The JUCE cross-platform C++ framework, with DISTRHO/KXStudio specific changes
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  1. /*
  2. ==============================================================================
  3. This file is part of the JUCE library.
  4. Copyright (c) 2017 - ROLI Ltd.
  5. JUCE is an open source library subject to commercial or open-source
  6. licensing.
  7. By using JUCE, you agree to the terms of both the JUCE 5 End-User License
  8. Agreement and JUCE 5 Privacy Policy (both updated and effective as of the
  9. 27th April 2017).
  10. End User License Agreement: www.juce.com/juce-5-licence
  11. Privacy Policy: www.juce.com/juce-5-privacy-policy
  12. Or: You may also use this code under the terms of the GPL v3 (see
  13. www.gnu.org/licenses).
  14. JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
  15. EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
  16. DISCLAIMED.
  17. ==============================================================================
  18. */
  19. #pragma once
  20. //==============================================================================
  21. /*
  22. This file contains a bunch of miscellaneous utilities that are
  23. used by the various demos.
  24. */
  25. //==============================================================================
  26. inline Colour getRandomColour (float brightness)
  27. {
  28. return Colour::fromHSV (Random::getSystemRandom().nextFloat(), 0.5f, brightness, 1.0f);
  29. }
  30. inline Colour getRandomBrightColour() { return getRandomColour (0.8f); }
  31. inline Colour getRandomDarkColour() { return getRandomColour (0.3f); }
  32. inline Colour getUIColourIfAvailable (LookAndFeel_V4::ColourScheme::UIColour uiColour, Colour fallback = Colour (0xff4d4d4d))
  33. {
  34. if (auto* v4 = dynamic_cast<LookAndFeel_V4*> (&LookAndFeel::getDefaultLookAndFeel()))
  35. return v4->getCurrentColourScheme().getUIColour (uiColour);
  36. return fallback;
  37. }
  38. //==============================================================================
  39. // This is basically a sawtooth wave generator - maps a value that bounces between
  40. // 0.0 and 1.0 at a random speed
  41. struct BouncingNumber
  42. {
  43. BouncingNumber()
  44. : speed (0.0004 + 0.0007 * Random::getSystemRandom().nextDouble()),
  45. phase (Random::getSystemRandom().nextDouble())
  46. {
  47. }
  48. float getValue() const
  49. {
  50. double v = fmod (phase + speed * Time::getMillisecondCounterHiRes(), 2.0);
  51. return (float) (v >= 1.0 ? (2.0 - v) : v);
  52. }
  53. protected:
  54. double speed, phase;
  55. };
  56. struct SlowerBouncingNumber : public BouncingNumber
  57. {
  58. SlowerBouncingNumber()
  59. {
  60. speed *= 0.3;
  61. }
  62. };