kopia lustrzana https://github.com/jameshball/osci-render
44 wiersze
1.6 KiB
C++
44 wiersze
1.6 KiB
C++
#pragma once
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#include <JuceHeader.h>
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#include "../lua/LuaParser.h"
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class CustomEffect : public osci::EffectApplication {
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public:
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CustomEffect(std::function<void(int, juce::String, juce::String)> errorCallback, std::atomic<double>* luaValues);
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~CustomEffect();
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// arbitrary UUID
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static const juce::String UNIQUE_ID;
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static const juce::String FILE_NAME;
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osci::Point apply(int index, osci::Point input, const std::vector<std::atomic<double>>& values, double sampleRate) override;
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void updateCode(const juce::String& newCode);
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juce::String getCode();
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double frequency = 0;
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std::shared_ptr<osci::Effect> build() const override {
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// Note: callers needing CustomEffect with callback/vars should construct directly.
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auto eff = std::make_shared<osci::Effect>(
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std::make_shared<CustomEffect>([](int, juce::String, juce::String) {}, nullptr),
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new osci::EffectParameter("Lua Effect", "Controls the strength of the custom Lua effect applied. You can write your own custom effect using Lua by pressing the edit button on the right.", "customEffectStrength", VERSION_HINT, 1.0, 0.0, 1.0));
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eff->setIcon(BinaryData::lua_svg);
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return eff;
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}
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private:
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const juce::String DEFAULT_SCRIPT = "return { x, y, z }";
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juce::String code = DEFAULT_SCRIPT;
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std::function<void(int, juce::String, juce::String)> errorCallback;
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std::unique_ptr<LuaParser> parser = std::make_unique<LuaParser>(FILE_NAME, code, errorCallback);
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juce::SpinLock codeLock;
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bool defaultScript = true;
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lua_State *L = nullptr;
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LuaVariables vars;
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std::atomic<double>* luaValues;
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};
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