int vuMeter_Run(visual_effect_t * p_effect, aout_instance_t *p_aout,
aout_buffer_t * p_buffer , picture_t * p_picture)
{
- VLC_UNUSED(p_aout);
- int j;
- float i_value_l = 0;
- float i_value_r = 0;
+ VLC_UNUSED(p_aout);
+ int j;
+ float i_value_l = 0;
+ float i_value_r = 0;
- /* Compute the peack values */
- for ( unsigned i = 0 ; i < p_buffer->i_nb_samples; i++ )
- {
- const float *p_sample = (float *)p_buffer->p_buffer;
- float ch;
+ /* Compute the peack values */
+ for ( unsigned i = 0 ; i < p_buffer->i_nb_samples; i++ )
+ {
+ const float *p_sample = (float *)p_buffer->p_buffer;
+ float ch;
- ch = p_sample[p_effect->i_idx_left] * 256;
- if (ch > i_value_l)
- i_value_l = ch;
+ ch = p_sample[p_effect->i_idx_left] * 256;
+ if (ch > i_value_l)
+ i_value_l = ch;
- ch = p_sample[p_effect->i_idx_right] * 256;
- if (ch > i_value_r)
- i_value_r = ch;
+ ch = p_sample[p_effect->i_idx_right] * 256;
+ if (ch > i_value_r)
+ i_value_r = ch;
- p_sample += p_effect->i_nb_chans;
- }
+ p_sample += p_effect->i_nb_chans;
+ }
- i_value_l = abs(i_value_l);
- i_value_r = abs(i_value_r);
+ i_value_l = abs(i_value_l);
+ i_value_r = abs(i_value_r);
- /* Stay under maximum value admited */
- if ( i_value_l > 200 * M_PI_2 )
- i_value_l = 200 * M_PI_2;
- if ( i_value_r > 200 * M_PI_2 )
- i_value_r = 200 * M_PI_2;
+ /* Stay under maximum value admited */
+ if ( i_value_l > 200 * M_PI_2 )
+ i_value_l = 200 * M_PI_2;
+ if ( i_value_r > 200 * M_PI_2 )
+ i_value_r = 200 * M_PI_2;
- float *i_value;
+ float *i_value;
- if( !p_effect->p_data )
- {
- /* Allocate memory to save hand positions */
- p_effect->p_data = (void *)malloc( 2 * sizeof(float) );
- i_value = p_effect->p_data;
- i_value[0] = i_value_l;
- i_value[1] = i_value_r;
- }
- else
- {
- /* Make the hands go down slowly if the current values are slower
- than the previous */
- i_value = p_effect->p_data;
+ if( !p_effect->p_data )
+ {
+ /* Allocate memory to save hand positions */
+ p_effect->p_data = (void *)malloc( 2 * sizeof(float) );
+ i_value = p_effect->p_data;
+ i_value[0] = i_value_l;
+ i_value[1] = i_value_r;
+ }
+ else
+ {
+ /* Make the hands go down slowly if the current values are slower
+ than the previous */
+ i_value = p_effect->p_data;
- if ( i_value_l > i_value[0] - 6 )
- i_value[0] = i_value_l;
- else
- i_value[0] = i_value[0] - 6;
+ if ( i_value_l > i_value[0] - 6 )
+ i_value[0] = i_value_l;
+ else
+ i_value[0] = i_value[0] - 6;
- if ( i_value_r > i_value[1] - 6 )
- i_value[1] = i_value_r;
- else
- i_value[1] = i_value[1] - 6;
- }
+ if ( i_value_r > i_value[1] - 6 )
+ i_value[1] = i_value_r;
+ else
+ i_value[1] = i_value[1] - 6;
+ }
- int x, y, k;
- float teta;
- float teta_grad;
+ int x, y, k;
+ float teta;
+ float teta_grad;
- for ( j = 0; j < 2; j++ )
+ for ( j = 0; j < 2; j++ )
+ {
+ /* Draw the two scales */
+ k = 0;
+ teta_grad = GRAD_ANGLE_MIN;
+ for ( teta = -M_PI_4; teta <= M_PI_4; teta = teta + 0.003 )
{
- /* Draw the two scales */
- k = 0;
- teta_grad = GRAD_ANGLE_MIN;
- for ( teta = -M_PI_4; teta <= M_PI_4; teta = teta + 0.003 )
- {
- for ( unsigned i = 140; i <= 150; i++ )
- {
- y = i * cos(teta) + 20;
- x = i * sin(teta) + 150 + 240 * j;
- /* Compute the last color for the gradation */
- if (teta >= teta_grad + GRAD_INCR && teta_grad <= GRAD_ANGLE_MAX)
- {
- teta_grad = teta_grad + GRAD_INCR;
- k = k + 5;
- }
- *(p_picture->p[0].p_pixels +
- (p_picture->p[0].i_lines - y - 1 ) * p_picture->p[0].i_pitch
- + x ) = 0x45;
- *(p_picture->p[1].p_pixels +
- (p_picture->p[1].i_lines - y / 2 - 1 ) * p_picture->p[1].i_pitch
- + x / 2 ) = 0x0;
- *(p_picture->p[2].p_pixels +
- (p_picture->p[2].i_lines - y / 2 - 1 ) * p_picture->p[2].i_pitch
- + x / 2 ) = 0x4D + k;
- }
- }
-
- /* Draw the two hands */
- teta = (float)i_value[j] / 200 - M_PI_4;
- for ( int i = 0; i <= 150; i++ )
+ for ( unsigned i = 140; i <= 150; i++ )
+ {
+ y = i * cos(teta) + 20;
+ x = i * sin(teta) + 150 + 240 * j;
+ /* Compute the last color for the gradation */
+ if (teta >= teta_grad + GRAD_INCR && teta_grad <= GRAD_ANGLE_MAX)
{
- y = i * cos(teta) + 20;
- x = i * sin(teta) + 150 + 240 * j;
- *(p_picture->p[0].p_pixels +
- (p_picture->p[0].i_lines - y - 1 ) * p_picture->p[0].i_pitch
- + x ) = 0xAD;
- *(p_picture->p[1].p_pixels +
- (p_picture->p[1].i_lines - y / 2 - 1 ) * p_picture->p[1].i_pitch
- + x / 2 ) = 0xFC;
- *(p_picture->p[2].p_pixels +
- (p_picture->p[2].i_lines - y / 2 - 1 ) * p_picture->p[2].i_pitch
- + x / 2 ) = 0xAC;
+ teta_grad = teta_grad + GRAD_INCR;
+ k = k + 5;
}
+ *(p_picture->p[0].p_pixels +
+ (p_picture->p[0].i_lines - y - 1 ) * p_picture->p[0].i_pitch
+ + x ) = 0x45;
+ *(p_picture->p[1].p_pixels +
+ (p_picture->p[1].i_lines - y / 2 - 1 ) * p_picture->p[1].i_pitch
+ + x / 2 ) = 0x0;
+ *(p_picture->p[2].p_pixels +
+ (p_picture->p[2].i_lines - y / 2 - 1 ) * p_picture->p[2].i_pitch
+ + x / 2 ) = 0x4D + k;
+ }
+ }
- /* Draw the hand bases */
- for ( teta = -M_PI_2; teta <= M_PI_2 + 0.01; teta = teta + 0.003 )
- {
- for ( int i = 0; i < 10; i++ )
- {
- y = i * cos(teta) + 20;
- x = i * sin(teta) + 150 + 240 * j;
- *(p_picture->p[0].p_pixels +
- (p_picture->p[0].i_lines - y - 1 ) * p_picture->p[0].i_pitch
- + x ) = 0xFF;
- *(p_picture->p[1].p_pixels +
- (p_picture->p[1].i_lines - y / 2 - 1 ) * p_picture->p[1].i_pitch
- + x / 2 ) = 0x80;
- *(p_picture->p[2].p_pixels +
- (p_picture->p[2].i_lines - y / 2 - 1 ) * p_picture->p[2].i_pitch
- + x / 2 ) = 0x80;
- }
- }
+ /* Draw the two hands */
+ teta = (float)i_value[j] / 200 - M_PI_4;
+ for ( int i = 0; i <= 150; i++ )
+ {
+ y = i * cos(teta) + 20;
+ x = i * sin(teta) + 150 + 240 * j;
+ *(p_picture->p[0].p_pixels +
+ (p_picture->p[0].i_lines - y - 1 ) * p_picture->p[0].i_pitch
+ + x ) = 0xAD;
+ *(p_picture->p[1].p_pixels +
+ (p_picture->p[1].i_lines - y / 2 - 1 ) * p_picture->p[1].i_pitch
+ + x / 2 ) = 0xFC;
+ *(p_picture->p[2].p_pixels +
+ (p_picture->p[2].i_lines - y / 2 - 1 ) * p_picture->p[2].i_pitch
+ + x / 2 ) = 0xAC;
+ }
+ /* Draw the hand bases */
+ for ( teta = -M_PI_2; teta <= M_PI_2 + 0.01; teta = teta + 0.003 )
+ {
+ for ( int i = 0; i < 10; i++ )
+ {
+ y = i * cos(teta) + 20;
+ x = i * sin(teta) + 150 + 240 * j;
+ *(p_picture->p[0].p_pixels +
+ (p_picture->p[0].i_lines - y - 1 ) * p_picture->p[0].i_pitch
+ + x ) = 0xFF;
+ *(p_picture->p[1].p_pixels +
+ (p_picture->p[1].i_lines - y / 2 - 1 ) * p_picture->p[1].i_pitch
+ + x / 2 ) = 0x80;
+ *(p_picture->p[2].p_pixels +
+ (p_picture->p[2].i_lines - y / 2 - 1 ) * p_picture->p[2].i_pitch
+ + x / 2 ) = 0x80;
+ }
}
- return 0;
+ }
+
+ return 0;
}