- Updated EditorManager and various editor components to utilize EditorCardRegistry for card registration and visibility management, enhancing dependency injection and modularity. - Refactored card registration logic across multiple editors, ensuring a consistent approach to managing editor cards. - Improved UI coordination by delegating visibility checks and card management to the new registry, streamlining the user experience. Benefits: - Simplifies card management, leading to a more organized and efficient user experience. - Enhances maintainability by clearly defining roles for card handling and editor operations, aligning with the overall architecture improvements.
330 lines
11 KiB
C++
330 lines
11 KiB
C++
#include "music_editor.h"
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#include "app/editor/system/editor_card_registry.h"
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#include "absl/strings/str_format.h"
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#include "app/gfx/debug/performance/performance_profiler.h"
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#include "app/editor/code/assembly_editor.h"
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#include "app/emu/emulator.h"
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#include "app/gui/core/icons.h"
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#include "app/gui/core/input.h"
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#include "imgui/imgui.h"
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#include "util/log.h"
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namespace yaze {
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namespace editor {
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void MusicEditor::Initialize() {
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if (!dependencies_.card_registry) return;
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auto* card_registry = dependencies_.card_registry;
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card_registry->RegisterCard({.card_id = "music.tracker", .display_name = "Music Tracker",
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.icon = ICON_MD_MUSIC_NOTE, .category = "Music",
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.shortcut_hint = "Ctrl+Shift+M", .priority = 10});
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card_registry->RegisterCard({.card_id = "music.instrument_editor", .display_name = "Instrument Editor",
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.icon = ICON_MD_PIANO, .category = "Music",
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.shortcut_hint = "Ctrl+Shift+I", .priority = 20});
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card_registry->RegisterCard({.card_id = "music.assembly", .display_name = "Assembly View",
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.icon = ICON_MD_CODE, .category = "Music",
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.shortcut_hint = "Ctrl+Shift+A", .priority = 30});
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// Show tracker by default
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card_registry->ShowCard("music.tracker");
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}
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absl::Status MusicEditor::Load() {
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gfx::ScopedTimer timer("MusicEditor::Load");
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return absl::OkStatus();
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}
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absl::Status MusicEditor::Update() {
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if (!dependencies_.card_registry) return absl::OkStatus();
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auto* card_registry = dependencies_.card_registry;
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static gui::EditorCard tracker_card("Music Tracker", ICON_MD_MUSIC_NOTE);
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static gui::EditorCard instrument_card("Instrument Editor", ICON_MD_PIANO);
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static gui::EditorCard assembly_card("Assembly View", ICON_MD_CODE);
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tracker_card.SetDefaultSize(900, 700);
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instrument_card.SetDefaultSize(600, 500);
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assembly_card.SetDefaultSize(700, 600);
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// Music Tracker Card
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if (tracker_card.Begin(card_registry->GetVisibilityFlag("music.tracker"))) {
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DrawTrackerView();
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}
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tracker_card.End();
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// Instrument Editor Card
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if (instrument_card.Begin(card_registry->GetVisibilityFlag("music.instrument_editor"))) {
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DrawInstrumentEditor();
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}
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instrument_card.End();
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// Assembly View Card
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if (assembly_card.Begin(card_registry->GetVisibilityFlag("music.assembly"))) {
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assembly_editor_.InlineUpdate();
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}
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assembly_card.End();
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return absl::OkStatus();
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}
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static const int NUM_KEYS = 25;
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static bool keys[NUM_KEYS];
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static void DrawPianoStaff() {
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if (ImGuiID child_id = ImGui::GetID((void*)(intptr_t)9);
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ImGui::BeginChild(child_id, ImVec2(0, 170), false)) {
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const int NUM_LINES = 5;
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const int LINE_THICKNESS = 2;
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const int LINE_SPACING = 40;
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// Get the draw list for the current window
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ImDrawList* draw_list = ImGui::GetWindowDrawList();
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// Draw the staff lines
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ImVec2 canvas_p0 =
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ImVec2(ImGui::GetCursorScreenPos().x, ImGui::GetCursorScreenPos().y);
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ImVec2 canvas_p1 = ImVec2(canvas_p0.x + ImGui::GetContentRegionAvail().x,
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canvas_p0.y + ImGui::GetContentRegionAvail().y);
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draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(32, 32, 32, 255));
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for (int i = 0; i < NUM_LINES; i++) {
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auto line_start = ImVec2(canvas_p0.x, canvas_p0.y + i * LINE_SPACING);
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auto line_end = ImVec2(canvas_p1.x + ImGui::GetContentRegionAvail().x,
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canvas_p0.y + i * LINE_SPACING);
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draw_list->AddLine(line_start, line_end, IM_COL32(200, 200, 200, 255),
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LINE_THICKNESS);
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}
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// Draw the ledger lines
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const int NUM_LEDGER_LINES = 3;
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for (int i = -NUM_LEDGER_LINES; i <= NUM_LINES + NUM_LEDGER_LINES; i++) {
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if (i % 2 == 0) continue; // skip every other line
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auto line_start = ImVec2(canvas_p0.x, canvas_p0.y + i * LINE_SPACING / 2);
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auto line_end = ImVec2(canvas_p1.x + ImGui::GetContentRegionAvail().x,
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canvas_p0.y + i * LINE_SPACING / 2);
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draw_list->AddLine(line_start, line_end, IM_COL32(150, 150, 150, 255),
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LINE_THICKNESS);
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}
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}
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ImGui::EndChild();
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}
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static void DrawPianoRoll() {
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// Render the piano roll
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float key_width = ImGui::GetContentRegionAvail().x / NUM_KEYS;
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float white_key_height = ImGui::GetContentRegionAvail().y * 0.8f;
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float black_key_height = ImGui::GetContentRegionAvail().y * 0.5f;
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ImGui::Text("Piano Roll");
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ImGui::Separator();
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ImDrawList* draw_list = ImGui::GetWindowDrawList();
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// Draw the staff lines
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ImVec2 canvas_p0 =
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ImVec2(ImGui::GetCursorScreenPos().x, ImGui::GetCursorScreenPos().y);
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ImVec2 canvas_p1 = ImVec2(canvas_p0.x + ImGui::GetContentRegionAvail().x,
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canvas_p0.y + ImGui::GetContentRegionAvail().y);
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draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(200, 200, 200, 255));
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ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4.f, 0.f));
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ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 0.f);
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for (int i = 0; i < NUM_KEYS; i++) {
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// Calculate the position and size of the key
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ImVec2 key_pos = ImVec2(i * key_width, 0.0f);
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ImVec2 key_size;
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ImVec4 key_color;
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ImVec4 text_color;
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if (i % 12 == 1 || i % 12 == 3 || i % 12 == 6 || i % 12 == 8 ||
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i % 12 == 10) {
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// This is a black key
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key_size = ImVec2(key_width * 0.6f, black_key_height);
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key_color = ImVec4(0, 0, 0, 255);
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text_color = ImVec4(255, 255, 255, 255);
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} else {
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// This is a white key
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key_size = ImVec2(key_width, white_key_height);
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key_color = ImVec4(255, 255, 255, 255);
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text_color = ImVec4(0, 0, 0, 255);
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}
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ImGui::PushID(i);
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ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.f, 0.f));
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ImGui::PushStyleColor(ImGuiCol_Button, key_color);
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ImGui::PushStyleColor(ImGuiCol_Text, text_color);
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if (ImGui::Button(kSongNotes[i].data(), key_size)) {
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keys[i] ^= 1;
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}
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ImGui::PopStyleColor();
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ImGui::PopStyleColor();
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ImGui::PopStyleVar();
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ImVec2 button_pos = ImGui::GetItemRectMin();
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ImVec2 button_size = ImGui::GetItemRectSize();
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if (keys[i]) {
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ImVec2 dest;
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dest.x = button_pos.x + button_size.x;
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dest.y = button_pos.y + button_size.y;
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ImGui::GetWindowDrawList()->AddRectFilled(button_pos, dest,
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IM_COL32(200, 200, 255, 200));
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}
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ImGui::PopID();
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ImGui::SameLine();
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}
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ImGui::PopStyleVar();
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ImGui::PopStyleVar();
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}
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void MusicEditor::DrawTrackerView() {
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DrawToolset();
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DrawPianoRoll();
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DrawPianoStaff();
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// TODO: Add music channel view
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ImGui::Text("Music channels coming soon...");
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}
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void MusicEditor::DrawInstrumentEditor() {
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ImGui::Text("Instrument Editor");
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ImGui::Separator();
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// TODO: Implement instrument editor UI
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ImGui::Text("Coming soon...");
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}
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void MusicEditor::DrawToolset() {
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static bool is_playing = false;
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static int selected_option = 0;
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static int current_volume = 0;
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static bool has_loaded_song = false;
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const int MAX_VOLUME = 100;
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if (is_playing && !has_loaded_song) {
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has_loaded_song = true;
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}
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gui::ItemLabel("Select a song to edit: ", gui::ItemLabelFlags::Left);
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ImGui::Combo("#songs_in_game", &selected_option, kGameSongs, 30);
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gui::ItemLabel("Controls: ", gui::ItemLabelFlags::Left);
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if (ImGui::BeginTable("SongToolset", 6, toolset_table_flags_, ImVec2(0, 0))) {
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ImGui::TableSetupColumn("#play");
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ImGui::TableSetupColumn("#rewind");
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ImGui::TableSetupColumn("#fastforward");
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ImGui::TableSetupColumn("#volume");
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ImGui::TableSetupColumn("#debug");
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ImGui::TableSetupColumn("#slider");
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ImGui::TableNextColumn();
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if (ImGui::Button(is_playing ? ICON_MD_STOP : ICON_MD_PLAY_ARROW)) {
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if (is_playing) {
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has_loaded_song = false;
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}
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is_playing = !is_playing;
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}
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ImGui::TableNextColumn();
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if (ImGui::Button(ICON_MD_FAST_REWIND)) {
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// Handle rewind button click
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}
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ImGui::TableNextColumn();
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if (ImGui::Button(ICON_MD_FAST_FORWARD)) {
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// Handle fast forward button click
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}
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ImGui::TableNextColumn();
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if (ImGui::Button(ICON_MD_VOLUME_UP)) {
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// Handle volume up button click
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}
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if (ImGui::Button(ICON_MD_ACCESS_TIME)) {
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music_tracker_.LoadSongs(*rom());
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}
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ImGui::TableNextColumn();
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ImGui::SliderInt("Volume", ¤t_volume, 0, 100);
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ImGui::EndTable();
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}
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const int SONG_DURATION = 120; // duration of the song in seconds
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static int current_time = 0; // current time in the song in seconds
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// Display the current time in the song
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gui::ItemLabel("Current Time: ", gui::ItemLabelFlags::Left);
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ImGui::Text("%d:%02d", current_time / 60, current_time % 60);
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ImGui::SameLine();
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// Display the song duration/progress using a progress bar
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ImGui::ProgressBar((float)current_time / SONG_DURATION);
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}
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// ============================================================================
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// Audio Control Methods (Emulator Integration)
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// ============================================================================
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void MusicEditor::PlaySong(int song_id) {
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if (!emulator_) {
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LOG_WARN("MusicEditor", "No emulator instance - cannot play song");
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return;
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}
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if (!emulator_->snes().running()) {
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LOG_WARN("MusicEditor", "Emulator not running - cannot play song");
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return;
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}
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// Write song request to game memory ($7E012C)
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// This triggers the NMI handler to send the song to APU
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try {
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emulator_->snes().Write(0x7E012C, static_cast<uint8_t>(song_id));
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LOG_INFO("MusicEditor", "Requested song %d (%s)", song_id,
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song_id < 30 ? kGameSongs[song_id] : "Unknown");
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// Ensure audio backend is playing
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if (auto* audio = emulator_->audio_backend()) {
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auto status = audio->GetStatus();
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if (!status.is_playing) {
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audio->Play();
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LOG_INFO("MusicEditor", "Started audio backend playback");
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}
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}
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is_playing_ = true;
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} catch (const std::exception& e) {
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LOG_ERROR("MusicEditor", "Failed to play song: %s", e.what());
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}
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}
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void MusicEditor::StopSong() {
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if (!emulator_) return;
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// Write stop command to game memory
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try {
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emulator_->snes().Write(0x7E012C, 0xFF); // 0xFF = stop music
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LOG_INFO("MusicEditor", "Stopped music playback");
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// Optional: pause audio backend to save CPU
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if (auto* audio = emulator_->audio_backend()) {
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audio->Pause();
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}
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is_playing_ = false;
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} catch (const std::exception& e) {
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LOG_ERROR("MusicEditor", "Failed to stop song: %s", e.what());
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}
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}
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void MusicEditor::SetVolume(float volume) {
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if (!emulator_) return;
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// Clamp volume to valid range
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volume = std::clamp(volume, 0.0f, 1.0f);
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if (auto* audio = emulator_->audio_backend()) {
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audio->SetVolume(volume);
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LOG_DEBUG("MusicEditor", "Set volume to %.2f", volume);
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} else {
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LOG_WARN("MusicEditor", "No audio backend available");
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}
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}
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} // namespace editor
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} // namespace yaze
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