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pixel.ck
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pixel.ck
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public class GPad extends GGen {
// initialize mesh
GPlane pad --> this;
1 => static float ALPHA;
FlatMaterial mat;
pad.mat(mat);
0 => static int NONE;
1 => static int HOVERED;
2 => static int PLAYING;
// notes
3 => static int C;
4 => static int C_SHARP;
5 => static int D;
6 => static int D_SHARP;
7 => static int E;
8 => static int F;
9 => static int F_SHARP;
10 => static int G;
11 => static int G_SHARP;
12 => static int A;
13 => static int A_SHARP;
14 => static int B;
[
Color.WHITE, // NONE
Color.LIGHTGRAY, // HOVERED
Color.BLACK, // PLAYING
// ACTIVE
(@(0.9216, 0.3412, 0.3412)),
@(0.9216, 0.3412, 0.7255),
@(0.949, 0.6, 0.2902),
@(0.6549, 0.4863, 0.051),
@(0.949, 0.7882, 0.298),
@(0.1529, 0.6824, 0.3765),
@(0.1294, 0.5882, 0.3255),
@(0.3373, 0.8, 0.949),
@(0.1843, 0.502, 0.9294),
@(0.7333, 0.4196, 0.8509),
@(0.3529, 0.1922, 0.0784),
@(0.3098, 0.3098, 0.3098)
] @=> vec3 colorMap[];
// input types
0 => static int MOUSE_HOVER;
1 => static int MOUSE_EXIT;
2 => static int MOUSE_CLICK;
3 => static int NOTE_ON;
4 => static int NOTE_OFF;
0 => int state; // current state
C => int selected;
// reference to a mouse
Mouse @ mouse;
// events
Event onHoverEvent, onClickEvent;
fun void init(Mouse @ m) {
if (mouse != null) return;
m @=> this.mouse;
spork ~ this.clickListener();
}
// check if state is active (i.e. should play sound)
fun int active() {
return state > PLAYING;
}
fun int getSelected(){
return selected;
}
fun void setSelected(int note){
note => selected;
}
fun void setState(int note) {
note => state;
}
fun int getState() {
return state;
}
fun int hover(){
return state == HOVERED;
}
// set color
fun void color(vec3 c) {
pad.mat().color(c);
}
// returns true if mouse is hovering over pad
fun int isHovered() {
pad.scaWorld() => vec3 worldScale; // get dimensions
worldScale.x / 2.0 => float halfWidth;
worldScale.y / 2.0 => float halfHeight;
pad.posWorld() => vec3 worldPos; // get position
if (mouse.worldPos.x > worldPos.x - halfWidth && mouse.worldPos.x < worldPos.x + halfWidth &&
mouse.worldPos.y > worldPos.y - halfHeight && mouse.worldPos.y < worldPos.y + halfHeight) {
return true;
}
return false;
}
// poll for hover events
fun void pollHover() {
if (isHovered()) {
onHoverEvent.broadcast();
handleInput(MOUSE_HOVER);
} else {
if (hover()) handleInput(MOUSE_EXIT);
}
}
// handle mouse clicks
fun void clickListener() {
now => time lastClick;
while (true) {
mouse.mouseDownEvents[Mouse.LEFT_CLICK] => now;
if (isHovered()) {
onClickEvent.broadcast();
handleInput(MOUSE_CLICK);
}
100::ms => now; // cooldown
}
}
fun void play(int juice) {
if (juice) {
animate_in();
}
}
fun void animate_in(){
pad.sca(0.5);
}
fun void animate_out(){
pad.scaX() + .05 * (1 - pad.scaX()) => pad.sca;
}
// stop play animation (called by sequencer on note off)
fun void stop() {
handleInput(NOTE_OFF);
}
// activate pad, meaning it should be played when the sequencer hits it
fun void activate() {
enter(selected);
}
0 => int lastState;
// enter state, remember last state
fun void enter(int s) {
state => lastState;
s => state;
// set color when playing to the last state
if (state == HOVERED) colorMap[selected] => colorMap[HOVERED];
}
// basic state machine for handling input
fun void handleInput(int input) {
if (input == NOTE_ON) {
enter(PLAYING);
return;
}
if (state == NONE) {
if (input == MOUSE_HOVER) enter(HOVERED);
else if (input == MOUSE_CLICK) enter(selected);
} else if (state == HOVERED) {
if (input == MOUSE_EXIT) enter(lastState);
else if (input == MOUSE_CLICK) enter(selected);
} else if (state == PLAYING) {
if (input == MOUSE_CLICK) enter(selected);
if (input == NOTE_OFF) enter(lastState);
} else {
if (input == MOUSE_CLICK) enter(selected);
if (input == MOUSE_HOVER) enter(HOVERED);
}
}
// override ggen update
fun void update(float dt) {
// check if hovered
pollHover();
// update state
this.color(colorMap[state]);
// interpolate back towards uniform scale (handles animation)
// this is cursed
// pad.scaX() - .03 * Math.pow(Math.fabs((1.0 - pad.scaX())), .3) => pad.sca;
// much less cursed
animate_out();
}
}