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