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) 2015 - ROLI Ltd.
  5. Permission is granted to use this software under the terms of either:
  6. a) the GPL v2 (or any later version)
  7. b) the Affero GPL v3
  8. Details of these licenses can be found at: www.gnu.org/licenses
  9. JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
  10. WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
  11. A PARTICULAR PURPOSE. See the GNU General Public License for more details.
  12. ------------------------------------------------------------------------------
  13. To release a closed-source product which uses JUCE, commercial licenses are
  14. available: visit www.juce.com for more information.
  15. ==============================================================================
  16. */
  17. #pragma once
  18. //==============================================================================
  19. /*
  20. This file contains a bunch of miscellaneous utilities that are
  21. used by the various demos.
  22. */
  23. //==============================================================================
  24. inline Colour getRandomColour (float brightness)
  25. {
  26. return Colour::fromHSV (Random::getSystemRandom().nextFloat(), 0.5f, brightness, 1.0f);
  27. }
  28. inline Colour getRandomBrightColour() { return getRandomColour (0.8f); }
  29. inline Colour getRandomDarkColour() { return getRandomColour (0.3f); }
  30. inline Colour getUIColourIfAvailable (LookAndFeel_V4::ColourScheme::UIColour uiColour, Colour fallback = Colour (0xff4d4d4d))
  31. {
  32. if (auto* v4 = dynamic_cast<LookAndFeel_V4*> (&LookAndFeel::getDefaultLookAndFeel()))
  33. return v4->getCurrentColourScheme().getUIColour (uiColour);
  34. return fallback;
  35. }
  36. //==============================================================================
  37. // This is basically a sawtooth wave generator - maps a value that bounces between
  38. // 0.0 and 1.0 at a random speed
  39. struct BouncingNumber
  40. {
  41. BouncingNumber()
  42. : speed (0.0004 + 0.0007 * Random::getSystemRandom().nextDouble()),
  43. phase (Random::getSystemRandom().nextDouble())
  44. {
  45. }
  46. float getValue() const
  47. {
  48. double v = fmod (phase + speed * Time::getMillisecondCounterHiRes(), 2.0);
  49. return (float) (v >= 1.0 ? (2.0 - v) : v);
  50. }
  51. protected:
  52. double speed, phase;
  53. };
  54. struct SlowerBouncingNumber : public BouncingNumber
  55. {
  56. SlowerBouncingNumber()
  57. {
  58. speed *= 0.3;
  59. }
  60. };