improving the shader interface

This commit is contained in:
langolierz
2018-10-04 21:15:26 +00:00
parent c6a3c338a1
commit 89b7c1bb7b
4 changed files with 43 additions and 18 deletions

View File

@@ -62,7 +62,9 @@ class Actions(object):
self.shaders.shaders_menu.navigate_menu_up()
def enter_on_shaders_selection(self):
self.shaders.enter_on_shaders_selection()
is_shader, selected_shader = self.shaders.enter_on_shaders_selection()
if is_shader and selected_shader['shad_type'] == 'gen' and self.shaders.selected_status == '':
self.video_driver.current_player.toggle_pause()
def clear_all_slots(self):
self.data.clear_all_slots()
@@ -227,10 +229,16 @@ class Actions(object):
self.message_handler.set_message('INFO', 'cant mirror in dev mode')
def toggle_shaders(self):
if self.shaders.selected_status == 'RUNNING':
if self.shaders.selected_status == '':
self.shaders.stop_selected_shader()
else:
if self.shaders.selected_shader['shad_type'] == 'gen':
self.video_driver.current_player.toggle_pause()
elif self.shaders.selected_status == '':
self.shaders.start_selected_shader()
if self.shaders.selected_shader['shad_type'] == 'gen':
self.video_driver.current_player.toggle_pause()
else:
self.message_handler.set_message('INFO', 'no shader loaded')
def toggle_player_mode(self):
if self.data.player_mode == 'now':

View File

@@ -148,11 +148,11 @@ class Display(object):
self.display_text.tag_add("DISPLAY_MODE", 4.19, 4.28)
## showing current shader info:
shader = self.shaders.selected_shader
self.display_text.insert(END, '{:<6}:{:<1}{:<2} {:^10} '.format \
(self.shaders.selected_status,shader['shad_type'], \
shader['shad_index'], shader['name'][0:26] ))
self.display_text.insert(END, '{:<1}:{:<1}{:<2} {:<17} '.format \
(self.shaders.selected_status,shader['shad_type'][0], \
format(shader['shad_index'],'02d'), shader['name'][0:17] ))
for i in range(min(4,shader['param_number'])):
self.display_text.insert(END, 'x{}:{:<2} '.format(i, self.shaders.selected_param_values[i]))
self.display_text.insert(END, 'x{}:{num:02d} '.format(i, num=self.shaders.selected_param_values[i]))
self.display_text.insert(END,'\n')
self.display_text.tag_add("COLUMN_NAME", 5.0, 6.0)
## showing list of other shaders:

View File

@@ -198,7 +198,7 @@ class ShadersMenu(Menu):
for f in files:
split_name = os.path.splitext(f)
if (split_name[1].lower() in ['.frag', '.shader', '.glsl', '.glslf', '.shader', '.fsh']):
if (split_name[1].lower() in ['.frag', '.shader', '.glsl', '.glslf', '.fsh']):
self.menu_list.append(dict(name='{}{}'.format(indent, f), is_shader=True))

View File

@@ -16,20 +16,20 @@ class Shaders(object):
if self.shaders_menu_list is not None:
pass
self.selected_status = '-'
self.selected_param_values = [0,0,0,0,0,0,0,0]
self.selected_status = '-' ## going to try using symbols for this : '-' means empty, '▶' means running, '■' means not running, '!' means error
self.selected_param_values = [0,0,0,0]
#self.load_selected_shader()
def generate_shaders_list(self):
shaders_menu_list = []
raw_list = self.shaders_menu.generate_raw_shaders_list()
print('raw list is {}: '.format(raw_list))
shad_i = 0
for line in raw_list:
shad_i = 0
if line['is_shader']:
has_path, path = self.get_path_for_shader(line['name'])
shad_type = self.determine_if_shader_file_is_processing(path)
parameter_number = self.determine_shader_parameter_number(path)
#print('shader index is {}'.format(shad_i))
shaders_menu_list.append(dict(name=line['name'],is_shader=True,shad_type=shad_type,param_number=parameter_number,path=path,shad_index=shad_i))
shad_i = shad_i +1
else:
@@ -46,23 +46,39 @@ class Shaders(object):
return False, ''
def determine_if_shader_file_is_processing(self, path):
return True
with open(path, 'r') as selected_shader:
shader_text = selected_shader.read()
if '//pro-shader' in shader_text:
return 'pro'
elif '//gen-shader' in shader_text:
return 'gen'
else:
return '-'
def determine_shader_parameter_number(self, path):
return 4
max_amount = 4
with open(path, 'r') as selected_shader:
shader_text = selected_shader.read()
for i in range(max_amount):
if 'uniform float u_x{}'.format(i) not in shader_text:
return i
return max_amount
def load_selected_shader(self):
print(self.selected_shader)
is_proc = self.selected_shader['shad_type'] == 'p'
self.osc_client.send_message("/shader/load", [self.selected_shader['path'],is_proc,self.selected_shader['param_number']])
is_pro = self.selected_shader['shad_type'] == 'pro'
self.osc_client.send_message("/shader/load", [self.selected_shader['path'],is_pro,self.selected_shader['param_number']])
if not self.selected_status == '':
self.selected_status = ''
def start_selected_shader(self):
self.osc_client.send_message("/shader/start", True)
self.selected_status = 'RUNNING'
self.selected_status = ''
def stop_selected_shader(self):
self.osc_client.send_message("/shader/stop", True)
self.selected_status = 'READY'
self.selected_status = ''
def enter_on_shaders_selection(self):
index = self.shaders_menu.selected_list_index
@@ -74,3 +90,4 @@ class Shaders(object):
else:
self.shaders_menu.update_open_folders(name)
self.shaders_menu_list = self.generate_shaders_list()
return is_file, self.selected_shader