, minusOneY+1)}) plusOneY := int(s.ampToY(gtx, 1)) fillRect(gtx, clip.Rect{Min: image.Pt(0, plusOneY), Max: image.Pt(gtx.Constraints.Max.X, plusOneY+1)}) leftX := int(s.sampleToPx(gtx, 0, wave)) fillRect(gtx, clip.Rect{Min: image.Pt(leftX, 0), Max: image.Pt(leftX+1, gtx.Constraints.Max.Y)}) rightX := int(s.sampleToPx(gtx, float32(len(wave.Buffer)-1), wave)) fillRect(gtx, clip.Rect{Min: image.Pt(rightX, 0), Max: image.Pt(rightX+1, gtx.Constraints.Max.Y)}) for chn := range 2 { paint.ColorOp{Color: th.Oscilloscope.CurveColors[chn]}.Add(gtx.Ops) for px := range gtx.Constraints.Max.X { // left and right is the sample range covered by the pixel left := int(s.pxToSample(gtx, float32(px)-0.5, wave)) right := int(s.pxToSample(gtx, float32(px)+0.5, wave)) if right < 0 || left >= len(wave.Buffer) { continue } right = min(right, len(wave.Buffer)-1) left = max(left, 0) // smin and smax are the smallest and largest sample values in the pixel range smax := float32(math.Inf(-1)) smin := float32(math.Inf(1)) for x := left; x <= right; x++ { smax = max(smax, wave.Buffer[x][chn]) smin = min(smin, wave.Buffer[x][chn]) } // y1 and y2 are the pixel range covered by the sample value y1 := min(max(int(s.ampToY(gtx, smax)+0.5), 0), gtx.Constraints.Max.Y-1) y2 := min(max(int(s.ampToY(gtx, smin)+0.5), 0), gtx.Constraints.Max.Y-1) fillRect(gtx, clip.Rect{Min: image.Pt(px, y1), Max: image.Pt(px+1, y2+1)}) } } return D{Size: image.Pt(gtx.Constraints.Max.X, gtx.Constraints.Max.Y)} } func fillRect(gtx C, rect clip.Rect) { stack := rect.Push(gtx.Ops) paint.PaintOp{}.Add(gtx.Ops) stack.Pop() } func (o *OscilloscopeState) update(gtx C, wave tracker.RingBuffer[[2]float32]) { for { ev, ok := gtx.Event(pointer.Filter{ Target: o, Kinds: pointer.Scroll | pointer.Press | pointer.Drag | pointer.Release | pointer.Cancel, ScrollY: pointer.ScrollRange{Min: -1e6, Max: 1e6}, }) if !ok { break } if e, ok := ev.(pointer.Event); ok { switch e.Kind { case pointer.Scroll: s1 := o.pxToSample(gtx, e.Position.X, wave) o.xScale += min(max(-1, int(e.Scroll.Y)), 1) s2 := o.pxToSample(gtx, e.Position.X, wave) o.xOffset -= s1 - s2 case pointer.Press: if e.Buttons&pointer.ButtonSecondary != 0 { o.xOffset = 0 o.xScale = 0 o.yScale = 0 } if e.Buttons&pointer.ButtonPrimary != 0 { o.dragging = true o.dragId = e.PointerID o.dragStartPoint = e.Position } case pointer.Drag: if e.Buttons&pointer.ButtonPrimary != 0 && o.dragging && e.PointerID == o.dragId { deltaX := o.pxToSample(gtx, e.Position.X, wave) - o.pxToSample(gtx, o.dragStartPoint.X, wave) o.xOffset += deltaX num := o.yToAmp(gtx, e.Position.Y) den := o.yToAmp(gtx, o.dragStartPoint.Y) if l := math.Abs(float64(num / den)); l > 1e-3 && l < 1e3 { o.yScale += math.Log(l) o.yScale = min(max(o.yScale, -1e3), 1e3) } o.dragStartPoint = e.Position } case pointer.Release | pointer.Cancel: o.dragging = false } } } } func (o *OscilloscopeState) scaleFactor() float32 { return float32(math.Pow(1.1, float64(o.xScale))) } func (s *OscilloscopeState) pxToSample(gtx C, px float32, wave tracker.RingBuffer[[2]float32]) float32 { return px*s.scaleFactor()*float32(len(wave.Buffer))/float32(gtx.Constraints.Max.X) - s.xOffset } func (s *OscilloscopeState) sampleToPx(gtx C, sample float32, wave tracker.RingBuffer[[2]float32]) float32 { return (sample + s.xOffset) * float32(gtx.Constraints.Max.X) / float32(len(wave.Buffer)) / s.scaleFactor() } func (s *OscilloscopeState) ampToY(gtx C, amp float32) float32 { scale := float32(math.Exp(s.yScale)) return (1 - amp*scale) / 2 * float32(gtx.Constraints.Max.Y-1) } func (s *OscilloscopeState) yToAmp(gtx C, y float32) float32 { scale := float32(math.Exp(s.yScale)) return (1 - y/float32(gtx.Constraints.Max.Y-1)*2) / scale }