ref: 0ae7a5a616127349a3a14c77ccaf8ab49a05b924
dir: /src/scopes/ft2_scopes.c/
// for finding memory leaks in debug mode with Visual Studio #if defined _DEBUG && defined _MSC_VER #include <crtdbg.h> #endif #include <stdint.h> #include <stdbool.h> #include <math.h> // modf() #ifndef _WIN32 #include <unistd.h> // usleep() #endif #include "../ft2_header.h" #include "../ft2_events.h" #include "../ft2_config.h" #include "../ft2_audio.h" #include "../ft2_gui.h" #include "../ft2_midi.h" #include "../ft2_bmp.h" #include "../ft2_mouse.h" #include "../ft2_video.h" #include "../ft2_tables.h" #include "../ft2_structs.h" #include "../ft2_hpc.h" #include "ft2_scopes.h" #include "ft2_scopedraw.h" static volatile bool scopesUpdatingFlag, scopesDisplayingFlag; static hpc_t scopeHpc; static volatile scope_t scope[MAX_CHANNELS]; static SDL_Thread *scopeThread; lastChInstr_t lastChInstr[MAX_CHANNELS]; // global int32_t getSamplePosition(uint8_t ch) { if (ch >= song.numChannels) return -1; volatile scope_t *sc = &scope[ch]; // cache some stuff volatile bool active = sc->active; volatile int32_t position = sc->position; volatile int32_t sampleEnd = sc->sampleEnd; if (!active || sampleEnd == 0) return -1; if (position >= 0 && position < sampleEnd) return position; return -1; // not active or overflown } void stopAllScopes(void) { // wait for scopes to finish updating while (scopesUpdatingFlag); volatile scope_t *sc = scope; for (int32_t i = 0; i < MAX_CHANNELS; i++, sc++) sc->active = false; // wait for scope displaying to be done (safety) while (scopesDisplayingFlag); } // toggle mute static void setChannel(int32_t chNr, bool on) { channel_t *ch = &channel[chNr]; ch->channelOff = !on; if (ch->channelOff) { ch->efx = 0; ch->efxData = 0; ch->realVol = 0; ch->outVol = 0; ch->oldVol = 0; ch->fFinalVol = 0.0f; ch->outPan = 128; ch->oldPan = 128; ch->finalPan = 128; ch->status = IS_Vol; ch->keyOff = true; // non-FT2 bug fix for stuck piano keys } scope[chNr].wasCleared = false; } static void drawScopeNumber(uint16_t scopeXOffs, uint16_t scopeYOffs, uint8_t chNr, bool outline) { scopeXOffs++; scopeYOffs++; chNr++; if (outline) { if (chNr < 10) // one digit? { charOutOutlined(scopeXOffs, scopeYOffs, PAL_MOUSEPT, '0' + chNr); } else { charOutOutlined(scopeXOffs, scopeYOffs, PAL_MOUSEPT, chDecTab1[chNr]); charOutOutlined(scopeXOffs + 7, scopeYOffs, PAL_MOUSEPT, chDecTab2[chNr]); } } else { if (chNr < 10) // one digit? { charOut(scopeXOffs, scopeYOffs, PAL_MOUSEPT, '0' + chNr); } else { charOut(scopeXOffs, scopeYOffs, PAL_MOUSEPT, chDecTab1[chNr]); charOut(scopeXOffs + 7, scopeYOffs, PAL_MOUSEPT, chDecTab2[chNr]); } } } static void redrawScope(int32_t ch) { int32_t i; int32_t chansPerRow = (uint32_t)song.numChannels >> 1; int32_t chanLookup = chansPerRow - 1; const uint16_t *scopeLens = scopeLenTab[chanLookup]; // get x,y,len for scope according to channel (we must do it this way since 'len' can differ!) uint16_t x = 2; uint16_t y = 94; uint16_t scopeLen = 0; // prevent compiler warning for (i = 0; i < song.numChannels; i++) { scopeLen = scopeLens[i]; if (i == chansPerRow) // did we reach end of row? { // yes, go one row down x = 2; y += 39; } if (i == ch) break; // adjust position to next channel x += scopeLen + 3; } drawFramework(x, y, scopeLen + 2, 38, FRAMEWORK_TYPE2); // draw mute graphics if channel is muted if (!editor.chnMode[i]) { const uint16_t muteGfxLen = scopeMuteBMP_Widths[chanLookup]; const uint16_t muteGfxX = x + ((scopeLen - muteGfxLen) >> 1); blitFastClipX(muteGfxX, y + 6, bmp.scopeMute+scopeMuteBMP_Offs[chanLookup], 162, scopeMuteBMP_Heights[chanLookup], muteGfxLen); if (config.ptnChnNumbers) drawScopeNumber(x + 1, y + 1, (uint8_t)i, true); } scope[ch].wasCleared = false; } void refreshScopes(void) { for (int32_t i = 0; i < MAX_CHANNELS; i++) scope[i].wasCleared = false; } static void channelMode(int32_t chn) { int32_t i; assert(chn < song.numChannels); bool m = mouse.leftButtonPressed && !mouse.rightButtonPressed; bool m2 = mouse.rightButtonPressed && mouse.leftButtonPressed; if (m2) { bool test = false; for (i = 0; i < song.numChannels; i++) { if (i != chn && !editor.chnMode[i]) test = true; } if (test) { for (i = 0; i < song.numChannels; i++) editor.chnMode[i] = true; } else { for (i = 0; i < song.numChannels; i++) editor.chnMode[i] = (i == chn); } } else if (m) { editor.chnMode[chn] ^= 1; } else { if (editor.chnMode[chn]) { config.multiRecChn[chn] ^= 1; } else { config.multiRecChn[chn] = true; editor.chnMode[chn] = true; m = true; } } for (i = 0; i < song.numChannels; i++) setChannel(i, editor.chnMode[i]); if (m2) { for (i = 0; i < song.numChannels; i++) redrawScope(i); } else { redrawScope(chn); } } bool testScopesMouseDown(void) { int32_t i; if (!ui.scopesShown) return false; if (mouse.y >= 95 && mouse.y <= 169 && mouse.x >= 3 && mouse.x <= 288) { if (mouse.y > 130 && mouse.y < 134) return true; int32_t chansPerRow = (uint32_t)song.numChannels >> 1; const uint16_t *scopeLens = scopeLenTab[chansPerRow-1]; // find out if we clicked inside a scope uint16_t x = 3; for (i = 0; i < chansPerRow; i++) { if (mouse.x >= x && mouse.x < x+scopeLens[i]) break; x += scopeLens[i]+3; } if (i == chansPerRow) return true; // scope framework was clicked instead int32_t chanToToggle = i; if (mouse.y >= 134) // second row of scopes? chanToToggle += chansPerRow; // yes, increase lookup offset channelMode(chanToToggle); return true; } return false; } static void scopeTrigger(int32_t ch, const sample_t *s, int32_t playOffset) { volatile scope_t tempState; volatile scope_t *sc = &scope[ch]; int32_t length = s->length; int32_t loopStart = s->loopStart; int32_t loopLength = s->loopLength; int32_t loopEnd = s->loopStart + s->loopLength; uint8_t loopType = GET_LOOPTYPE(s->flags); bool sample16Bit = !!(s->flags & SAMPLE_16BIT); if (s->dataPtr == NULL || length < 1) { sc->active = false; // shut down scope (illegal parameters) return; } tempState = *sc; // get copy of current scope state if (loopLength < 1) // disable loop if loopLength is below 1 loopType = 0; if (sample16Bit) tempState.base16 = (const int16_t *)s->dataPtr; else tempState.base8 = s->dataPtr; tempState.sample16Bit = sample16Bit; tempState.loopType = loopType; tempState.direction = 1; // forwards tempState.sampleEnd = (loopType == LOOP_OFF) ? length : loopEnd; tempState.loopStart = loopStart; tempState.loopLength = loopLength; tempState.position = playOffset; tempState.positionFrac = 0; // if position overflows (f.ex. through 9xx command), shut down scopes if (tempState.position >= tempState.sampleEnd) { sc->active = false; return; } tempState.active = true; /* Update live scope now. ** In theory it -can- be written to in the middle of a cached read, ** then the read thread writes its own non-updated cached copy back and ** the trigger never happens. So far I have never seen it happen, ** so it's probably very rare. Yes, this is not good coding... */ *sc = tempState; // set new scope state } static void updateScopes(void) { scopesUpdatingFlag = true; volatile scope_t *sc = scope; for (int32_t i = 0; i < song.numChannels; i++, sc++) { volatile scope_t s = *sc; // get copy of current scope state if (!s.active) continue; // scope is not active // scope position update s.positionFrac += s.delta; const uint32_t wholeSamples = (uint32_t)(s.positionFrac >> SCOPE_FRAC_BITS); s.positionFrac &= SCOPE_FRAC_MASK; if (s.direction == 1) s.position += wholeSamples; // forwards else s.position -= wholeSamples; // backwards // handle loop wrapping or sample end if (s.direction == -1 && s.position < s.loopStart) // sampling backwards (definitely pingpong loop) { s.direction = 1; // change direction to forwards if (s.loopLength >= 2) s.position = s.loopStart + ((s.loopStart - s.position - 1) % s.loopLength); else s.position = s.loopStart; assert(s.position >= s.loopStart && s.position < s.sampleEnd); } else if (s.position >= s.sampleEnd) { uint32_t loopOverflowVal; if (s.loopLength >= 2) loopOverflowVal = (s.position - s.sampleEnd) % s.loopLength; else loopOverflowVal = 0; if (s.loopType == LOOP_DISABLED) { s.active = false; } else if (s.loopType == LOOP_FORWARD) { s.position = s.loopStart + loopOverflowVal; assert(s.position >= s.loopStart && s.position < s.sampleEnd); } else // pingpong loop { s.direction = -1; // change direction to backwards s.position = (s.sampleEnd - 1) - loopOverflowVal; assert(s.position >= s.loopStart && s.position < s.sampleEnd); } } assert(s.position >= 0); *sc = s; // set new scope state } scopesUpdatingFlag = false; } void drawScopes(void) { scopesDisplayingFlag = true; int32_t chansPerRow = (uint32_t)song.numChannels >> 1; const uint16_t *scopeLens = scopeLenTab[chansPerRow-1]; uint16_t scopeXOffs = 3; uint16_t scopeYOffs = 95; int16_t scopeLineY = 112; for (int32_t i = 0; i < song.numChannels; i++) { // if we reached the last scope on the row, go to first scope on the next row if (i == chansPerRow) { scopeXOffs = 3; scopeYOffs = 134; scopeLineY = 151; } const uint16_t scopeDrawLen = scopeLens[i]; if (!editor.chnMode[i]) // scope muted (mute graphics blit()'ed elsewhere) { scopeXOffs += scopeDrawLen+3; // align x to next scope continue; } const scope_t s = scope[i]; // cache scope to lower thread race condition issues if (s.active && s.volume > 0 && !audio.locked) { // scope is active scope[i].wasCleared = false; // clear scope background clearRect(scopeXOffs, scopeYOffs, scopeDrawLen, SCOPE_HEIGHT); // draw scope bool linedScopesFlag = !!(config.specialFlags & LINED_SCOPES); scopeDrawRoutineTable[(linedScopesFlag * 6) + (s.sample16Bit * 3) + s.loopType](&s, scopeXOffs, scopeLineY, scopeDrawLen); } else { // scope is inactive volatile scope_t *sc = &scope[i]; if (!sc->wasCleared) { // clear scope background clearRect(scopeXOffs, scopeYOffs, scopeDrawLen, SCOPE_HEIGHT); // draw empty line hLine(scopeXOffs, scopeLineY, scopeDrawLen, PAL_PATTEXT); sc->wasCleared = true; } } // draw channel numbering (if enabled) if (config.ptnChnNumbers) drawScopeNumber(scopeXOffs, scopeYOffs, (uint8_t)i, false); // draw rec. symbol (if enabled) if (config.multiRecChn[i]) blit(scopeXOffs + 1, scopeYOffs + 31, bmp.scopeRec, 13, 4); scopeXOffs += scopeDrawLen+3; // align x to next scope } scopesDisplayingFlag = false; } void drawScopeFramework(void) { drawFramework(0, 92, 291, 81, FRAMEWORK_TYPE1); for (int32_t i = 0; i < song.numChannels; i++) redrawScope(i); } void handleScopesFromChQueue(chSyncData_t *chSyncData, uint8_t *scopeUpdateStatus) { volatile scope_t *sc = scope; syncedChannel_t *ch = chSyncData->channels; for (int32_t i = 0; i < song.numChannels; i++, sc++, ch++) { const uint8_t status = scopeUpdateStatus[i]; if (status & IS_Vol) sc->volume = ch->scopeVolume; if (status & IS_Period) sc->delta = ch->scopeDelta; if (status & IS_Trigger) { if (instr[ch->instrNum] != NULL) { scopeTrigger(i, &instr[ch->instrNum]->smp[ch->smpNum], ch->smpStartPos); // set some stuff used by Smp. Ed. for sampling position line if (ch->instrNum == 130 || (ch->instrNum == editor.curInstr && ch->smpNum == editor.curSmp)) editor.curSmpChannel = (uint8_t)i; lastChInstr[i].instrNum = ch->instrNum; lastChInstr[i].smpNum = ch->smpNum; } else { // empty instrument, shut down scope scope[i].active = false; lastChInstr[i].instrNum = 255; lastChInstr[i].smpNum = 255; } } } } static int32_t SDLCALL scopeThreadFunc(void *ptr) { // this is needed for scope stability (confirmed) SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH); hpc_SetDurationInHz(&scopeHpc, SCOPE_HZ); hpc_ResetCounters(&scopeHpc); while (editor.programRunning) { editor.scopeThreadBusy = true; updateScopes(); editor.scopeThreadBusy = false; hpc_Wait(&scopeHpc); } (void)ptr; return true; } bool initScopes(void) { scopeThread = SDL_CreateThread(scopeThreadFunc, NULL, NULL); if (scopeThread == NULL) { showErrorMsgBox("Couldn't create channel scope thread!"); return false; } SDL_DetachThread(scopeThread); return true; }