relocate mute button, audio scope

This commit is contained in:
Philip Rosedale 2014-02-27 18:02:53 -08:00
parent f06b30e024
commit 7ce380a333
5 changed files with 7 additions and 37 deletions

View file

@ -2487,14 +2487,13 @@ void Application::displayOverlay() {
}
if (Menu::getInstance()->isOptionChecked(MenuOption::Stats)) {
_audio.renderMuteIcon(1, _glWidget->height() - 50);
if (Menu::getInstance()->isOptionChecked(MenuOption::Oscilloscope)) {
int oscilloscopeTop = Menu::getInstance()->isOptionChecked(MenuOption::Mirror) ? 130 : 25;
int oscilloscopeTop = _glWidget->height() - 135;
_audioScope.render(25, oscilloscopeTop);
}
}
//noiseTest(_glWidget->width(), _glWidget->height());
if (Menu::getInstance()->isOptionChecked(MenuOption::HeadMouse)) {
_myAvatar->renderHeadMouse();
}

View file

@ -40,10 +40,7 @@ static const float AUDIO_CALLBACK_MSECS = (float) NETWORK_BUFFER_LENGTH_SAMPLES_
static const int NUMBER_OF_NOISE_SAMPLE_FRAMES = 300;
// Mute icon configration
static const int ICON_SIZE = 24;
static const int ICON_LEFT = 0;
static const int ICON_TOP = 115;
static const int ICON_TOP_MIRROR = 220;
static const int MUTE_ICON_SIZE = 24;
Audio::Audio(Oscilloscope* scope, int16_t initialJitterBufferSamples, QObject* parent) :
AbstractAudioInterface(parent),
@ -706,11 +703,9 @@ void Audio::handleAudioByteArray(const QByteArray& audioByteArray) {
// or send to the mixer and use delayed loopback
}
void Audio::renderToolIcon(int screenHeight) {
void Audio::renderMuteIcon(int x, int y) {
int iconTop = Menu::getInstance()->isOptionChecked(MenuOption::Mirror) ? ICON_TOP_MIRROR : ICON_TOP;
_iconBounds = QRect(ICON_LEFT, iconTop, ICON_SIZE, ICON_SIZE);
_iconBounds = QRect(x, y, MUTE_ICON_SIZE, MUTE_ICON_SIZE);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, _micTextureId);

View file

@ -68,6 +68,8 @@ public:
void init(QGLWidget *parent = 0);
bool mousePressEvent(int x, int y);
void renderMuteIcon(int x, int y);
public slots:
void start();
void addReceivedAudioToBuffer(const QByteArray& audioByteArray);
@ -146,7 +148,6 @@ private:
// Add sounds that we want the user to not hear themselves, by adding on top of mic input signal
void addProceduralSounds(int16_t* monoInput, int numSamples);
void renderToolIcon(int screenHeight);
};

View file

@ -226,29 +226,6 @@ void drawVector(glm::vec3 * vector) {
}
// Render a 2D set of squares using perlin/fractal noise
void noiseTest(int w, int h) {
const float CELLS = 500;
const float NOISE_SCALE = 10.0;
float xStep = (float) w / CELLS;
float yStep = (float) h / CELLS;
glBegin(GL_QUADS);
for (float x = 0; x < (float)w; x += xStep) {
for (float y = 0; y < (float)h; y += yStep) {
// Generate a vector varying between 0-1 corresponding to the screen location
glm::vec2 position(NOISE_SCALE * x / (float) w, NOISE_SCALE * y / (float) h);
// Set the cell color using the noise value at that location
float color = glm::perlin(position);
glColor4f(color, color, color, 1.0);
glVertex2f(x, y);
glVertex2f(x + xStep, y);
glVertex2f(x + xStep, y + yStep);
glVertex2f(x, y + yStep);
}
}
glEnd();
}
void renderWorldBox() {
// Show edge of world
float red[] = {1, 0, 0};

View file

@ -35,8 +35,6 @@ void drawtext(int x, int y, float scale, float rotate, float thick, int mono,
void drawvec3(int x, int y, float scale, float rotate, float thick, int mono, glm::vec3 vec,
float r=1.0, float g=1.0, float b=1.0);
void noiseTest(int w, int h);
void drawVector(glm::vec3* vector);
void printVector(glm::vec3 vec);