void MantaAudioUnitController::ButtonVelocityEvent(ofxMantaEvent & evt)
{
    if (buttonMap.count(evt.id) != 0 && buttonMap[evt.id]->toggle && evt.value > 0)
    {
        buttonMap[evt.id]->toggleHighLow();
        updateButtonColor(evt.id);
    }
    else if (toFreezePads && evt.id==1 && evt.value==0) {
        freezePads();
    }
}
Beispiel #2
0
//--------------------------------------------------------------
/*public */void ofxSimpleButton::render(){
    
    if (bRender) {
        
        ofPushMatrix();
        ofPushStyle();
        ofTranslate(b_rect.x, b_rect.y);
        
        if (b_img_fbo.size() > 0 && b_shape == BUTTON_IMAGE) {
            ofPushStyle();
            ofEnableAlphaBlending();
            ofSetColor(b_c, 255);
           
            if (b_img_fbo.size() == 2 && bToggle) { b_img_fbo[1].draw(0, 0); }
            else if (bAnimation && bang) { a_img_fbo.draw(0, 0); }
            else{ b_img_fbo[0].draw(0, 0); }
            ofDisableAlphaBlending();
            ofPopStyle();
        }else {
            ofPushStyle();
            ofFill();
            updateButtonColor();
            if (b_shape == BUTTON_CIRCLE) {
                ofEllipse(b_rect.width/2, b_rect.height/2, b_rect.width, b_rect.height);
            }else if (b_shape == BUTTON_RECT){
                ofRect(0, 0, b_rect.width, b_rect.height);
            }else if (b_shape == BUTTON_CUSTOM){
                //using vertex?
            }
            ofPopStyle();
        }
        
        if (useName) {
            ofPushStyle();
            ofSetColor(b_c);
            ofDrawBitmapString(b_info_text, n_pos);
            ofPopStyle();
        }
        
        if (useValue) {
            ofPushStyle();
            ofSetColor(b_c);
            ofDrawBitmapString(b_val_text, v_pos);
            ofPopStyle();
        }
        ofPopStyle();
        ofPopMatrix();
    }
    
}
Beispiel #3
0
void Settings::Update(Game &game){

	//update elapsedTime
	m_elapsedTime = (float)m_clock.restart().asMilliseconds();

	//Update Mouse Rectangle
	m_MouseRect = sf::Rect<float>((float)sf::Mouse::getPosition(game.window).x,
		(float)sf::Mouse::getPosition(game.window).y + 1.0f, 1.0f, 1.0f);

	if (!m_startFading){
		//Update Mouse selection
		updateMouseSelection();

		//Color the buttons
		updateButtonColor();
	}

	//See if we should change the ScreenState
	if (m_startFading){
		fadeOut();
		changeState(game);
	}
}
void MantaAudioUnitController::removeButtonMapping(int index)
{
    delete buttonMap[index];
    buttonMap.erase(index);
    updateButtonColor(index);
}
void MantaAudioUnitController::mapButtonToParameter(int index, AudioUnitInstrument & synth, string parameterName, bool toggle)
{
    registerAudioUnit(synth);
    buttonMap[index] = new MantaParameterMapping(synth, parameterName, toggle);
    updateButtonColor(index);
}