Draw release as shaded triangle in background

This commit is contained in:
BlastBrothers 2022-02-21 18:17:25 -05:00
parent a840ec7929
commit 78a609b438
1 changed files with 16 additions and 13 deletions

View File

@ -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
}
}