Draw release as shaded triangle in background
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				|  | @ -441,23 +441,23 @@ void FurnaceGUI::drawFMEnv(unsigned char ar, unsigned char dr, unsigned char d2r | |||
|   ImRect rect=ImRect(minArea,maxArea); | ||||
|   ImGuiStyle& style=ImGui::GetStyle(); | ||||
|   ImU32 color=ImGui::GetColorU32(uiColors[GUI_COLOR_TEXT]); | ||||
|   ImU32 colorU=ImGui::GetColorU32(uiColors[GUI_COLOR_MACRO_OTHER]); | ||||
|   ImU32 colorS=ImGui::GetColorU32(uiColors[GUI_COLOR_SONG_LOOP]); //Sustain line color
 | ||||
|   ImGui::ItemSize(size,style.FramePadding.y); | ||||
|   if (ImGui::ItemAdd(rect,ImGui::GetID("alg"))) { | ||||
|     ImGui::RenderFrame(rect.Min,rect.Max,ImGui::GetColorU32(ImGuiCol_FrameBg),true,style.FrameRounding); | ||||
| 
 | ||||
|     //x positions
 | ||||
|     //calculate x positions
 | ||||
|     float arPos=float(31-ar)/31.0; | ||||
|     float drPos=arPos+(float(31-dr)/31.0); | ||||
|     float d2rPos=drPos+(float(31-d2r)/31.0); | ||||
|     float rrPos=d2rPos+(float(15-rr)/15.0); | ||||
|     //float rrPos=d2rPos+(float(15-rr)/15.0);
 | ||||
|     float rrPos=(float(15-rr)/15.0); | ||||
| 
 | ||||
|     //shrink all the positions horizontally
 | ||||
|     //shrink all the x positions horizontally
 | ||||
|     arPos/=4.0; | ||||
|     drPos/=4.0; | ||||
|     d2rPos/=4.0; | ||||
|     rrPos/=4.0; | ||||
|     rrPos/=2.0; | ||||
| 
 | ||||
|     //if the release rate starts past 1, it'll be offscreen, so scale everything accordingly
 | ||||
|     arPos/=MAX(1.0,rrPos); //arPos = arPos / MAX(1.0, rrPos)
 | ||||
|  | @ -465,20 +465,23 @@ void FurnaceGUI::drawFMEnv(unsigned char ar, unsigned char dr, unsigned char d2r | |||
|     d2rPos/=MAX(1.0,rrPos); | ||||
|     rrPos/=MAX(1.0,rrPos); | ||||
| 
 | ||||
|     ImVec2 pos1=ImLerp(rect.Min,rect.Max,ImVec2(0.0,1.0)); | ||||
|     ImVec2 pos2=ImLerp(rect.Min,rect.Max,ImVec2(arPos,0.0)); | ||||
|     ImVec2 pos3=ImLerp(rect.Min,rect.Max,ImVec2(drPos,(float)(sl)/30.0)); | ||||
|     ImVec2 pos4=ImLerp(rect.Min,rect.Max,ImVec2(d2rPos,(float)(sl)/20.0)); | ||||
|     ImVec2 pos5=ImLerp(rect.Min,rect.Max,ImVec2(rrPos,1.0)); | ||||
|     ImVec2 pos1=ImLerp(rect.Min,rect.Max,ImVec2(0.0,1.0)); //the bottom corner
 | ||||
|     ImVec2 pos2=ImLerp(rect.Min,rect.Max,ImVec2(arPos,0.0)); //peak of AR
 | ||||
|     ImVec2 pos3=ImLerp(rect.Min,rect.Max,ImVec2(drPos,(float)(sl)/15.0)); //end of DR
 | ||||
|     ImVec2 pos4=ImLerp(rect.Min,rect.Max,ImVec2(d2rPos,1.0)); //end of D2R
 | ||||
| 
 | ||||
|     ImVec2 posSLineBegin=ImLerp(rect.Min,rect.Max,ImVec2(0.0,(float)(sl)/30.0)); //sustain line start
 | ||||
|     ImVec2 posSLineEnd=ImLerp(rect.Min,rect.Max,ImVec2(1.0,(float)(sl)/30.0)); //sustain line end
 | ||||
|     ImVec2 posSLineBegin=ImLerp(rect.Min,rect.Max,ImVec2(0.0,(float)(sl)/15.0)); //sustain horiz. line start
 | ||||
|     ImVec2 posSLineEnd=ImLerp(rect.Min,rect.Max,ImVec2(1.0,(float)(sl)/15.0)); //sustain horiz. line end
 | ||||
|     ImVec2 posRStart=ImLerp(rect.Min,rect.Max,ImVec2(0.0,0.0)); //release line start
 | ||||
|     ImVec2 posREnd=ImLerp(rect.Min,rect.Max,ImVec2(rrPos,1.0));//release line end
 | ||||
| 
 | ||||
|     //draw graph
 | ||||
|     dl->AddTriangleFilled(posRStart,posREnd,pos1,colorS); //draw release as shaded triangle behind everything
 | ||||
|     dl->AddLine(posSLineBegin,posSLineEnd,colorS); //draw line through sustain level
 | ||||
|     dl->AddLine(pos1,pos2,color); | ||||
|     dl->AddLine(pos2,pos3,color); | ||||
|     dl->AddLine(pos3,pos4,color); | ||||
|     dl->AddLine(pos4,pos5,colorU); | ||||
|     //dl->AddLine(posRStart,posREnd,colorU); //draw release as a regular line
 | ||||
|   } | ||||
| } | ||||
| 
 | ||||
|  |  | |||
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