CubicSDR/src/visual/WaterfallCanvas.h

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#pragma once
#include "wx/glcanvas.h"
#include "wx/timer.h"
#include <vector>
#include <queue>
#include "WaterfallContext.h"
#include "MouseTracker.h"
#include "fftw3.h"
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#include "Timer.h"
class WaterfallCanvas: public wxGLCanvas {
public:
enum DragState { WF_DRAG_NONE, WF_DRAG_BANDWIDTH_LEFT, WF_DRAG_BANDWIDTH_RIGHT, WF_DRAG_FREQUENCY, WF_DRAG_RANGE };
WaterfallCanvas(wxWindow *parent, int *attribList = NULL);
~WaterfallCanvas();
void setData(std::vector<signed char> *data);
int GetFrequencyAt(float x);
private:
void OnPaint(wxPaintEvent& event);
void OnKeyDown(wxKeyEvent& event);
void OnKeyUp(wxKeyEvent& event);
void OnIdle(wxIdleEvent &event);
void mouseMoved(wxMouseEvent& event);
void mouseDown(wxMouseEvent& event);
void mouseWheelMoved(wxMouseEvent& event);
void mouseReleased(wxMouseEvent& event);
void mouseEnterWindow(wxMouseEvent& event);
void mouseLeftWindow(wxMouseEvent& event);
wxWindow *parent;
std::vector<float> spectrum_points;
fftw_complex *in, *out;
fftw_plan plan;
float fft_ceil_ma, fft_ceil_maa;
float fft_floor_ma, fft_floor_maa;
std::vector<float> fft_result;
std::vector<float> fft_result_ma;
std::vector<float> fft_result_maa;
WaterfallContext *glContext;
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Timer timer;
float frameTimer;
MouseTracker mTracker;
int activeDemodulatorBandwidth;
int activeDemodulatorFrequency;
DragState dragState;
DragState nextDragState;
bool shiftDown;
bool altDown;
bool ctrlDown;
// event table
wxDECLARE_EVENT_TABLE();
};