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0ab19dc4cd
This makes Piano exactly as usable as when I started the large refactor some years ago, which *sounds* like I'm a terrible person but now it (1) looks nicer and (2) has a flexible backend that can already deal with aribtrary kinds of processors on any track.
74 lines
2.2 KiB
C++
74 lines
2.2 KiB
C++
/*
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* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
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* Copyright (c) 2019-2020, William McPherson <willmcpherson2@gmail.com>
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* Copyright (c) 2021, JJ Roberts-White <computerfido@gmail.com>
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* Copyright (c) 2022, the SerenityOS developers.
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include "Music.h"
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#include <LibDSP/Keyboard.h>
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#include <LibGUI/StackWidget.h>
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#include <LibGUI/Widget.h>
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class AudioPlayerLoop;
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class TrackManager;
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class WaveWidget;
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class RollWidget;
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class SamplerWidget;
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class KeysWidget;
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class TrackControlsWidget;
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class PlayerWidget;
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class MainWidget final : public GUI::Widget {
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C_OBJECT_ABSTRACT(MainWidget)
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public:
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static ErrorOr<NonnullRefPtr<MainWidget>> try_create(TrackManager&, AudioPlayerLoop&);
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virtual ~MainWidget() override = default;
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ErrorOr<void> add_track_actions(GUI::Menu&);
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void change_octave_via_keys(DSP::Keyboard::Direction);
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void set_octave_via_slider(int octave);
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void update_selected_track();
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ErrorOr<void> add_controls_for_current_track();
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private:
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explicit MainWidget(TrackManager&, AudioPlayerLoop&);
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ErrorOr<void> initialize();
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virtual void keydown_event(GUI::KeyEvent&) override;
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virtual void keyup_event(GUI::KeyEvent&) override;
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virtual void custom_event(Core::CustomEvent&) override;
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bool note_key_action(int key_code, DSP::Keyboard::Switch);
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bool special_key_action(int key_code);
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void turn_off_pressed_keys();
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void turn_on_pressed_keys();
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TrackManager& m_track_manager;
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AudioPlayerLoop& m_audio_loop;
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RefPtr<WaveWidget> m_wave_widget;
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RefPtr<RollWidget> m_roll_widget;
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RefPtr<SamplerWidget> m_sampler_widget;
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RefPtr<GUI::TabWidget> m_tab_widget;
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RefPtr<GUI::Widget> m_keys_and_knobs_container;
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RefPtr<KeysWidget> m_keys_widget;
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RefPtr<GUI::StackWidget> m_knobs_widget;
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Vector<NonnullRefPtr<TrackControlsWidget>> m_track_controls;
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RefPtr<PlayerWidget> m_player_widget;
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RefPtr<GUI::Widget> m_octave_container;
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RefPtr<GUI::Slider> m_octave_knob;
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RefPtr<GUI::Label> m_octave_value;
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bool m_octave_change_in_progress { false };
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// Not the piano keys, but the computer keyboard keys!
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bool m_keys_pressed[key_code_count] { false };
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};
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