コード例 #1
0
ファイル: main2.cpp プロジェクト: FirKys/session_2
	Bullet(Vector2f coord, int who, int test){
		this->test.angle = test;
		this->who = who;
		shape.setPosition(coord);
		shape.setFillColor(Color::Red);
		shape.setRadius(5);
	}
コード例 #2
0
ファイル: wrap_CircleShape.cpp プロジェクト: joedrago/love
int w_CircleShape_setRadius(lua_State *L)
{
	CircleShape *c = luax_checkcircleshape(L, 1);
	float r = (float)luaL_checknumber(L, 2);
	c->setRadius(r);
	return 0;
}
コード例 #3
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ファイル: p4.cpp プロジェクト: OleksanderPasicznyk/Tutorials
 Ball(float mX, float mY)
 {
     shape.setPosition(mX, mY);
     shape.setRadius(ballRadius);
     shape.setFillColor(Color::Red);
     shape.setOrigin(ballRadius, ballRadius);
 }
コード例 #4
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ファイル: p2.cpp プロジェクト: ardraeiss/Tutorials
	// Let's create the Ball constructor.
	// (argument mX -> starting x coordinate)
	// (argument mY -> starting y coordinate)
	Ball(float mX, float mY) 
	{
		// Apply position, radius, color and origin 		 
		// to the CircleShape `shape`.
		shape.setPosition(mX, mY);		
		shape.setRadius(ballRadius);
		shape.setFillColor(Color::Red);
		shape.setOrigin(ballRadius, ballRadius);
	}	
コード例 #5
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int w_CircleShape_getPoint(lua_State *L)
{
	CircleShape *c = luax_checkcircleshape(L, 1);
	float x, y;
	c->getPoint(x, y);
	lua_pushnumber(L, x);
	lua_pushnumber(L, y);
	return 2;
}
コード例 #6
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ファイル: Body.cpp プロジェクト: zombihello/lifeEngine
void le::Body::CreateCircleShape( float Radius, Vector2f Center )
{
	if ( body != NULL )
	{
		CircleShape* Circle = new CircleShape( Radius, Center );
		Circle->SetPropirtes( fDensity, fRestitution, fFriction );
		Circle->SetFixture( body->CreateFixture( &Circle->GetFixtureDef() ) );
		body->GetFixtureList()->SetFilterData( *Filter );
		vCircle.push_back( Circle );
	}
}
コード例 #7
0
ファイル: GameGraphics.cpp プロジェクト: nitral/plAI-14
void GameGraphics::drawCannonBalls(Time elapsedTime)
{
	for (CannonBallList* cbl = game->cannonBallsManager.registeredCannonBalls; cbl != NULL; cbl=cbl->down)
	{
		CircleShape circle;
		circle.setRadius(CANNON_BALL_RADIUS);
		circle.setFillColor(Color::Yellow);
		circle.setOrigin(CANNON_BALL_RADIUS, CANNON_BALL_RADIUS);
		circle.setPosition(cbl->cannonBall.position);
		game->window.draw(circle);
	}
}
コード例 #8
0
ファイル: Spacecraft.cpp プロジェクト: PietPtr/Perturb
void Spacecraft::draw(RenderWindow* window, double zoom, int index)
{
    CircleShape body;
    body.setPosition(position);
    body.setRadius(zoom);
    window->draw(body);

    //draw prediction;

    drawPrediction(true, index, zoom, window);

    //drawForces(window);
}
コード例 #9
0
ファイル: verlet.cpp プロジェクト: kaikai2/tankwarca
    size_t collide(CircleShape &circle, BoxShape &box, float dt, Contact *pxContacts, size_t numMaxContacts)
    {
        dt, pxContacts, numMaxContacts;
        const Point2f &p1 = circle.body.getPosition();
        const Point2f &p2 = box.body.getPosition();

        // work in the box's coordinate system
        const Point2f kDiff = p1 - p2;

        // compute squared distance and closest point on box
        float fSqrDistance = 0.0f, fDelta;
        Point2f kClosest(kDiff * box.GetDir(0), kDiff * box.GetDir(1));
        const Point2f &extents = box.GetExtents();
        if (kClosest.x < -extents.x)
        {
            fDelta = kClosest.x + extents.x;
            fSqrDistance += fDelta*fDelta;
            kClosest.x = -extents.x;
        }
        else if (kClosest.x > extents.x)
        {
            fDelta = kClosest.x - extents.x;
            fSqrDistance += fDelta*fDelta;
            kClosest.x = extents.x;
        }
        if (kClosest.y < -extents.y)
        {
            fDelta = kClosest.y + extents.y;
            fSqrDistance += fDelta*fDelta;
            kClosest.y = -extents.y;
        }
        else if (kClosest.y > extents.y)
        {
            fDelta = kClosest.y - extents.y;
            fSqrDistance += fDelta*fDelta;
            kClosest.y = extents.y;
        }
        if (fSqrDistance > circle.GetRadius() * circle.GetRadius())
        {
            return 0;
        }
        Point2f d = p2 + kClosest - p1;
        d.Normalize();

        pxContacts[0] = Contact(p1 + d * circle.GetRadius(), p2 + kClosest, &circle.body, &box.body);
        return 1;
    }
コード例 #10
0
ファイル: Bullet.cpp プロジェクト: chmod96/Kurs_SFML
void Bullet::add(Vector2f f,Vector2f pos)
{
	//
	CircleShape c;
	c.setPosition(pos);
	c.setFillColor(color);
	c.setRadius(2);
	
	if(timer.getElapsedTime() >= frequency && (ammunition > 0 || infinite))
	{
		m_bullet.push_back(c);
		factor.push_back(f);

		timer.restart();
		ammunition--;
	}
}
コード例 #11
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        void update() {
            shape.move(velocity);

            if(left() < 0) velocity.x = ballVelocity;
            else if(right() > windowWidth) velocity.x = -ballVelocity;

            if(top() < 0) velocity.y = ballVelocity;
            else if (bottom() > windowHeight) velocity.y = -ballVelocity;
        }
コード例 #12
0
ファイル: verlet.cpp プロジェクト: kaikai2/tankwarca
    size_t collide(CircleShape &circle1, CircleShape &circle2, float dt, Contact *pxContacts, size_t numMaxContacts)
    {
        dt, numMaxContacts;

        float rR = circle1.GetRadius() + circle2.GetRadius();
        const Point2f &p1 = circle1.body.getPosition();
        const Point2f &p2 = circle2.body.getPosition();
        Point2f d = p2 - p1;
        float len = d.Length();
        if (len > rR)
        {
            return 0;
        }
        d.Normalize();
        
        pxContacts[0] = Contact(p1 + d * circle1.GetRadius(), p1 + d * (len - circle1.GetRadius()), &circle1.body, &circle2.body);
        return 1;
    }
コード例 #13
0
ファイル: Body.cpp プロジェクト: zombihello/lifeEngine
void le::Body::SetPropirtes( float Density, float Restitution, float Friction )
{
	for ( int i = 0; i < vShape.size(); i++)
	{
		PolygonShape* Shape = vShape[ i ];
		Shape->SetPropirtes( Density, Restitution, Friction );
	}

	for ( int i = 0; i < vCircle.size(); i++)
	{
		CircleShape* Circle = vCircle[ i ];
		Circle->SetPropirtes( Density, Restitution, Friction );
	}

	fDensity = Density;
	fRestitution = Restitution;
	fFriction = Friction;
}
コード例 #14
0
ファイル: Body.cpp プロジェクト: zombihello/lifeEngine
void le::Body::SetSize( Vector2f SizeBody )
{
	for ( int i = 0; i < vShape.size(); i++ )
	{
		PolygonShape* Shape = vShape[ i ];
		body->DestroyFixture( &Shape->GetFixture() );
		Shape->SetSize( SizeBody );
		Shape->SetFixture( body->CreateFixture( &Shape->GetFixtureDef() ) );
	}

	for ( int i = 0; i < vCircle.size(); i++ )
	{
		CircleShape* Circle = vCircle[ i ];
		body->DestroyFixture( &Circle->GetFixture() );
		Circle->SetRadius( SizeBody.x/2 );
		Circle->SetFixture( body->CreateFixture( &Circle->GetFixtureDef() ) );
	}

	body->GetFixtureList()->SetFilterData( *Filter );
}
コード例 #15
0
ファイル: main2.cpp プロジェクト: FirKys/session_2
	//Обновляем координаты
	void update(){
		Vector2f step = {0,0};
		float testik = test.angle * 3.14159265358979323846 / 180;

		step.x = 0.32f * cos(testik);
		step.y = 0.32f * sin(testik);

		step.y += 0.0015f * time;
		shape.move(step);

		time += 0.1;
	}
コード例 #16
0
ファイル: Sun.cpp プロジェクト: PietPtr/Solex
void Sun::draw(DrawData drawData)
{
    RenderWindow* window = drawData.window;
    double zoom = drawData.zoom;
    Vector2i viewPos = drawData.viewPos;


    CircleShape sun;
    int r = radius / zoom;
    r = r < 2 ? 2 : r;
    sun.setRadius(r);
    sun.setPointCount(1024);
    sun.setPosition(globalToDrawCoords(viewPos, Vector2i(0, 0), zoom));
    sun.setOrigin(Vector2f(r, r));
    sun.setFillColor(Color(200, 200, 0));
    window->draw(sun);

    for (int i = 0; i < moons.size(); i++)
    {
        moons.at(i).draw(window, zoom, viewPos);
    }

    for (int i = 0; i < planets.size(); i++)
    {
        planets.at(i).draw(window, zoom, viewPos);
    }


}
コード例 #17
0
ファイル: main2.cpp プロジェクト: FirKys/session_2
//Точка входит в квадрат?
bool Check(RectangleShape rect, CircleShape shape){
	Vector2f coordrect = rect.getPosition();
	Vector2f coordshape = shape.getPosition();

	if (coordrect.x <= coordshape.x &&
		coordrect.y <= coordshape.y &&
		coordrect.x + rect.getSize().x >= coordshape.x &&
		coordrect.y + rect.getSize().y >= coordshape.y)
	{
		return true;
	}
	else { return false; }
}
コード例 #18
0
ファイル: p4.cpp プロジェクト: Cojacfar/Tutorials
	void update() 
	{ 
		shape.move(velocity); 
		
		// We need to keep the ball "inside the screen".

		// If it's leaving toward the left, we need to set
		// horizontal velocity to a positive value (towards the right).
		if(left() < 0) velocity.x = ballVelocity;

		// Otherwise, if it's leaving towards the right, we need to
		// set horizontal velocity to a negative value (towards the left).
		else if(right() > windowWidth) velocity.x = -ballVelocity;

		// The same idea can be applied for top/bottom collisions.
		if(top() < 0) velocity.y = ballVelocity;
		else if(bottom() > windowHeight) velocity.y = -ballVelocity;
	}
コード例 #19
0
void Crawler::DebugDraw( RenderTarget *target )
{
	if( !dead )
	{

		CircleShape cs;
		cs.setFillColor( Color::Cyan );
		cs.setRadius( 10 );
		cs.setOrigin( cs.getLocalBounds().width / 2, cs.getLocalBounds().height / 2 );
		V2d g = ground->GetPoint( edgeQuantity );
		cs.setPosition( g.x, g.y );

		//owner->window->draw( cs );
		//UpdateHitboxes();
		physBody.DebugDraw( target );
	}
//	hurtBody.DebugDraw( target );
//	hitBody.DebugDraw( target );
}
コード例 #20
0
ファイル: p4.cpp プロジェクト: OleksanderPasicznyk/Tutorials
 float bottom() const noexcept { return y() + shape.getRadius(); }
コード例 #21
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ファイル: p4.cpp プロジェクト: OleksanderPasicznyk/Tutorials
 float top() const noexcept { return y() - shape.getRadius(); }
コード例 #22
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ファイル: p4.cpp プロジェクト: OleksanderPasicznyk/Tutorials
 float right() const noexcept { return x() + shape.getRadius(); }
コード例 #23
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ファイル: p4.cpp プロジェクト: OleksanderPasicznyk/Tutorials
 float left() const noexcept { return x() - shape.getRadius(); }
コード例 #24
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ファイル: p4.cpp プロジェクト: OleksanderPasicznyk/Tutorials
 float x() const noexcept { return shape.getPosition().x; }
コード例 #25
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ファイル: p6.cpp プロジェクト: OleksanderPasicznyk/Tutorials
 float bottom() { return y() + shape.getRadius(); }
コード例 #26
0
ファイル: p6.cpp プロジェクト: OleksanderPasicznyk/Tutorials
 float top() { return y() - shape.getRadius(); }
コード例 #27
0
ファイル: p6.cpp プロジェクト: OleksanderPasicznyk/Tutorials
 float right() { return x() + shape.getRadius(); }
コード例 #28
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ファイル: p6.cpp プロジェクト: OleksanderPasicznyk/Tutorials
 float left() { return x() - shape.getRadius(); }
コード例 #29
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ファイル: p6.cpp プロジェクト: OleksanderPasicznyk/Tutorials
 float x() { return shape.getPosition().x; }
コード例 #30
0
ファイル: main-sound-test.cpp プロジェクト: jokoon/eio
int main(int argc, char*argv[]) {
    // ████████ INITS 1 ████████
#ifndef COMMON_INITS1
    cfg.init("bedlab.cfg");
    ui2::init_ui();
    Vec2i windowsize;
    Vec2i screen_resolution = { int(VideoMode::getDesktopMode().width), int(VideoMode::getDesktopMode().height) };
    if (cfg.getvar<int>("auto_winsize")) {
        auto window_scale = cfg.getvar<Vec2>("window_scale");
        windowsize = Vec2i(scal(Vec2(screen_resolution), window_scale));
    }
    else {
        windowsize = cfg.getvar<Vec2i>("windowsize");
    }
    winsize = Vec2(windowsize);
    //UI.init_console(); // ALWAYS AFTER SO IT CAN GET WINDOW SIZE
    ui2::init_console(); // ALWAYS AFTER SO IT CAN GET WINDOW SIZE

    wincenter = 0.5f*Vec2(windowsize);
    Vec2i windowpos;
    VideoMode::getDesktopMode().height;
    if (cfg.getvar<int>("stick_left")) {
        windowpos = Vec2i(
            screen_resolution.x - windowsize.x - 10,
            screen_resolution.y - windowsize.y - 40
        );
    }
    else
        windowpos = (Vec2i(5, 25));

    sf::RenderWindow window(sf::VideoMode(windowsize.x, windowsize.y),
        "bedlab!", 7
        //,sf::ContextSettings(0, 0, 1)
    );
    window.setFramerateLimit(cfg.getvar<int>("fps_max"));
    frame_duration = 1.0f / cfg.getvar<int>("fps_max");

    window.setPosition(windowpos);

    vector<string> keys;
    auto choice = cfg.getstr("app");
    // show_keys(cfg.getstr("app"), keys);
#endif
// ████████ INITS2 ████████
#ifndef COMMON_INITS2

// we don't have a class/interface/struct with data, everything is local to this function, like a classic stack that all programs are anyway.
// Texture cursor_tx;
// if (!cursor_tx.loadFromFile(cfg.getstr("cursor")))
//     cout << "did not load cursor" << endl;
// Sprite cursor;
// cursor.setTexture(cursor_tx);
// cursor.setOrigin(3, 3);

    CircleShape cursor = mkcircle({ 0,0 }, Color::Transparent, 3, 1);
    Color background = cfg.getvar<Color>("background");
    window.setMouseCursorVisible(false);
    Vec2 mpos;
    bool leftclicked = false, rightclicked = false;

    // view and zoom
    View view, ui_view;
    ui_view = view = window.getDefaultView();
    float zoomlevel = 1;
    Vec2 mpos_abs;
    float frame_duration = 1.0f / cfg.getvar<int>("fps_max");
#endif // COMMON_INITS2
    // ████████ APP ACTUAL ████████

    float smaller_size = min(windowsize.y, windowsize.x);
    string descriptor;

    Transform transf;
    transf.translate(10, 10);
    transf.scale(Vec2(smaller_size, smaller_size));

    transf_glob = transf;

    auto addvt_col = [&](Vec2 v, Color col) {
        glob_vert_single.append(Vertex(transf.transformPoint(v), col));
    };

    auto va_to_va_col = [&](mesh2d&idxd_v, Color col) {
        for (unsigned int i = 0; i < idxd_v.size(); ++i)
        {
            // if (i<)
            addvt_col(idxd_v[i].first, col);
            addvt_col(idxd_v[i].second, col);

            //addpt(idxd_v[i].first, Orange, 5);
            //addpt(idxd_v[i].second, Cyan, 5);
        }

        for (auto&a : idxd_v.verts) {
            addpt_col(a, col, 2);
        }
    };
    auto stripify = [&](vector<Vec2> strip, Color col) {
        glob_vert_single = VertexArray(LineStrip);

        for (auto&a : strip) {
            glob_vert_single.append(Vertex(transf.transformPoint(a), col));
            addpt_col(a, col, 2);
        }

    };

    size_t edit_mode = 1;
    // ████████████████████████████████████████
    sf::Sound sound;

    auto make_segment = [](int size, int amplitude) {
        vector<Int16> sample;

        for (int i = 0; i < size; ++i)
        {
            sample.push_back(amplitude*sin(float(i)*PI*2.0f));
        }
        return sample;
    };

    /*
    <Jonny> duration will be sample count * sample rate
    <Jonny> so at 44khz you'll have 44k samples per second
    <Jonny> if you have 88k samples that will last 2 second
    */

    plot_bare pl;
    
    float sample_rate = 22050;

    auto make_tone = [&](float duration, float frequency, int amplitude_exp) {
        float sample_quantity = sample_rate * duration;
        vector<Int16> sample;
        int amplitude = 1 << amplitude_exp;
        float increment = frequency / sample_rate;
        float x = 0;
        for (int i = 0; i < sample_quantity; ++i){
            sample.push_back(amplitude*sin(float(x)*PI*2.0f));
            x += increment;
        }
        return sample;
    };
    // http://sol.gfxile.net/interpolation/

    auto make_tone_progressive_2 = [&](float duration, float frequency, int amplitude_exp) {
        float sample_quantity = sample_rate * duration;
        vector<Int16> sample;
        int amplitude = 1 << amplitude_exp;
        float increment = frequency / sample_rate;
        float x = 0;
        for (int i = 0; i < sample_quantity; ++i) {
            float soft = float(i) / sample_quantity;
            //soft = 1 - (1 - 2 * soft)*(1 - 2 * soft)*(1 - 2 * soft)*(1 - 2 * soft);
            soft = 1 - (1 - 2 * soft)*(1 - 2 * soft);
            soft *= amplitude;

            sample.push_back(soft*sin(float(x)*PI*2.0f));
            x += increment;
        }
        return sample;

    };
    auto make_tone_progressive_4 = [&](float duration, float frequency, int amplitude_exp) {
        float sample_quantity = sample_rate * duration;
        vector<Int16> sample;
        int amplitude = 1 << amplitude_exp;
        float increment = frequency / sample_rate;
        float x = 0;
        for (int i = 0; i < sample_quantity; ++i) {
            float soft = float(i) / sample_quantity;
            soft = 1 - (1 - 2 * soft)*(1 - 2 * soft)*(1 - 2 * soft)*(1 - 2 * soft);
            soft *= amplitude;

            sample.push_back(soft*sin(float(x)*PI*2.0f));
            x += increment;
        }
        return sample;

    };
    auto make_tone_progressive_6 = [&](float duration, float frequency, int amplitude_exp) {
        float sample_quantity = sample_rate * duration;
        vector<Int16> sample;
        int amplitude = 1 << amplitude_exp;
        float increment = frequency / sample_rate;
        float x = 0;
        for (int i = 0; i < sample_quantity; ++i) {
            float soft = float(i) / sample_quantity;
            soft = 1 - (1 - 2 * soft)*(1 - 2 * soft)*(1 - 2 * soft)*(1 - 2 * soft)*(1 - 2 * soft)*(1 - 2 * soft);
            soft *= amplitude;

            sample.push_back(soft*sin(float(x)*PI*2.0f));
            x += increment;
        }
        return sample;

    };


    auto sample_string2 = cfg.getstr("sound1");
    auto spl1 = splitdelim(sample_string2, ',');
    auto params2 = splitdelim(spl1[0]);
    //float freq = parse<float>(params[1]);
    //float duration = parse<float>(params[2]);
    //float amplitude_exp = parse<float>(params[3]);

    float freq,  duration, amplitude_exp, pause;
    int times, smoothstep_exp;
    dip_bars dbars(FONT, FONTSIZE, {400,20});
    //dbars.add("sampling", &sampling,5, 10000);
    dbars.add("sample_rate", &sample_rate, 1000, 45000);
    dbars.add("freq", &freq,50,5000);
    dbars.add("duration", &duration, 0.5, 5);
    dbars.add("amplitude_exp", &amplitude_exp, 1, 14);
    SoundBuffer buffer; // always lived!
    auto load_sample2 = [&](){
        auto delaystr = splitdelim(spl1[1]);
        vector<float> segment_sizes;
        float total = 0;
        for (auto&a : delaystr) {
            total += parse<float>(a);
            segment_sizes.push_back(parse<float>(a));
        }
        int i = 0;
        vector<Int16> sample;
        vector<vector<Int16>> samples;

        for (auto&a : segment_sizes) a /= total;
        //for (auto&a : segment_sizes) msg(a*total);
        for (auto&a : segment_sizes){
            auto scaled_back = duration * freq * a;

            int amplitude = i % 2 ? 0 : 1 << int(amplitude_exp);
            msg(scaled_back);
            samples.push_back(make_segment(scaled_back, amplitude));
            ++i;
        }
        for (auto&a : samples){
            concatenate(sample, a);
        }
        SoundBuffer buffer;
        // \param sampleRate   Sample rate (number of samples to play per second)

        buffer.loadFromSamples(&sample[0], sample.size(), 1, sample.size()/duration);
        {
            // plut josting just plotting
            vector<Vec2> plot_this;
            int i = 0;

            for (auto&a : sample) {
                //plot_this.push_back({ float(i), 200 * float(a) / (1 << 12) });
                plot_this.push_back({ float(i), float(a) });
                i++;
            }
            pl.clear();
            pl.from_data_normalized(plot_this);
        }

        return buffer;
    };
    auto load_sample = [&]() {
        auto delaystr = splitdelim(spl1[1]);
        vector<float> segment_sizes;
        float total = 0;
        for (auto&a : delaystr) {
            total += parse<float>(a);
            segment_sizes.push_back(parse<float>(a));
        }
        int i = 0;
        vector<Int16> sample;
        vector<vector<Int16>> samples;

        for (auto&a : segment_sizes) a /= total;
        //for (auto&a : segment_sizes) msg(a*total);
        if (smoothstep_exp == 2) {
            for (auto&a : segment_sizes) {
                samples.push_back(make_tone_progressive_2(duration*a, freq, i % 2 ? 0 : int(amplitude_exp)));
                ++i;
            }
       
        }
        else if (smoothstep_exp == 4){
            for (auto&a : segment_sizes) {
                samples.push_back(make_tone_progressive_4(duration*a, freq, i % 2 ? 0 : int(amplitude_exp)));
                ++i;
            }
        }


        for (auto&a : samples) {
            concatenate(sample, a);
        }
        SoundBuffer buffer;
        // \param sampleRate   Sample rate (number of samples to play per second)
        //sample = make_tone(2, 400, 8);
        //buffer.loadFromSamples(&sample[0], sample.size(), 1, sample.size() / duration);
        buffer.loadFromSamples(&sample[0], sample.size(), 1, sample.size() / duration);
        if (true) {
            // plut josting just plotting
            vector<Vec2> plot_this;
            int i = 0;

            for (auto&a : sample) {
                //plot_this.push_back({ float(i), 200 * float(a) / (1 << 12) });
                plot_this.push_back({ float(i), float(a) });
                i++;
            }
            pl.clear();
            pl.from_data_normalized(plot_this);
        }

        return buffer;
    };
    
    auto load_from_cfg = [
        &freq,
        &duration,
        &amplitude_exp,
        &pause,
        &times,
        &descriptor,
        &smoothstep_exp]() {
        auto temp_cfg = configfile();
        temp_cfg.init("bedlab.cfg");
        auto sample_string = temp_cfg.getstr("sound2");

        auto things = split2(sample_string, ",");
        auto params = split2(things[0], " ");
        auto segments = split2(things[1], " ");

        string segments_dashed = things[1];

        if (segments_dashed[0] == ' ') segments_dashed = segments_dashed.substr(1);
        if (things[1][0] == ' ') things[1] = things[1].substr(1);
        if (things[2][0] == ' ') things[2] = things[2].substr(1);
        if (things[3][0] == ' ') things[3] = things[3].substr(1);
        if (things[4][0] == ' ') things[4] = things[4].substr(1);
        
        for (auto&c : segments_dashed) {
            if (c == ' ') c = '-';
        }
        
        freq = parse<float>(params[0]);
        duration = parse<float>(params[1]);
        amplitude_exp = parse<float>(params[2]);
        pause = parse<float>(things[2]);
        times = parse<int>(things[3]);
        smoothstep_exp = parse<int>(things[4]);
        msgs(smoothstep_exp);
        descriptor =
            params[0]         // freq
            + "_" + params[1] // duration
            + "_" + params[2] // amplitude_exp
            + "_" + segments_dashed
            + "_" + things[2] // pause
            + "_" + things[3] // times
            + "_" + things[4] // smoothstep_exp
            ;
        msgs(descriptor);
        return segments;
    };
    auto segments = load_from_cfg();

    auto flexible_expanse = [&]() {
        vector<float> segment_sizes, segment_concat;
        for (auto&a : segments) {
            segment_sizes.push_back(parse<float>(a));
        }
        segment_sizes.push_back(pause);

        for (int i = 0; i < times; ++i) {
            concatenate(segment_concat, segment_sizes);
        }
        float total = 0;
        for (auto&a : segment_concat) total+=a;
        for (auto&a : segment_concat) a /= total;

        vector<vector<Int16>> samples;
        int i = 0;
        if (smoothstep_exp == 2) {
            for (auto&a : segment_concat) {
                samples.push_back(make_tone_progressive_2(duration*a, freq, i % 2 ? 0 : int(amplitude_exp)));
                ++i;
            }
        }
        else if (smoothstep_exp == 4) {
            for (auto&a : segment_concat) {
                samples.push_back(make_tone_progressive_4(duration*a, freq, i % 2 ? 0 : int(amplitude_exp)));
                ++i;
            }
        }
        else if (smoothstep_exp == 6) {
            for (auto&a : segment_concat) {
                samples.push_back(make_tone_progressive_6(duration*a, freq, i % 2 ? 0 : int(amplitude_exp)));
                ++i;
            }
        }
        vector<Int16> sample;

        for (auto&a : samples) { concatenate(sample, a); }
        SoundBuffer buffer;

        //buffer.loadFromSamples(&sample[0], sample.size(), 1, sample.size() / duration);
        buffer.loadFromSamples(&sample[0], sample.size(), 1, sample_rate);
        if (true) {
            // plut josting just plotting
            vector<Vec2> plot_this;
            int i = 0;

            for (auto&a : sample) {
                //plot_this.push_back({ float(i), 200 * float(a) / (1 << 12) });
                plot_this.push_back({ float(i), float(a) });
                i++;
            }
            pl.clear();
            pl.from_data_normalized(plot_this);
        }
        return buffer;
    };

    //buffer = load_sample(sample_string);
    auto make_sound = [&]() {
        //buffer = load_sample();
        segments = load_from_cfg();
        buffer = flexible_expanse();

        sound.setBuffer(buffer);
        string filename = "rngtn_" + descriptor+".wav";
        //buffer.saveToFile("file.wav");
        buffer.saveToFile(filename);
        sound.play();
    };

    make_sound();
    dbars.read_from_pointers();


    // ████████ callbacks ████████

#ifndef LOOP_LAMBDAS
    draw = [&]() {
        window.setView(view);
        //////////////// OBJECTS THAT CAN ZOOMED ////////////////
        window.draw(glob_vert_single);
        for (auto&a : glob_pts)window.draw(a);
        for (auto&a : glob_rects)window.draw(a);
        for (auto&a : glob_vert)window.draw(a);
        for (auto&a : glob_texts)window.draw(a);
        // UI draw, AFTER ui view and BEFORE other draw
        window.setView(ui_view);
        //////////////// OBJECTS THAT CANNOT ZOOMED, MEANING UI ////////////////
        pl.draw(window);
        dbars.draw(window);

        //br.drawwithtext(window);
        UI.draw(window);
        window.draw(cursor);
    };
    update = [&]() {
    };
    treatkeyevent = [&](Keyboard::Key k) {
        switch (k)
        {
        case Keyboard::E:
            break;
        case Keyboard::I:

            break;
        case Keyboard::Q:
            break;
        case Keyboard::BackSpace:
            glob_pts.clear();
            glob_texts.clear();
            glob_rects.clear();
            glob_vert.clear();
            break;

        case Keyboard::Space:
            make_sound();
            sound.play();
            sound.setLoop(false);
            break;

        case Keyboard::S:
            screenshot(window);
            break;
        case Keyboard::Num1:
        case Keyboard::Num2:
        case Keyboard::Num3:
        case Keyboard::Num4:
        case Keyboard::Num5:
            break;
        }
    };
    mousemoved = [&](Vec2 pos) {
        cursor.setPosition(pos);
        if (leftclicked);

        dbars.mouse_moved(pos);
    };
    mouseclick = [&](sf::Mouse::Button button) {
        if (button == Mouse::Button::Left) leftclicked = true;
        if (button == Mouse::Button::Right) rightclicked = true;
    
        if (button == Mouse::Button::Left) dbars.mouse_click(mpos);

    
    };
    mouserelease = [&](sf::Mouse::Button button) {
        if (button == Mouse::Button::Left) leftclicked = false;
        if (button == Mouse::Button::Right) rightclicked = false;

        if (button == Mouse::Button::Left) { 
            dbars.mouse_release(); 
            make_sound();

        }

    };
    loop = [&]() {
        while (window.isOpen())
        {
            sf::Event event;
            while (window.pollEvent(event))
            {
                switch (event.type)
                {
                case sf::Event::KeyPressed:
                    if (event.key.code == sf::Keyboard::Escape)
                        window.close();
                    treatkeyevent(event.key.code);
                    break;
                case sf::Event::Closed:
                    window.close();
                    break;
                case sf::Event::MouseButtonPressed:
                    mouseclick(event.mouseButton.button);
                    break;
                case sf::Event::MouseButtonReleased:
                    mouserelease(event.mouseButton.button);
                    break;
                case sf::Event::MouseMoved:
                    mpos = Vec2(event.mouseMove.x, event.mouseMove.y);
                    mpos_abs = window.mapPixelToCoords(Vec2i(mpos), view);
                    mousemoved(mpos);
                    break;
                default:
                    treatotherevent(event);
                    break;
                }
            }

            window.clear(background);
            update();
            draw();
            window.display();
        }
    };
    treatotherevent = [&](Event&e) {
        if (e.type == Event::MouseWheelMoved && e.mouseWheel.delta)
        {
            mpos_abs = window.mapPixelToCoords(Vec2i(mpos), view);

            //view = window.getView();
            if (e.mouseWheel.delta < 0)
            {
                zoomlevel *= 2.f;
                view.setSize(view.getSize()*2.f);
                view.setCenter(interp(mpos_abs, view.getCenter(), 2.f));
                //view.setCenter(interp(mpos_abs, view.getCenter(), 2.f));
            }
            if (e.mouseWheel.delta > 0)
            {
                zoomlevel *= 0.5;
                view.setSize(view.getSize()*.5f);
                view.setCenter(.5f*(view.getCenter() + mpos_abs));
                //view.setCenter(.5f*(view.getCenter() + mpos_abs));
            }
            window.setView(view);
        }
    };
#endif // LOOP_LAMBDAS

    loop();
}