A cross-cutting pass, each fix with a test that failed first. Veils: MyGo still hands a key to a base that turned off this frame, so every element key now goes through pixel.Shortcut, which an archtest enforces. Input handlers record and the build applies them only while enabled; the editor turns away a veil-frame letter or copy; value bases get a copy and keep only enabled turns. Popups give a held focus back to their opener when the veil lifts. Motion: S5 is enforced at the clock. Every Tick, Since, Step, Toward and Shot runs at 4-15 fps; blinks keep 1 Hz on 4 fps steps, fast animations step at 15, and drawn time is quantized to frames. Clocks stepping back: Since holds at zero without overflow, and k.Elapsed moves a stored start to now, so nothing goes negative, runs backward or indexes out of range. Also: logs count typed text instead of holding it, gallery names use glyphs the font has, removable rows are keyed, components take their own Options (archtest), and sweeps over all 508 demos check veiled keys, clicks, wheels, the clock stepping back and names.
131 lines
3.5 KiB
Go
131 lines
3.5 KiB
Go
package media
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import (
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"fmt"
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"log/slog"
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"time"
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"github.com/egoist/mygo/ui"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
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)
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type StepSequencerOptions struct {
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// Tempo is 1–225 BPM, four steps a beat; zero: 120.
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Tempo int
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Playing bool
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Disabled bool
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}
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type StepSequencerResult struct {
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Element *ui.Element
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Changed bool
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// Step is the playhead, 0–15, or -1 when stopped.
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Step int
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}
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type seqKey struct{}
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// seq is when play began and the grid cursor.
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type seq struct {
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since time.Time
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cur int
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}
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// groups light steps by beat, like the drum machines.
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var groups = [4]pixel.Slot{pixel.Bad, pixel.Warn, pixel.Good, pixel.Info}
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// StepSequencer toggles 16 steps per track; a playhead runs along.
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func StepSequencer(c *ui.Context, text string, tracks []string, steps [][16]bool, o StepSequencerOptions) StepSequencerResult {
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k := pixel.K(c)
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if len(tracks) == 0 || len(tracks) != len(steps) {
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panic(fmt.Sprintf("media: StepSequencer has %d tracks and %d rows", len(tracks), len(steps)))
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}
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tempo := pixel.Or("StepSequencer Tempo", o.Tempo, 120)
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// S5 caps the playhead at fifteen steps a second.
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if tempo > 225 {
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panic(fmt.Sprintf("media: StepSequencer Tempo %d over 225", tempo))
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}
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res := StepSequencerResult{Step: -1}
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labels := 0
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for _, t := range tracks {
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labels = max(labels, pixel.Measure(t)+4)
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}
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res.Element = ui.Column(c).Gap(k.D(2))
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sq := ui.Local(res.Element, seqKey{}, func() seq { return seq{} })
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sq.cur = min(sq.cur, 16*len(tracks)-1)
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switch {
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case !o.Playing:
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sq.since = time.Time{}
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case sq.since.IsZero():
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sq.since = k.Now()
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}
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// The playhead is the music; Reduce Motion keeps it.
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if o.Playing {
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per := time.Minute / time.Duration(4*tempo)
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n := int(k.Elapsed(&sq.since) / per)
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res.Step = n % 16
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k.At(c, sq.since.Add(time.Duration(n+1)*per))
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}
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res.Element.Children(func() {
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ui.Row(c).Children(func() {
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ui.Box(c).Size(k.D(labels), k.D(4))
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ui.Box(c).Size(k.D(16*12), k.D(4)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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for i := range 16 {
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led := pixel.Shade
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if i == res.Step {
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led = pixel.Bad
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}
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g.Rect(i*12+3, 0, 5, 3, led)
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}
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})
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})
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ui.Row(c).Children(func() {
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ui.Box(c).Size(k.D(labels), k.D(12*len(tracks))).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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for i, t := range tracks {
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g.Text(0, i*12, t, pixel.Ink, 1)
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}
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})
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res.Changed = grid(c, k, text, tracks, steps, &sq.cur, res.Step, o.Disabled)
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})
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})
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return res
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}
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// grid is the Pad of steps; picking one toggles it.
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func grid(c *ui.Context, k pixel.Kit, text string, tracks []string, steps [][16]bool, cur *int, step int, disabled bool) bool {
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shell, base, st, picked := pixel.Pad(c, text, 16, 16*len(tracks), 12, 12, cur, disabled)
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if picked >= 0 {
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on := &steps[picked/16][picked%16]
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*on = !*on
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slog.Debug("8bit: step sequencer", "label", text, "track", tracks[picked/16], "step", picked%16+1, "on", *on)
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}
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state := k.Msg("off")
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if steps[*cur/16][*cur%16] {
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state = k.Msg("on")
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}
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base.Description(fmt.Sprintf("%s, %d, %s", tracks[*cur/16], *cur%16+1, state))
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at := *cur
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shell.Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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for i := range 16 * len(tracks) {
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x, y, col := i%16*12, i/16*12, i%16
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if i == at && st.Focus {
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g.Cursor(x, y, 12, 12)
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}
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if !steps[i/16][col] {
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g.Frame(x+1, y+1, 10, 10, pixel.Sunken, pixel.Well)
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continue
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}
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g.Frame(x+1, y+1, 10, 10, pixel.Raised, groups[col/4])
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if col == step {
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g.Rect(x+3, y+3, 6, 6, pixel.Lit)
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}
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}
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g.Finish(st)
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})
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return picked >= 0
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}
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