// ============================================================================================ // Draw time diagram on screen // ============================================================================================ /// <summary> /// Draw waveform. Argument's units are grid divisions (GD) /// </summary> /// <param name="channel">Channel</param> /// <param name="smpBeg">Index of first sample</param> /// <param name="smpEnd">Index of last sample</param> /// <param name="pxStart">Start pixel</param> /// <param name="pxPerSample">Pixels per sample</param> /// <param name="color">Waveform color</param> public void PlotFloat( OscChannel channel, int smpBeg, int smpEnd, float pxStart, float pxPerSample, Color color) { // do not render empty buffer var texCenterY = oscSettings.textureCenter.y; var pixPerDivs = oscSettings.pixelsPerDivision; // first sample position var fpx = pxStart; var x1 = Mathf.RoundToInt(pxStart - pxPerSample); var y1 = Mathf.RoundToInt(channel.GetFloat(smpBeg - 1) * pixPerDivs + texCenterY); y1 = oscSettings.ClampPixelInsideScreenY(y1); // iterate over all samples (starts from sample 2) for (var i = smpBeg; i <= smpEnd; i++) { var x2 = Mathf.RoundToInt(fpx); var y2 = Mathf.RoundToInt(channel.GetFloat(i) * pixPerDivs + texCenterY); y2 = oscSettings.ClampPixelInsideScreenY(y2); // first line at the sample 2 var absDx = Math.Abs(x1 - x2); var absDy = Math.Abs(y1 - y2); if (absDx > 1 || absDy > 1) { OscUtils.PlotLine(screenTexture, x1, y1, x2, y2, color); } else { screenTexture.SetPixel(x2, y2, color); } x1 = x2; y1 = y2; fpx += pxPerSample; } }
/// <summary> /// Draw marker at the x,y position in the division units /// </summary> /// <param name="text"></param> /// <param name="color"></param> /// <param name="x"></param> /// <param name="y"></param> /// <param name="scale">Vertical scale</param> /// <param name="position">Vertical position</param> /// <param name="clampPosition">If label does not fit on screen render it with blinking</param> public void DrawLabel(string text, float x, float y, Color color, bool clampPosition = false) { var pxX = oscSettings.GetPixelPositionIntX(x); var pxY = oscSettings.GetPixelPositionIntY(y); var isNotFit = !oscSettings.TestPixelInsideScreenY(pxY); if (isNotFit) { // if the label outside it modify name if (clampPosition) { pxY = oscSettings.ClampPixelInsideScreenY(pxY); text += '!'; // mark it clamped } else { return; // do not render label outside } } // Render little cross hor. and vert. lines. OscUtils.PlotLine(screenTexture, pxX, pxY, pxX + 16, pxY, color); OscUtils.PlotLine(screenTexture, pxX, pxY - 8, pxX, pxY + 8, color); // Render text (if text is not fit move it below the line) const int CHAR_HEIGHT = 8; const int CHAR_OFFSET = 2; if (pxY < oscSettings.textureSize.y - (CHAR_HEIGHT + CHAR_OFFSET)) { // fit on screen OscFont.DrawText(screenTexture, text, pxX + 1, pxY + CHAR_OFFSET, color); } else { // does not fit on screen OscFont.DrawText(screenTexture, text, pxX + 1, pxY - (CHAR_HEIGHT + CHAR_OFFSET), color); } }