void Ableton::setup(string abletonOscHost) { this->abletonOscHost = abletonOscHost; sender.setup(abletonOscHost, ABLETON_OSC_PORT_OUT); receiver.setup(ABLETON_OSC_PORT_IN); setConnected(true); setAutoUpdate(true); setAutoDraw(true); control.addToggle("Connected", &connected, this, &Ableton::eventSetConnected); // unusued control.addButton("Refresh", this, &Ableton::eventRefresh); GuiWidget *widgetGlobal = control.addWidget("Global"); widgetGlobal->addSlider("Tempo", &tempo, 4.0f, 999.0f, this, &Ableton::eventSetTempo); widgetGlobal->addSlider("Time", &time, 4.0f, 999.0f, this, &Ableton::eventSetTime); widgetGlobal->addSlider("Volume", &volume, 0.0f, 1.0f, this, &Ableton::eventSetVolume); widgetGlobal->addSlider("Pan", &pan, -1.0f, 1.0f, this, &Ableton::eventSetPan); widgetGlobal->addToggle("Overdub", &overdub, this, &Ableton::eventSetOverdub); GuiWidget *widgetPlayback = control.addWidget("Playback"); widgetPlayback->addButton("Prev cue", this, &Ableton::eventPrevCue); widgetPlayback->addButton("Next cue", this, &Ableton::eventNextCue); widgetPlayback->addButton("Play", this, &Ableton::eventPlay); widgetPlayback->addButton("Continue", this, &Ableton::eventPlayContinue); widgetPlayback->addButton("Play selection", this, &Ableton::eventPlaySelection); widgetPlayback->addButton("Stop", this, &Ableton::eventStop); scanLiveSet(); // REFRESH OPTION! // -> delete everything // -> redo scanLiveSet // CONNECTED variable }
void ofxDatGui::init() { mMoving = false; mVisible = true; mEnabled = true; mExpanded = true; mGuiHeader = nullptr; mGuiFooter = nullptr; mActiveGui = nullptr; mAlphaChanged = false; mWidthChanged = false; mTemplateChanged = false; mAlignmentChanged = false; mAlignment = ofxDatGuiAlignment::LEFT; // load a default layout template // if (ofxDatGuiIsRetina() == false){ mTemplate = new ofxDatGui1440x900(); } else{ mTemplate = new ofxDatGui2880x1800(); } mAlpha = 1.0f; mWidth = mTemplate->row.width; mRowSpacing = mTemplate->row.spacing; setAutoDraw(true); mGuis.push_back(this); ofAddListener(ofEvents().windowResized, this, &ofxDatGui::onWindowResized, OF_EVENT_ORDER_BEFORE_APP); }
void ofxDatGui::init() { mMoving = false; mVisible = true; mEnabled = true; mExpanded = true; mGuiHeader = nullptr; mGuiFooter = nullptr; mAlphaChanged = false; mWidthChanged = false; mThemeChanged = false; mAlignmentChanged = false; mAlignment = ofxDatGuiAlignment::LEFT; // load a default theme // if (theme == nullptr) theme = make_unique<ofxDatGuiTheme>(true); mAlpha = 1.0f; mWidth = theme->layout.width; mRowSpacing = theme->layout.vMargin; mGuiBackground = theme->color.guiBackground; // enable autodraw by default // setAutoDraw(true); // assign focus to this newly created gui // mActiveGui = this; mGuis.push_back(this); mGuid = mGuis.size(); ofAddListener(ofEvents().windowResized, this, &ofxDatGui::onWindowResized, OF_EVENT_ORDER_BEFORE_APP); }
Ableton::Ableton() { connected = false; setAutoUpdate(false); setAutoDraw(false); // initialize variables }
// RenderTextureTest RenderTextureTargetNode::RenderTextureTargetNode() { /* * 1 2 * A: A1 A2 * * B: B1 B2 * * A1: premulti sprite * A2: premulti render * * B1: non-premulti sprite * B2: non-premulti render */ auto background = LayerColor::create(Color4B(40,40,40,255)); addChild(background); // sprite 1 sprite1 = Sprite::create("Images/fire.png"); // sprite 2 sprite2 = Sprite::create("Images/fire_rgba8888.pvr"); auto s = Director::getInstance()->getWinSize(); /* Create the render texture */ auto renderTexture = RenderTexture::create(s.width, s.height, Texture2D::PixelFormat::RGBA4444); this->renderTexture = renderTexture; renderTexture->setPosition(Point(s.width/2, s.height/2)); // [renderTexture setPosition:Point(s.width, s.height)]; // renderTexture.scale = 2; /* add the sprites to the render texture */ renderTexture->addChild(sprite1); renderTexture->addChild(sprite2); renderTexture->setClearColor(Color4F(0, 0, 0, 0)); renderTexture->setClearFlags(GL_COLOR_BUFFER_BIT); /* add the render texture to the scene */ addChild(renderTexture); renderTexture->setAutoDraw(true); scheduleUpdate(); // Toggle clear on / off auto item = MenuItemFont::create("Clear On/Off", CC_CALLBACK_1(RenderTextureTargetNode::touched, this)); auto menu = Menu::create(item, NULL); addChild(menu); menu->setPosition(Point(s.width/2, s.height/2)); }