Files
reasampler/src/bank_grid.cpp
T
daniel b3be9799e0 fix: apply dB compression to waveform thumbnail display
Linear amplitude-to-pixel mapping made -20 dBFS content reach only
10% of cell height and -40 dBFS round to zero. Replace with a dB
scale (floor kDisplayFloorDb = -60 dB, in bank_grid.h) so quiet
content is visible. Pure helper compressAmplitudeForDisplay() lives
in bank_grid; drawThumbnail() calls it. Five new unit tests cover
full-scale, zero, mid-levels, floor clamping, and sign preservation.
2026-07-23 20:21:55 -04:00

228 lines
8.1 KiB
C++

// bank_grid — pure implementation. See bank_grid.h. NO REAPER / SWELL / vendor.
#include "bank_grid.h"
#include <algorithm>
#include <cmath>
namespace reasampler {
namespace {
// Builds a sorted, unique ascending index vector for the inclusive range [a, b]
// (order-agnostic in a/b). Both ends assumed already in-range by the caller.
std::vector<int> rangeIndices(int a, int b) {
if (a > b) std::swap(a, b);
std::vector<int> out;
out.reserve(static_cast<std::size_t>(b - a + 1));
for (int i = a; i <= b; ++i) out.push_back(i);
return out;
}
// Clamps `index` to a valid cell (single-selection) result: sole member, focus and
// anchor both at index. Used by plain click and plain arrow.
Selection singleSelection(int index) {
Selection s;
s.indices = {index};
s.focus = index;
s.anchor = index;
return s;
}
} // namespace
int columnsForWidth(int panelWidth, const GridSpec& spec) {
// Layout: [gap][cell][gap][cell]...[cell][gap]. n cells occupy
// gap + n*(cellWidth + gap). Solve for the largest n that fits panelWidth,
// clamped to at least 1 so a too-narrow panel still shows a (clipped) column.
const int cell = spec.cellWidth + spec.gap;
if (cell <= 0) return 1; // degenerate spec — one column, avoid divide-by-zero
const int usable = panelWidth - spec.gap;
if (usable < spec.cellWidth) return 1;
const int cols = usable / cell;
return cols < 1 ? 1 : cols;
}
std::vector<CellRect> computeCellRects(int itemCount,
int panelWidth,
const GridSpec& spec) {
std::vector<CellRect> rects;
if (itemCount <= 0) return rects;
const int cols = columnsForWidth(panelWidth, spec);
rects.reserve(static_cast<std::size_t>(itemCount));
for (int i = 0; i < itemCount; ++i) {
const int col = i % cols;
const int row = i / cols;
CellRect r;
r.x = spec.gap + col * (spec.cellWidth + spec.gap);
r.y = spec.gap + row * (spec.cellHeight + spec.gap);
r.width = spec.cellWidth;
r.height = spec.cellHeight;
rects.push_back(r);
}
return rects;
}
int contentHeight(int itemCount, int panelWidth, const GridSpec& spec) {
if (itemCount <= 0) return 0;
const int cols = columnsForWidth(panelWidth, spec);
// Ceil-divide item count by columns to get the row count (partial last row
// still occupies a full row of height).
const int rows = (itemCount + cols - 1) / cols;
return spec.gap + rows * (spec.cellHeight + spec.gap);
}
std::string thumbnailKeyString(const ThumbnailKey& key) {
// Length-prefix the sampleId so a delimiter byte inside an id cannot forge a
// collision with a different (id, width, generation) triple.
std::string s;
s.reserve(key.sampleId.size() + 32);
s += std::to_string(key.sampleId.size());
s += ':';
s += key.sampleId;
s += '|';
s += std::to_string(key.width);
s += '|';
s += std::to_string(key.generation);
return s;
}
// --- Interaction --------------------------------------------------------------
int hitTestCell(int px, int py, const std::vector<CellRect>& rects) {
for (std::size_t i = 0; i < rects.size(); ++i) {
const CellRect& r = rects[i];
// Half-open bounds so adjacent (gapless) rects never both claim a pixel.
if (px >= r.x && px < r.x + r.width &&
py >= r.y && py < r.y + r.height)
return static_cast<int>(i);
}
return -1;
}
bool Selection::contains(int index) const {
return std::binary_search(indices.begin(), indices.end(), index);
}
Selection applyClick(const Selection& current, int index, bool ctrl, bool shift,
int itemCount) {
if (itemCount <= 0 || index < 0 || index >= itemCount) return current;
// Shift takes precedence over ctrl (documented): range-select from the anchor.
if (shift) {
const int anchor = current.anchor >= 0 && current.anchor < itemCount
? current.anchor
: index; // no valid anchor -> seed at the click
Selection s;
s.indices = rangeIndices(anchor, index);
s.focus = index;
s.anchor = anchor; // anchor unchanged across a shift-range
return s;
}
if (ctrl) {
Selection s = current;
auto it = std::lower_bound(s.indices.begin(), s.indices.end(), index);
if (it != s.indices.end() && *it == index)
s.indices.erase(it); // toggle OUT
else
s.indices.insert(it, index); // toggle IN (keeps sorted order)
s.focus = index;
s.anchor = index; // ctrl-click reseeds the range origin
return s;
}
// Plain click: sole selection.
return singleSelection(index);
}
Selection navigate(const Selection& current, NavKey key, int cols, int itemCount,
bool shift) {
if (itemCount <= 0) return current;
if (cols < 1) cols = 1;
// A fresh panel (no focus): the first key press focuses cell 0 without moving,
// so the user sees the caret appear before it steps.
if (current.focus < 0 || current.focus >= itemCount) {
if (shift) {
Selection s;
s.indices = {0};
s.focus = 0;
s.anchor = 0;
return s;
}
return singleSelection(0);
}
const int from = current.focus;
int to = from;
switch (key) {
case NavKey::Left:
// Move one; clamp at cell 0 (stay put on the first cell).
if (from > 0) to = from - 1;
break;
case NavKey::Right:
// Move one; clamp at the last cell (stay put on the last cell).
if (from < itemCount - 1) to = from + 1;
break;
case NavKey::Up:
// Move up a row; if that leaves the grid (top row) stay put.
if (from - cols >= 0) to = from - cols;
break;
case NavKey::Down: {
// Move down a row. If the cell directly below exists, go there. If it
// does not (we're above a MISSING partial-last-row cell) but there ARE
// more cells, clamp to the last cell so the partial row is reachable.
// If we're already in the last populated row, stay put.
const int below = from + cols;
if (below < itemCount)
to = below;
else if (from + 1 < itemCount) // partial last row below us
to = itemCount - 1;
break;
}
case NavKey::Home: to = 0; break;
case NavKey::End: to = itemCount - 1; break;
}
if (!shift) return singleSelection(to);
// Shift-extend: keep the anchor (seed it at the origin cell on first extend).
const int anchor = current.anchor >= 0 && current.anchor < itemCount
? current.anchor
: from;
Selection s;
s.indices = rangeIndices(anchor, to);
s.focus = to;
s.anchor = anchor;
return s;
}
float compressAmplitudeForDisplay(float linear) {
const float mag = linear < 0.0f ? -linear : linear;
// The linear magnitude at the floor threshold: 10^(kDisplayFloorDb/20).
// Any magnitude at or below this maps to display fraction 0.
// Computed once as a constant expression; std::pow is constexpr in C++20 but
// not C++17, so derive it via the floor definition directly at runtime — it is
// only called once per bin, and the branch-free math is cheap.
const float floorMag = std::pow(10.0f, kDisplayFloorDb / 20.0f);
if (mag <= floorMag) return 0.0f; // below floor (and guards log10(0))
// dB in [kDisplayFloorDb, 0] for magnitude in [floorMag, 1].
const float db = 20.0f * std::log10(mag);
// Normalize to [0, 1]: 0 at kDisplayFloorDb, 1 at 0 dB.
const float fraction = (db - kDisplayFloorDb) / (0.0f - kDisplayFloorDb);
// Clamp to [0, 1] so floating-point overshoot on |linear| > 1.0 stays bounded,
// then re-apply the original sign.
const float clamped = fraction < 0.0f ? 0.0f : (fraction > 1.0f ? 1.0f : fraction);
return linear < 0.0f ? -clamped : clamped;
}
} // namespace reasampler