/* * Copyright (c) 2004 Matthijs Hollemans * Copyright (c) 2008-2014 Haiku, Inc. All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ #include "ScopeView.h" #include #include #include #include #undef B_TRANSLATION_CONTEXT #define B_TRANSLATION_CONTEXT "Scope View" // #pragma mark - ScopeView ScopeView::ScopeView() : BView(BRect(0, 0, 180, 63), NULL, B_FOLLOW_LEFT | B_FOLLOW_TOP, B_WILL_DRAW), fIsPlaying(false), fIsEnabled(true), fHaveFile(false), fIsLoading(false), fIsLiveInput(false), fSampleCount(Bounds().IntegerWidth()), fLeftSamples(new int16[fSampleCount]), fRightSamples(new int16[fSampleCount]), fScopeThreadID(-1) { } ScopeView::~ScopeView() { delete[] fLeftSamples; delete[] fRightSamples; } void ScopeView::AttachedToWindow() { SetViewColor(0, 0, 0); fIsFinished = false; fScopeThreadID = spawn_thread(_Thread, "ScopeThread", B_NORMAL_PRIORITY, this); if (fScopeThreadID > 0) resume_thread(fScopeThreadID); } void ScopeView::DetachedFromWindow() { if (fScopeThreadID > 0) { fIsFinished = true; status_t exitValue; wait_for_thread(fScopeThreadID, &exitValue); } } void ScopeView::Draw(BRect updateRect) { super::Draw(updateRect); if (fIsLoading) DrawLoading(); else if (!fHaveFile && !fIsLiveInput) DrawNoFile(); else if (!fIsEnabled) DrawDisabled(); else if (fIsPlaying || fIsLiveInput) DrawPlaying(); else DrawStopped(); } int32 ScopeView::_Thread(void* data) { return ((ScopeView*) data)->Thread(); } int32 ScopeView::Thread() { // Because Pulse() was too slow, I created a thread that tells the // ScopeView to repaint itself. Note that we need to call LockLooper // with a timeout, otherwise we'll deadlock in DetachedFromWindow(). while (!fIsFinished) { if (fIsEnabled && (fIsPlaying || fIsLiveInput)) { if (LockLooperWithTimeout(50000) == B_OK) { Invalidate(); UnlockLooper(); } } snooze(50000); } return 0; } void ScopeView::DrawLoading() { DrawText(B_TRANSLATE("Loading instruments" B_UTF8_ELLIPSIS)); } void ScopeView::DrawNoFile() { DrawText(B_TRANSLATE("Drop MIDI file here")); } void ScopeView::DrawDisabled() { SetHighColor(64, 64, 64); StrokeLine(BPoint(0, Bounds().Height() / 2), BPoint(Bounds().Width(), Bounds().Height() / 2)); } void ScopeView::DrawStopped() { SetHighColor(0, 130, 0); StrokeLine(BPoint(0, Bounds().Height() / 2), BPoint(Bounds().Width(), Bounds().Height() / 2)); } void ScopeView::DrawPlaying() { int32 width = (int32) Bounds().Width(); int32 height = (int32) Bounds().Height(); // Scope drawing magic based on code by Michael Pfeiffer. int32 size = be_synth->GetAudio(fLeftSamples, fRightSamples, fSampleCount); if (size > 0) { SetHighColor(255, 0, 130); SetLowColor(0, 130, 0); int32 x; int32 y; int32 sx = 0; int32 f = (height << 16) / 65535; int32 dy = height / 2 + 1; for (int32 i = 0; i < width; i++) { x = sx / width; y = ((fLeftSamples[x] * f) >> 16) + dy; FillRect(BRect(i, y, i, y)); y = ((fRightSamples[x] * f) >> 16) + dy; FillRect(BRect(i, y, i, y), B_SOLID_LOW); sx += size; } } } void ScopeView::DrawText(const char* text) { font_height height; GetFontHeight(&height); float stringWidth = StringWidth(text); float stringHeight = height.ascent + height.descent; float x = (Bounds().Width() - stringWidth) / 2; float y = height.ascent + (Bounds().Height() - stringHeight) / 2; SetHighColor(255, 255, 255); SetLowColor(ViewColor()); SetDrawingMode(B_OP_OVER); DrawString(text, BPoint(x, y)); }