- Mar 02, 2012
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jsiegle authored
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jsiegle authored
But they won't do anything useful until the ProcessorGraph is updated
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jsiegle authored
The EditorViewport now contains buttons to scroll through multiple tabs, or scroll across long signal chains. Now, there can be infinitely many signal chains of infinite length (if you have a lot of time on your hands).
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jsiegle authored
Functions for managing the signal chain are no longer handled by the EditorViewport, but by the SignalChainManager
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- Mar 01, 2012
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jsiegle authored
Three important changes: - The FilterList is now the ProcessorList - The FilterViewport is now the EditorViewport - Any classes that need to access important UI objects have become subclasses of the "AccessClass". Such objects automatically obtain pointers from the UIComponent and register the MessageCenter as an ActionListener. This will make it much easier to allocate pointers to objects.
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jsiegle authored
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jsiegle authored
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jsiegle authored
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- Feb 22, 2012
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jsiegle authored
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jsiegle authored
The DataThread shouldn't have a MML all the time, but it does need it when signaling that the data source is not found. Also fixed a line in the FilterViewport that was causing the enabled status of editors to fail to update.
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jsiegle authored
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jsiegle authored
The reason between the UI interactions with the DataThread was simple: it was using a type of lock that's meant for interacting with the UI. This seemed to fix all the issues with dropped samples, but we'll still have to run it through more rigorous tests in the future.
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jsiegle authored
Processors used to have their sample rate and inputs/outputs set when their source/dest nodes were set. Now, this step doesn't occur until after the signal chains are constructed. So far, this seems to make things run much more smoothly.
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jsiegle authored
It was a float vs. int problem!
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jsiegle authored
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jsiegle authored
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- Feb 21, 2012
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jsiegle authored
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jsiegle authored
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jsiegle authored
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jsiegle authored
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jsiegle authored
The LfpDisplayNode/LfpDisplayCanvas are more stable now, although there's still a bug in the DisplayNode causing small gaps to appear in the buffer.
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jsiegle authored
Because the WiFiOutputEditor also had timerCallback() defined, it wasn't able to fade in upon creation. This method was modified to solve the problem.
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jsiegle authored
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jsiegle authored
To simplify text alignment, the InfoLabel now uses an FTSimpleLayout object to automatically wrap text within the bounds of the OpenGLCanvas. This will allow a welcome message and simple instructions to be displayed.
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- Feb 20, 2012
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jsiegle authored
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jsiegle authored
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jsiegle authored
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jsiegle authored
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jsiegle authored
Since every processor now gets asked to enable() prior to the start of acquisition, it's much simpler to move the steps involved in preparing for acquisition into these methods. This the processor from beginning acquisition when prepareToPlay() is called upon initialization.
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jsiegle authored
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jsiegle authored
When an LfpDisplayCanvas was hidden for more than a few seconds, it would lose track of the displayBufferIndex, causing it to pause for a few seconds when it comes back into view. Now, the DataViewport sends a "refresh" reminder to the canvas, to remind it to update its buffer indices in order to display new data.
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jsiegle authored
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jsiegle authored
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- Feb 19, 2012