tlater/nix-flake-rework #2
192
src/index.ts
192
src/index.ts
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@ -6,114 +6,114 @@ import jQuery from "jquery";
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* "Types" out a DOM element, emulating the way a human might.
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*/
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class Typer {
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private element: JQuery;
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private text: string;
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private cursor: boolean;
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private typed: number;
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private min: number;
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private max: number;
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private blink_tick: number;
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private blink_timeout: number;
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private end?: number;
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private element: JQuery;
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private text: string;
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private cursor: boolean;
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private typed: number;
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private min: number;
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private max: number;
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private blink_tick: number;
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private blink_timeout: number;
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private end?: number;
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/**
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* Create the typer.
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* @param {HTMLElement} element - The element to type.
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* @param {number} blink - The time between cursor blinks.
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* @param {number} blink_timeout - How long the cursor should keep
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* blinking for after the text
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* finishes typing.
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*/
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constructor(element: HTMLElement, blink: number, blink_timeout: number) {
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// Retrieve the current content and wipe it. We also make the
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// element visible if it was hidden.
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this.element = $(element);
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this.text = this.element.html();
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this.element.html("");
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this.element.css("visibility", "visible");
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/**
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* Create the typer.
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* @param {HTMLElement} element - The element to type.
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* @param {number} blink - The time between cursor blinks.
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* @param {number} blink_timeout - How long the cursor should keep
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* blinking for after the text
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* finishes typing.
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*/
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constructor(element: HTMLElement, blink: number, blink_timeout: number) {
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// Retrieve the current content and wipe it. We also make the
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// element visible if it was hidden.
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this.element = $(element);
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this.text = this.element.html();
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this.element.html("");
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this.element.css("visibility", "visible");
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this.cursor = false;
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this.typed = 0;
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this.cursor = false;
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this.typed = 0;
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this.min = 20;
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this.max = 70;
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this.blink_tick = blink;
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this.blink_timeout = blink_timeout;
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this.min = 20;
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this.max = 70;
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this.blink_tick = blink;
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this.blink_timeout = blink_timeout;
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this.end = null;
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}
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/**
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* Start typing.
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*/
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type() {
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this._type();
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this._blink();
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}
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/**
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* Draw the current text line, i.e., anything that has been typed
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* so far, and a cursor if it is currently supposed to be on.
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* @private
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*/
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_draw() {
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let text = this.text.slice(0, this.typed);
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if (this.cursor) {
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text += "\u2588";
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this.end = null;
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}
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window.requestAnimationFrame(() => this.element.html(text));
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}
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/**
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* Type the next character, and prepare to draw the next one. If
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* no new characters are to be drawn, set the end timestamp.
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* @private
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*/
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_type() {
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this.typed += 1;
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this._draw();
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if (this.typed != this.text.length)
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setTimeout(this._type.bind(this), this._type_tick());
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else {
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this.end = Date.now();
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/**
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* Start typing.
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*/
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type() {
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this._type();
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this._blink();
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}
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}
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/**
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* Make the cursor change blink status, and prepare for the next
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* blink.
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* @private
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*/
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_blink() {
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this.cursor = !this.cursor;
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this._draw();
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/**
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* Draw the current text line, i.e., anything that has been typed
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* so far, and a cursor if it is currently supposed to be on.
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* @private
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*/
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_draw() {
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let text = this.text.slice(0, this.typed);
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// As long as we are typing, keep blinking
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if (this.typed != this.text.length)
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setTimeout(this._blink.bind(this), this.blink_tick);
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// Once typing ends, keep going for a little bit
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else if (Date.now() - this.end < this.blink_timeout)
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setTimeout(this._blink.bind(this), this.blink_tick);
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// Make sure we get rid of the cursor in the end
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else {
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this.cursor = true;
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setTimeout(this._blink.bind(this), this.blink_tick);
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if (this.cursor) {
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text += "\u2588";
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}
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window.requestAnimationFrame(() => this.element.html(text));
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}
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}
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/**
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* Calculate a "human" time for the next character to type.
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* @private
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*/
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_type_tick() {
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return Math.round(Math.random() * this.max) + this.min;
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}
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/**
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* Type the next character, and prepare to draw the next one. If
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* no new characters are to be drawn, set the end timestamp.
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* @private
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*/
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_type() {
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this.typed += 1;
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this._draw();
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if (this.typed != this.text.length)
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setTimeout(this._type.bind(this), this._type_tick());
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else {
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this.end = Date.now();
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}
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}
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/**
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* Make the cursor change blink status, and prepare for the next
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* blink.
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* @private
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*/
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_blink() {
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this.cursor = !this.cursor;
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this._draw();
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// As long as we are typing, keep blinking
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if (this.typed != this.text.length)
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setTimeout(this._blink.bind(this), this.blink_tick);
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// Once typing ends, keep going for a little bit
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else if (Date.now() - this.end < this.blink_timeout)
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setTimeout(this._blink.bind(this), this.blink_tick);
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// Make sure we get rid of the cursor in the end
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else {
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this.cursor = true;
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setTimeout(this._blink.bind(this), this.blink_tick);
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}
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}
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/**
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* Calculate a "human" time for the next character to type.
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* @private
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*/
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_type_tick() {
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return Math.round(Math.random() * this.max) + this.min;
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}
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}
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jQuery(($) => {
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const typer = new Typer($(".head-line .typed").get(0), 500, 3000);
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typer.type();
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const typer = new Typer($(".head-line .typed").get(0), 500, 3000);
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typer.type();
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});
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@ -22,73 +22,73 @@ class MusicPlayer extends React.Component<MusicPlayerProps, State> {
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private audioState: AudioState;
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constructor(props: MusicPlayerProps) {
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super(props);
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super(props);
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const context = new AudioContext();
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const source = new Audio();
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const sourceNode = context.createMediaElementSource(source);
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const volume = context.createGain();
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const context = new AudioContext();
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const source = new Audio();
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const sourceNode = context.createMediaElementSource(source);
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const volume = context.createGain();
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sourceNode.connect(volume);
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volume.connect(context.destination);
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sourceNode.connect(volume);
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volume.connect(context.destination);
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this.audioState = {
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audioContext: context,
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audioSourceNode: sourceNode,
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audioSource: source,
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audioVolume: volume,
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};
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this.audioState = {
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audioContext: context,
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audioSourceNode: sourceNode,
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audioSource: source,
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audioVolume: volume,
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};
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}
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render() {
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return (
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<div id="player" style={{ height: "100%", width: "100%" }}>
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<Visualizer
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audioContext={this.audioState.audioContext}
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audioSource={this.audioState.audioSourceNode}
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/>
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<Controls />
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</div>
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);
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return (
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<div id="player" style={{ height: "100%", width: "100%" }}>
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<Visualizer
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audioContext={this.audioState.audioContext}
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audioSource={this.audioState.audioSourceNode}
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/>
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<Controls />
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</div>
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);
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}
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componentDidUpdate() {
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const context = this.audioState.audioContext;
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const source = this.audioState.audioSource;
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const volume = this.audioState.audioVolume;
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const context = this.audioState.audioContext;
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const source = this.audioState.audioSource;
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const volume = this.audioState.audioVolume;
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// First, set the audio source (if it changed)
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if (this.props.source && source.src != this.props.source) {
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source.src = this.props.source;
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}
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// First, set the audio source (if it changed)
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if (this.props.source && source.src != this.props.source) {
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source.src = this.props.source;
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}
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if (this.props.playing) {
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source
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.play()
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.then(() => {
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console.info("Started playing audio");
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})
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.catch((error) => {
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console.error(`Could not play audio: ${error}`);
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});
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} else {
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source.pause();
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}
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if (this.props.playing) {
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source
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.play()
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.then(() => {
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console.info("Started playing audio");
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})
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.catch((error) => {
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console.error(`Could not play audio: ${error}`);
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});
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} else {
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source.pause();
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}
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if (!this.props.muted) {
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volume.gain.setValueAtTime(1, context.currentTime);
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} else {
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volume.gain.setValueAtTime(0, context.currentTime);
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}
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if (!this.props.muted) {
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volume.gain.setValueAtTime(1, context.currentTime);
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} else {
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volume.gain.setValueAtTime(0, context.currentTime);
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}
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}
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}
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function mapStateToProps(state: State): MusicPlayerProps {
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return {
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playing: state.musicState.playing,
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muted: state.musicState.muted,
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source: state.musicState.source,
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};
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return {
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playing: state.musicState.playing,
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muted: state.musicState.muted,
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source: state.musicState.source,
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};
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}
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export default connect(mapStateToProps)(MusicPlayer);
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@ -6,44 +6,44 @@ import { Title } from "../store/music/types";
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import Indicator from "./indicator";
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type ControlProps = {
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title: Title;
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title: Title;
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};
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class Controls extends React.Component<ControlProps, State> {
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render() {
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return (
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<div id="playerControls" className="container-fluid fixed-bottom">
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<div className="align-items-center row p-2">
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<Indicator></Indicator>
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<div
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id="playerText"
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className="text-justify text-truncate col-6 playerControlsContent"
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>
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{this.props.title.name} - {this.props.title.album}
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</div>
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render() {
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return (
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<div id="playerControls" className="container-fluid fixed-bottom">
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<div className="align-items-center row p-2">
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<Indicator></Indicator>
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<div
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id="playerText"
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className="text-justify text-truncate col-6 playerControlsContent"
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>
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{this.props.title.name} - {this.props.title.album}
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</div>
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{this.props.title.name === "Journey" &&
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this.props.title.artist === "Mseq" ? (
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<div id="copyrightNotice" className="col text-center">
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<a href="http://dig.ccmixter.org/files/Mseq/54702">Journey</a>
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{this.props.title.name === "Journey" &&
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this.props.title.artist === "Mseq" ? (
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<div id="copyrightNotice" className="col text-center">
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<a href="http://dig.ccmixter.org/files/Mseq/54702">Journey</a>
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by Mseq (c) copyright 2016 Licensed under a Creative
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Commons
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<a href="http://creativecommons.org/licenses/by-nc/3.0/">
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Attribution Noncommercial (3.0)
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</a>
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<a href="http://creativecommons.org/licenses/by-nc/3.0/">
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Attribution Noncommercial (3.0)
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</a>
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license. Ft: Admiral Bob,Texas Radio Fish
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</div>
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) : null}
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</div>
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</div>
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) : null}
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</div>
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</div>
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);
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}
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);
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}
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}
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function mapStateToProps(state: State): ControlProps {
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return {
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title: state.musicState.title,
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};
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return {
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title: state.musicState.title,
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};
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}
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export default connect(mapStateToProps)(Controls);
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|
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@ -6,55 +6,55 @@ import { Dispatch, State } from "../store";
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import { togglePlay } from "../store/music/types";
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type IndicatorProps = {
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muted: boolean;
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playing: boolean;
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muted: boolean;
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playing: boolean;
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};
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type IndicatorDispatch = {
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play: () => void;
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play: () => void;
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};
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type Props = IndicatorProps & IndicatorDispatch;
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class Indicator extends React.Component<Props, State> {
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click() {
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this.props.play();
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}
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click() {
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this.props.play();
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}
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render() {
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const classes = classNames({
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btn: true,
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"col-auto": true,
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fas: true,
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"fa-muted": this.props.muted,
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"fa-play": this.props.playing,
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"fa-pause": !this.props.playing,
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});
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render() {
|
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const classes = classNames({
|
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btn: true,
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"col-auto": true,
|
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fas: true,
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"fa-muted": this.props.muted,
|
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"fa-play": this.props.playing,
|
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"fa-pause": !this.props.playing,
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});
|
||||
|
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return (
|
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<button
|
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type="button"
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id="playerIndicator"
|
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onClick={this.click.bind(this)}
|
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className={classes}
|
||||
></button>
|
||||
);
|
||||
}
|
||||
return (
|
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<button
|
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type="button"
|
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id="playerIndicator"
|
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onClick={this.click.bind(this)}
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||||
className={classes}
|
||||
></button>
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
function mapStateToProps(state: State): IndicatorProps {
|
||||
return {
|
||||
muted: state.musicState.muted,
|
||||
playing: state.musicState.playing,
|
||||
};
|
||||
return {
|
||||
muted: state.musicState.muted,
|
||||
playing: state.musicState.playing,
|
||||
};
|
||||
}
|
||||
|
||||
function mapDispatchToProps(dispatch: Dispatch): IndicatorDispatch {
|
||||
return {
|
||||
play: () => {
|
||||
dispatch(togglePlay());
|
||||
},
|
||||
};
|
||||
return {
|
||||
play: () => {
|
||||
dispatch(togglePlay());
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
export default connect(mapStateToProps, mapDispatchToProps)(Indicator);
|
||||
|
|
|
@ -4,217 +4,217 @@ import * as three from "three";
|
|||
import { State } from "../store";
|
||||
|
||||
type VisualizerProps = {
|
||||
audioContext: AudioContext;
|
||||
audioSource: AudioNode;
|
||||
audioContext: AudioContext;
|
||||
audioSource: AudioNode;
|
||||
};
|
||||
|
||||
class CanvasDrawer {
|
||||
private analyser: AnalyserNode;
|
||||
private canvas: HTMLCanvasElement;
|
||||
private analyser: AnalyserNode;
|
||||
private canvas: HTMLCanvasElement;
|
||||
|
||||
private analyserData: Float32Array;
|
||||
private analyserData: Float32Array;
|
||||
|
||||
private boxes: Array<three.Mesh>;
|
||||
private camera: three.PerspectiveCamera;
|
||||
private renderer: three.WebGLRenderer;
|
||||
private scene: three.Scene;
|
||||
private boxes: Array<three.Mesh>;
|
||||
private camera: three.PerspectiveCamera;
|
||||
private renderer: three.WebGLRenderer;
|
||||
private scene: three.Scene;
|
||||
|
||||
private angle: number;
|
||||
private angle: number;
|
||||
|
||||
private animationFrame: number;
|
||||
private lastTime: number;
|
||||
private animationFrame: number;
|
||||
private lastTime: number;
|
||||
|
||||
constructor(analyser: AnalyserNode, canvas: HTMLCanvasElement) {
|
||||
this.analyser = analyser;
|
||||
this.canvas = canvas;
|
||||
constructor(analyser: AnalyserNode, canvas: HTMLCanvasElement) {
|
||||
this.analyser = analyser;
|
||||
this.canvas = canvas;
|
||||
|
||||
// Set up analyser data storage
|
||||
this.analyserData = new Float32Array(analyser.frequencyBinCount);
|
||||
// Set up analyser data storage
|
||||
this.analyserData = new Float32Array(analyser.frequencyBinCount);
|
||||
|
||||
// Initialize the scene
|
||||
this.scene = new three.Scene();
|
||||
// Initialize the scene
|
||||
this.scene = new three.Scene();
|
||||
|
||||
// Make a bunch of boxes to represent the bars
|
||||
this.boxes = Array(analyser.frequencyBinCount);
|
||||
const width = 2 / analyser.frequencyBinCount;
|
||||
for (let freq = 0; freq < analyser.frequencyBinCount; freq++) {
|
||||
const geometry = new three.BoxGeometry(1, 1, 1);
|
||||
const material = new three.MeshLambertMaterial({
|
||||
color: new three.Color(0x99d1ce),
|
||||
});
|
||||
const cube = new three.Mesh(geometry, material);
|
||||
// Make a bunch of boxes to represent the bars
|
||||
this.boxes = Array(analyser.frequencyBinCount);
|
||||
const width = 2 / analyser.frequencyBinCount;
|
||||
for (let freq = 0; freq < analyser.frequencyBinCount; freq++) {
|
||||
const geometry = new three.BoxGeometry(1, 1, 1);
|
||||
const material = new three.MeshLambertMaterial({
|
||||
color: new three.Color(0x99d1ce),
|
||||
});
|
||||
const cube = new three.Mesh(geometry, material);
|
||||
|
||||
cube.scale.set(width, 1e-6, width);
|
||||
cube.position.set(-1 + freq * width, 0, 0);
|
||||
cube.scale.set(width, 1e-6, width);
|
||||
cube.position.set(-1 + freq * width, 0, 0);
|
||||
|
||||
this.scene.add(cube);
|
||||
this.boxes[freq] = cube;
|
||||
this.scene.add(cube);
|
||||
this.boxes[freq] = cube;
|
||||
}
|
||||
|
||||
// Add lights for shadowing
|
||||
const ambientLight = new three.AmbientLight(0xffffff, 0.4);
|
||||
this.scene.add(ambientLight);
|
||||
|
||||
const directionalLight = new three.DirectionalLight(0xffffff, 1);
|
||||
directionalLight.position.set(-1, 0.3, -1);
|
||||
directionalLight.castShadow = true;
|
||||
this.scene.add(directionalLight);
|
||||
|
||||
// Add a camera
|
||||
this.angle = 3;
|
||||
this.camera = new three.PerspectiveCamera(
|
||||
70,
|
||||
canvas.width / canvas.height,
|
||||
0.01,
|
||||
10
|
||||
);
|
||||
this.camera.lookAt(0, 0, 0);
|
||||
this.scene.add(this.camera);
|
||||
this.rotateCamera(1);
|
||||
|
||||
// Add a renderer
|
||||
this.renderer = new three.WebGLRenderer({
|
||||
antialias: true,
|
||||
canvas: canvas,
|
||||
powerPreference: "low-power",
|
||||
});
|
||||
|
||||
this.renderer.setClearColor(new three.Color(0x0f0f0f));
|
||||
this.renderer.setSize(canvas.width, canvas.height);
|
||||
|
||||
// Set up canvas resizing
|
||||
window.addEventListener("resize", this.resize.bind(this));
|
||||
|
||||
// Run the first, set the first animation frame time and start requesting
|
||||
// animation frames
|
||||
this.resize();
|
||||
this.lastTime = 0;
|
||||
this.animationFrame = requestAnimationFrame(this.render.bind(this));
|
||||
}
|
||||
|
||||
// Add lights for shadowing
|
||||
const ambientLight = new three.AmbientLight(0xffffff, 0.4);
|
||||
this.scene.add(ambientLight);
|
||||
render(time: number) {
|
||||
// Set our animation frame to 0, so that if we stop, we don't try to cancel a past animation frame
|
||||
this.animationFrame = 0;
|
||||
// Update elapsed time
|
||||
const elapsed = time - this.lastTime;
|
||||
this.lastTime = time;
|
||||
|
||||
const directionalLight = new three.DirectionalLight(0xffffff, 1);
|
||||
directionalLight.position.set(-1, 0.3, -1);
|
||||
directionalLight.castShadow = true;
|
||||
this.scene.add(directionalLight);
|
||||
const camera = this.camera;
|
||||
const renderer = this.renderer;
|
||||
const scene = this.scene;
|
||||
|
||||
// Add a camera
|
||||
this.angle = 3;
|
||||
this.camera = new three.PerspectiveCamera(
|
||||
70,
|
||||
canvas.width / canvas.height,
|
||||
0.01,
|
||||
10
|
||||
);
|
||||
this.camera.lookAt(0, 0, 0);
|
||||
this.scene.add(this.camera);
|
||||
this.rotateCamera(1);
|
||||
this.scaleBoxes();
|
||||
this.rotateCamera(elapsed);
|
||||
|
||||
// Add a renderer
|
||||
this.renderer = new three.WebGLRenderer({
|
||||
antialias: true,
|
||||
canvas: canvas,
|
||||
powerPreference: "low-power",
|
||||
});
|
||||
|
||||
this.renderer.setClearColor(new three.Color(0x0f0f0f));
|
||||
this.renderer.setSize(canvas.width, canvas.height);
|
||||
|
||||
// Set up canvas resizing
|
||||
window.addEventListener("resize", this.resize.bind(this));
|
||||
|
||||
// Run the first, set the first animation frame time and start requesting
|
||||
// animation frames
|
||||
this.resize();
|
||||
this.lastTime = 0;
|
||||
this.animationFrame = requestAnimationFrame(this.render.bind(this));
|
||||
}
|
||||
|
||||
render(time: number) {
|
||||
// Set our animation frame to 0, so that if we stop, we don't try to cancel a past animation frame
|
||||
this.animationFrame = 0;
|
||||
// Update elapsed time
|
||||
const elapsed = time - this.lastTime;
|
||||
this.lastTime = time;
|
||||
|
||||
const camera = this.camera;
|
||||
const renderer = this.renderer;
|
||||
const scene = this.scene;
|
||||
|
||||
this.scaleBoxes();
|
||||
this.rotateCamera(elapsed);
|
||||
|
||||
renderer.render(scene, camera);
|
||||
this.animationFrame = requestAnimationFrame(this.render.bind(this));
|
||||
}
|
||||
|
||||
scaleBoxes() {
|
||||
const analyser = this.analyser;
|
||||
|
||||
analyser.getFloatFrequencyData(this.analyserData);
|
||||
|
||||
for (let freq = 0; freq < analyser.frequencyBinCount; freq++) {
|
||||
let height = analyser.maxDecibels / this.analyserData[freq];
|
||||
|
||||
if (height > 0.3) {
|
||||
height -= 0.3;
|
||||
} else {
|
||||
height = 1e-6;
|
||||
}
|
||||
|
||||
this.boxes[freq].scale.y = height;
|
||||
}
|
||||
}
|
||||
|
||||
rotateCamera(elapsed: number) {
|
||||
if (this.angle >= Math.PI * 2) {
|
||||
this.angle = 0;
|
||||
} else {
|
||||
this.angle += 0.1 * (elapsed / 1000);
|
||||
renderer.render(scene, camera);
|
||||
this.animationFrame = requestAnimationFrame(this.render.bind(this));
|
||||
}
|
||||
|
||||
const camera = this.camera;
|
||||
const angle = this.angle;
|
||||
scaleBoxes() {
|
||||
const analyser = this.analyser;
|
||||
|
||||
camera.position.x = 1.01 * Math.sin(angle);
|
||||
camera.position.z = 1.01 * Math.cos(angle);
|
||||
analyser.getFloatFrequencyData(this.analyserData);
|
||||
|
||||
/* camera.position.y = (1 - Math.abs(angle - 0.5) / 0.5); */
|
||||
camera.lookAt(0, 0, 0);
|
||||
}
|
||||
for (let freq = 0; freq < analyser.frequencyBinCount; freq++) {
|
||||
let height = analyser.maxDecibels / this.analyserData[freq];
|
||||
|
||||
resize() {
|
||||
const canvas = this.canvas;
|
||||
if (canvas.parentElement === null) {
|
||||
throw Error("Could not access canvas parent for size calculation");
|
||||
if (height > 0.3) {
|
||||
height -= 0.3;
|
||||
} else {
|
||||
height = 1e-6;
|
||||
}
|
||||
|
||||
this.boxes[freq].scale.y = height;
|
||||
}
|
||||
}
|
||||
|
||||
// Compute the height of all our siblings
|
||||
let combinedHeight = 0;
|
||||
for (let i = 0; i < canvas.parentElement.children.length; i++) {
|
||||
const child = canvas.parentElement.children[i];
|
||||
rotateCamera(elapsed: number) {
|
||||
if (this.angle >= Math.PI * 2) {
|
||||
this.angle = 0;
|
||||
} else {
|
||||
this.angle += 0.1 * (elapsed / 1000);
|
||||
}
|
||||
|
||||
if (child != canvas) {
|
||||
combinedHeight += child.clientHeight;
|
||||
}
|
||||
const camera = this.camera;
|
||||
const angle = this.angle;
|
||||
|
||||
camera.position.x = 1.01 * Math.sin(angle);
|
||||
camera.position.z = 1.01 * Math.cos(angle);
|
||||
|
||||
/* camera.position.y = (1 - Math.abs(angle - 0.5) / 0.5); */
|
||||
camera.lookAt(0, 0, 0);
|
||||
}
|
||||
|
||||
// The remaining space we want to fill
|
||||
const remainingHeight = canvas.parentElement.clientHeight - combinedHeight;
|
||||
canvas.height = remainingHeight;
|
||||
canvas.width = canvas.parentElement.clientWidth;
|
||||
resize() {
|
||||
const canvas = this.canvas;
|
||||
if (canvas.parentElement === null) {
|
||||
throw Error("Could not access canvas parent for size calculation");
|
||||
}
|
||||
|
||||
this.camera.aspect = canvas.width / remainingHeight;
|
||||
this.camera.updateProjectionMatrix();
|
||||
this.renderer.setSize(canvas.width, remainingHeight);
|
||||
}
|
||||
// Compute the height of all our siblings
|
||||
let combinedHeight = 0;
|
||||
for (let i = 0; i < canvas.parentElement.children.length; i++) {
|
||||
const child = canvas.parentElement.children[i];
|
||||
|
||||
stop() {
|
||||
if (this.animationFrame != 0) {
|
||||
cancelAnimationFrame(this.animationFrame);
|
||||
if (child != canvas) {
|
||||
combinedHeight += child.clientHeight;
|
||||
}
|
||||
}
|
||||
|
||||
// The remaining space we want to fill
|
||||
const remainingHeight = canvas.parentElement.clientHeight - combinedHeight;
|
||||
canvas.height = remainingHeight;
|
||||
canvas.width = canvas.parentElement.clientWidth;
|
||||
|
||||
this.camera.aspect = canvas.width / remainingHeight;
|
||||
this.camera.updateProjectionMatrix();
|
||||
this.renderer.setSize(canvas.width, remainingHeight);
|
||||
}
|
||||
|
||||
stop() {
|
||||
if (this.animationFrame != 0) {
|
||||
cancelAnimationFrame(this.animationFrame);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class Visualizer extends React.Component<VisualizerProps, State> {
|
||||
private analyser: AnalyserNode;
|
||||
private canvas: React.RefObject<HTMLCanvasElement>;
|
||||
private drawer: CanvasDrawer;
|
||||
private analyser: AnalyserNode;
|
||||
private canvas: React.RefObject<HTMLCanvasElement>;
|
||||
private drawer: CanvasDrawer;
|
||||
|
||||
constructor(props: VisualizerProps) {
|
||||
super(props);
|
||||
this.canvas = React.createRef();
|
||||
}
|
||||
|
||||
render(): React.ReactNode {
|
||||
return (
|
||||
<canvas
|
||||
id="visualizer"
|
||||
ref={this.canvas}
|
||||
style={{ width: "100%", height: "100%" }}
|
||||
></canvas>
|
||||
);
|
||||
}
|
||||
|
||||
componentDidMount(): void {
|
||||
if (this.canvas.current === null) {
|
||||
throw Error("Failed to create canvas; aborting");
|
||||
constructor(props: VisualizerProps) {
|
||||
super(props);
|
||||
this.canvas = React.createRef();
|
||||
}
|
||||
|
||||
this.analyser = this.props.audioContext.createAnalyser();
|
||||
this.analyser.fftSize = 2048;
|
||||
this.analyser.smoothingTimeConstant = 0.8;
|
||||
this.props.audioSource.connect(this.analyser);
|
||||
render(): React.ReactNode {
|
||||
return (
|
||||
<canvas
|
||||
id="visualizer"
|
||||
ref={this.canvas}
|
||||
style={{ width: "100%", height: "100%" }}
|
||||
></canvas>
|
||||
);
|
||||
}
|
||||
|
||||
this.drawer = new CanvasDrawer(this.analyser, this.canvas.current);
|
||||
}
|
||||
componentDidMount(): void {
|
||||
if (this.canvas.current === null) {
|
||||
throw Error("Failed to create canvas; aborting");
|
||||
}
|
||||
|
||||
componentWillUnmount(): void {
|
||||
this.drawer.stop();
|
||||
this.props.audioSource.disconnect(this.analyser);
|
||||
}
|
||||
this.analyser = this.props.audioContext.createAnalyser();
|
||||
this.analyser.fftSize = 2048;
|
||||
this.analyser.smoothingTimeConstant = 0.8;
|
||||
this.props.audioSource.connect(this.analyser);
|
||||
|
||||
this.drawer = new CanvasDrawer(this.analyser, this.canvas.current);
|
||||
}
|
||||
|
||||
componentWillUnmount(): void {
|
||||
this.drawer.stop();
|
||||
this.props.audioSource.disconnect(this.analyser);
|
||||
}
|
||||
}
|
||||
|
||||
export default Visualizer;
|
||||
|
|
|
@ -11,18 +11,18 @@ import mseq from "./Mseq_-_Journey.mp3";
|
|||
const rootElement = document.getElementById("playerUI");
|
||||
|
||||
ReactDOM.render(
|
||||
<Provider store={store}>
|
||||
<MusicPlayer />
|
||||
</Provider>,
|
||||
rootElement
|
||||
<Provider store={store}>
|
||||
<MusicPlayer />
|
||||
</Provider>,
|
||||
rootElement
|
||||
);
|
||||
|
||||
store.dispatch(setSource(mseq));
|
||||
store.dispatch(
|
||||
setTitle({
|
||||
name: "Journey",
|
||||
artist: "Mseq",
|
||||
album: "Unknown album",
|
||||
length: 192052244,
|
||||
})
|
||||
setTitle({
|
||||
name: "Journey",
|
||||
artist: "Mseq",
|
||||
album: "Unknown album",
|
||||
length: 192052244,
|
||||
})
|
||||
);
|
||||
|
|
|
@ -4,17 +4,17 @@ import { MusicState } from "./music/types";
|
|||
import { musicStateReducer } from "./music/reducers";
|
||||
|
||||
export interface State {
|
||||
musicState: MusicState;
|
||||
musicState: MusicState;
|
||||
}
|
||||
|
||||
const rootReducer = combineReducers<State>({
|
||||
musicState: musicStateReducer,
|
||||
musicState: musicStateReducer,
|
||||
});
|
||||
|
||||
export const store = createStore(
|
||||
rootReducer,
|
||||
// @ts-ignore - These properties are set by the devtools extension
|
||||
window.__REDUX_DEVTOOLS_EXTENSION__ && window.__REDUX_DEVTOOLS_EXTENSION__()
|
||||
rootReducer,
|
||||
// @ts-ignore - These properties are set by the devtools extension
|
||||
window.__REDUX_DEVTOOLS_EXTENSION__ && window.__REDUX_DEVTOOLS_EXTENSION__()
|
||||
);
|
||||
|
||||
export type Dispatch = typeof store.dispatch;
|
||||
|
|
|
@ -2,44 +2,44 @@ import { createReducer } from "redux-act";
|
|||
import update from "immutability-helper";
|
||||
|
||||
import {
|
||||
Title,
|
||||
MusicState,
|
||||
setTitle,
|
||||
toggleMute,
|
||||
togglePlay,
|
||||
setSource,
|
||||
Title,
|
||||
MusicState,
|
||||
setTitle,
|
||||
toggleMute,
|
||||
togglePlay,
|
||||
setSource,
|
||||
} from "./types";
|
||||
|
||||
const defaultTitle: Title = {
|
||||
name: "Untitled",
|
||||
artist: "Unknown Artist",
|
||||
album: "Unknown Album",
|
||||
length: 0,
|
||||
name: "Untitled",
|
||||
artist: "Unknown Artist",
|
||||
album: "Unknown Album",
|
||||
length: 0,
|
||||
};
|
||||
|
||||
const initialState: MusicState = {
|
||||
muted: false,
|
||||
playing: false,
|
||||
title: defaultTitle,
|
||||
playTime: 0,
|
||||
muted: false,
|
||||
playing: false,
|
||||
title: defaultTitle,
|
||||
playTime: 0,
|
||||
};
|
||||
|
||||
export const musicStateReducer = createReducer<MusicState>(
|
||||
{
|
||||
[setTitle]: (state: MusicState, title: Title): MusicState => {
|
||||
return update(state, {
|
||||
title: { $set: title },
|
||||
});
|
||||
{
|
||||
[setTitle]: (state: MusicState, title: Title): MusicState => {
|
||||
return update(state, {
|
||||
title: { $set: title },
|
||||
});
|
||||
},
|
||||
[togglePlay]: (state: MusicState): MusicState => {
|
||||
return update(state, { $toggle: ["playing"] });
|
||||
},
|
||||
[toggleMute]: (state: MusicState): MusicState => {
|
||||
return update(state, { $toggle: ["muted"] });
|
||||
},
|
||||
[setSource]: (state: MusicState, source: string): MusicState => {
|
||||
return update(state, { source: { $set: source } });
|
||||
},
|
||||
},
|
||||
[togglePlay]: (state: MusicState): MusicState => {
|
||||
return update(state, { $toggle: ["playing"] });
|
||||
},
|
||||
[toggleMute]: (state: MusicState): MusicState => {
|
||||
return update(state, { $toggle: ["muted"] });
|
||||
},
|
||||
[setSource]: (state: MusicState, source: string): MusicState => {
|
||||
return update(state, { source: { $set: source } });
|
||||
},
|
||||
},
|
||||
initialState
|
||||
initialState
|
||||
);
|
||||
|
|
|
@ -1,29 +1,29 @@
|
|||
import { Action, createAction } from "redux-act";
|
||||
|
||||
export interface Title {
|
||||
name: string;
|
||||
artist: string;
|
||||
album: string;
|
||||
/**
|
||||
* The length of the title in nanoseconds.
|
||||
*/
|
||||
length: number;
|
||||
name: string;
|
||||
artist: string;
|
||||
album: string;
|
||||
/**
|
||||
* The length of the title in nanoseconds.
|
||||
*/
|
||||
length: number;
|
||||
}
|
||||
|
||||
export interface MusicState {
|
||||
muted: boolean;
|
||||
playing: boolean;
|
||||
title: Title;
|
||||
playTime: number;
|
||||
source?: string;
|
||||
muted: boolean;
|
||||
playing: boolean;
|
||||
title: Title;
|
||||
playTime: number;
|
||||
source?: string;
|
||||
}
|
||||
|
||||
export const setTitle: (_title: Title) => Action<null, null> = createAction(
|
||||
"set currently playing title"
|
||||
"set currently playing title"
|
||||
);
|
||||
|
||||
export const setPlayTime: (_time: number) => Action<null, null> = createAction(
|
||||
"set the play time"
|
||||
"set the play time"
|
||||
);
|
||||
|
||||
export const toggleMute: () => Action<null, null> = createAction("toggle mute");
|
||||
|
@ -31,5 +31,5 @@ export const toggleMute: () => Action<null, null> = createAction("toggle mute");
|
|||
export const togglePlay: () => Action<null, null> = createAction("toggle play");
|
||||
|
||||
export const setSource: (_source: string) => Action<null, null> = createAction(
|
||||
"set the title"
|
||||
"set the title"
|
||||
);
|
||||
|
|
Reference in a new issue