UNPKG

vexflow

Version:

A JavaScript library for rendering music notation and guitar tablature

539 lines (454 loc) 19 kB
// [VexFlow](http://vexflow.com) - Copyright (c) Mohit Muthanna 2010. // @author Mohit Cheppudira // @author Greg Ristow (modifications) // // ## Description // // This file implements accidentals as modifiers that can be attached to // notes. Support is included for both western and microtonal accidentals. // // See `tests/accidental_tests.js` for usage examples. import { Vex } from './vex'; import { Fraction } from './fraction'; import { Flow } from './tables'; import { Music } from './music'; import { Modifier } from './modifier'; import { Glyph } from './glyph'; // To enable logging for this class. Set `Vex.Flow.Accidental.DEBUG` to `true`. function L(...args) { if (Accidental.DEBUG) Vex.L('Vex.Flow.Accidental', args); } const getGlyphWidth = glyph => glyph.getMetrics().width; // An `Accidental` inherits from `Modifier`, and is formatted within a // `ModifierContext`. export class Accidental extends Modifier { static get CATEGORY() { return 'accidentals'; } // Arrange accidentals inside a ModifierContext. static format(accidentals, state) { const noteheadAccidentalPadding = 1; const leftShift = state.left_shift + noteheadAccidentalPadding; const accidentalSpacing = 3; // If there are no accidentals, we needn't format their positions if (!accidentals || accidentals.length === 0) return; const accList = []; let prevNote = null; let shiftL = 0; // First determine the accidentals' Y positions from the note.keys let propsTemp; for (let i = 0; i < accidentals.length; ++i) { const acc = accidentals[i]; const note = acc.getNote(); const stave = note.getStave(); const props = note.getKeyProps()[acc.getIndex()]; if (note !== prevNote) { // Iterate through all notes to get the displaced pixels for (let n = 0; n < note.keys.length; ++n) { propsTemp = note.getKeyProps()[n]; shiftL = propsTemp.displaced ? note.getExtraLeftPx() : shiftL; } prevNote = note; } if (stave !== null) { const lineSpace = stave.options.spacing_between_lines_px; const y = stave.getYForLine(props.line); const accLine = Math.round(y / lineSpace * 2) / 2; accList.push({ y, line: accLine, shift: shiftL, acc, lineSpace }); } else { accList.push({ line: props.line, shift: shiftL, acc }); } } // Sort accidentals by line number. accList.sort((a, b) => b.line - a.line); // FIXME: Confusing name. Each object in this array has a property called `line`. // So if this is a list of lines, you end up with: `line.line` which is very awkward. const lineList = []; // amount by which all accidentals must be shifted right or left for // stem flipping, notehead shifting concerns. let accShift = 0; let previousLine = null; // Create an array of unique line numbers (lineList) from accList for (let i = 0; i < accList.length; i++) { const acc = accList[i]; // if this is the first line, or a new line, add a lineList if (previousLine === null || previousLine !== acc.line) { lineList.push({ line: acc.line, flatLine: true, dblSharpLine: true, numAcc: 0, width: 0, }); } // if this accidental is not a flat, the accidental needs 3.0 lines lower // clearance instead of 2.5 lines for b or bb. // FIXME: Naming could use work. acc.acc is very awkward if (acc.acc.type !== 'b' && acc.acc.type !== 'bb') { lineList[lineList.length - 1].flatLine = false; } // if this accidental is not a double sharp, the accidental needs 3.0 lines above if (acc.acc.type !== '##') { lineList[lineList.length - 1].dblSharpLine = false; } // Track how many accidentals are on this line: lineList[lineList.length - 1].numAcc++; // Track the total x_offset needed for this line which will be needed // for formatting lines w/ multiple accidentals: // width = accidental width + universal spacing between accidentals lineList[lineList.length - 1].width += acc.acc.getWidth() + accidentalSpacing; // if this accShift is larger, use it to keep first column accidentals in the same line accShift = acc.shift > accShift ? acc.shift : accShift; previousLine = acc.line; } // ### Place Accidentals in Columns // // Default to a classic triangular layout (middle accidental farthest left), // but follow exceptions as outlined in G. Read's _Music Notation_ and // Elaine Gould's _Behind Bars_. // // Additionally, this implements different vertical collision rules for // flats (only need 2.5 lines clearance below) and double sharps (only // need 2.5 lines of clearance above or below). // // Classic layouts and exception patterns are found in the 'tables.js' // in 'Vex.Flow.accidentalColumnsTable' // // Beyond 6 vertical accidentals, default to the parallel ascending lines approach, // using as few columns as possible for the verticle structure. // // TODO (?): Allow column to be specified for an accidental at run-time? let totalColumns = 0; // establish the boundaries for a group of notes with clashing accidentals: for (let i = 0; i < lineList.length; i++) { let noFurtherConflicts = false; const groupStart = i; let groupEnd = i; while (groupEnd + 1 < lineList.length && !noFurtherConflicts) { // if this note conflicts with the next: if (this.checkCollision(lineList[groupEnd], lineList[groupEnd + 1])) { // include the next note in the group: groupEnd++; } else { noFurtherConflicts = true; } } // Gets an a line from the `lineList`, relative to the current group const getGroupLine = (index) => lineList[groupStart + index]; const getGroupLines = (indexes) => indexes.map(getGroupLine); const lineDifference = (indexA, indexB) => { const [a, b] = getGroupLines([indexA, indexB]).map(item => item.line); return a - b; }; const notColliding = (...indexPairs) => indexPairs .map(getGroupLines) .every(lines => !this.checkCollision(...lines)); // Set columns for the lines in this group: const groupLength = groupEnd - groupStart + 1; // Set the accidental column for each line of the group let endCase = this.checkCollision(lineList[groupStart], lineList[groupEnd]) ? 'a' : 'b'; switch (groupLength) { case 3: if (endCase === 'a' && lineDifference(1, 2) === 0.5 && lineDifference(0, 1) !== 0.5) { endCase = 'second_on_bottom'; } break; case 4: if (notColliding([0, 2], [1, 3])) { endCase = 'spaced_out_tetrachord'; } break; case 5: if (endCase === 'b' && notColliding([1, 3])) { endCase = 'spaced_out_pentachord'; if (notColliding([0, 2], [2, 4])) { endCase = 'very_spaced_out_pentachord'; } } break; case 6: if (notColliding([0, 3], [1, 4], [2, 5])) { endCase = 'spaced_out_hexachord'; } if (notColliding([0, 2], [2, 4], [1, 3], [3, 5])) { endCase = 'very_spaced_out_hexachord'; } break; default: break; } let groupMember; let column; // If the group contains more than seven members, use ascending parallel lines // of accidentals, using as few columns as possible while avoiding collisions. if (groupLength >= 7) { // First, determine how many columns to use: let patternLength = 2; let collisionDetected = true; while (collisionDetected === true) { collisionDetected = false; for (let line = 0; line + patternLength < lineList.length; line++) { if (this.checkCollision(lineList[line], lineList[line + patternLength])) { collisionDetected = true; patternLength++; break; } } } // Then, assign a column to each line of accidentals for (groupMember = i; groupMember <= groupEnd; groupMember++) { column = ((groupMember - i) % patternLength) + 1; lineList[groupMember].column = column; totalColumns = (totalColumns > column) ? totalColumns : column; } // Otherwise, if the group contains fewer than seven members, use the layouts from // the accidentalsColumnsTable housed in tables.js. } else { for (groupMember = i; groupMember <= groupEnd; groupMember++) { column = Flow.accidentalColumnsTable[groupLength][endCase][groupMember - i]; lineList[groupMember].column = column; totalColumns = (totalColumns > column) ? totalColumns : column; } } // Increment i to the last note that was set, so that if a lower set of notes // does not conflict at all with this group, it can have its own classic shape. i = groupEnd; } // ### Convert Columns to x_offsets // // This keeps columns aligned, even if they have different accidentals within them // which sometimes results in a larger x_offset than is an accidental might need // to preserve the symmetry of the accidental shape. // // Neither A.C. Vinci nor G. Read address this, and it typically only happens in // music with complex chord clusters. // // TODO (?): Optionally allow closer compression of accidentals, instead of forcing // parallel columns. // track each column's max width, which will be used as initial shift of later columns: const columnWidths = []; const columnXOffsets = []; for (let i = 0; i <= totalColumns; i++) { columnWidths[i] = 0; columnXOffsets[i] = 0; } columnWidths[0] = accShift + leftShift; columnXOffsets[0] = accShift + leftShift; // Fill columnWidths with widest needed x-space; // this is what keeps the columns parallel. lineList.forEach(line => { if (line.width > columnWidths[line.column]) columnWidths[line.column] = line.width; }); for (let i = 1; i < columnWidths.length; i++) { // this column's offset = this column's width + previous column's offset columnXOffsets[i] = columnWidths[i] + columnXOffsets[i - 1]; } const totalShift = columnXOffsets[columnXOffsets.length - 1]; // Set the xShift for each accidental according to column offsets: let accCount = 0; lineList.forEach(line => { let lineWidth = 0; const lastAccOnLine = accCount + line.numAcc; // handle all of the accidentals on a given line: for (accCount; accCount < lastAccOnLine; accCount++) { const xShift = (columnXOffsets[line.column - 1] + lineWidth); accList[accCount].acc.setXShift(xShift); // keep track of the width of accidentals we've added so far, so that when // we loop, we add space for them. lineWidth += accList[accCount].acc.getWidth() + accidentalSpacing; L('Line, accCount, shift: ', line.line, accCount, xShift); } }); // update the overall layout with the full width of the accidental shapes: state.left_shift += totalShift; } // Helper function to determine whether two lines of accidentals collide vertically static checkCollision(line1, line2) { let clearance = line2.line - line1.line; let clearanceRequired = 3; // But less clearance is required for certain accidentals: b, bb and ##. if (clearance > 0) { // then line 2 is on top clearanceRequired = (line2.flatLine || line2.dblSharpLine) ? 2.5 : 3.0; if (line1.dblSharpLine) clearance -= 0.5; } else { // line 1 is on top clearanceRequired = (line1.flatLine || line1.dblSharpLine) ? 2.5 : 3.0; if (line2.dblSharpLine) clearance -= 0.5; } const collision = Math.abs(clearance) < clearanceRequired; L('Line_1, Line_2, Collision: ', line1.line, line2.line, collision); return collision; } // Use this method to automatically apply accidentals to a set of `voices`. // The accidentals will be remembered between all the voices provided. // Optionally, you can also provide an initial `keySignature`. static applyAccidentals(voices, keySignature) { const tickPositions = []; const tickNoteMap = {}; // Sort the tickables in each voice by their tick position in the voice voices.forEach(voice => { const tickPosition = new Fraction(0, 1); const notes = voice.getTickables(); notes.forEach(note => { if (note.shouldIgnoreTicks()) return; const notesAtPosition = tickNoteMap[tickPosition.value()]; if (!notesAtPosition) { tickPositions.push(tickPosition.value()); tickNoteMap[tickPosition.value()] = [note]; } else { notesAtPosition.push(note); } tickPosition.add(note.getTicks()); }); }); const music = new Music(); // Default key signature is C major if (!keySignature) keySignature = 'C'; // Get the scale map, which represents the current state of each pitch const scaleMap = music.createScaleMap(keySignature); tickPositions.forEach(tick => { const notes = tickNoteMap[tick]; // Array to store all pitches that modified accidental states // at this tick position const modifiedPitches = []; const processNote = (note) => { if (note.isRest() || note.shouldIgnoreTicks()) return; // Go through each key and determine if an accidental should be // applied note.keys.forEach((keyString, keyIndex) => { const key = music.getNoteParts(keyString.split('/')[0]); // Force a natural for every key without an accidental const accidentalString = key.accidental || 'n'; const pitch = key.root + accidentalString; // Determine if the current pitch has the same accidental // as the scale state const sameAccidental = scaleMap[key.root] === pitch; // Determine if an identical pitch in the chord already // modified the accidental state const previouslyModified = modifiedPitches.indexOf(pitch) > -1; // Add the accidental to the StaveNote if (!sameAccidental || (sameAccidental && previouslyModified)) { // Modify the scale map so that the root pitch has an // updated state scaleMap[key.root] = pitch; // Create the accidental const accidental = new Accidental(accidentalString); // Attach the accidental to the StaveNote note.addAccidental(keyIndex, accidental); // Add the pitch to list of pitches that modified accidentals modifiedPitches.push(pitch); } }); // process grace notes note.getModifiers().forEach(modifier => { if (modifier.getCategory() === 'gracenotegroups') { modifier.getGraceNotes().forEach(processNote); } }); }; notes.forEach(processNote); }); } // Create accidental. `type` can be a value from the // `Vex.Flow.accidentalCodes.accidentals` table in `tables.js`. For // example: `#`, `##`, `b`, `n`, etc. constructor(type = null) { super(); this.setAttribute('type', 'Accidental'); L('New accidental: ', type); this.note = null; // The `index` points to a specific note in a chord. this.index = null; this.type = type; this.position = Modifier.Position.LEFT; this.render_options = { // Font size for glyphs font_scale: 38, // Length of stroke across heads above or below the stave. stroke_px: 3, // Padding between accidental and parentheses on each side parenLeftPadding: 2, parenRightPadding: 2, }; this.accidental = Flow.accidentalCodes(this.type); if (!this.accidental) { throw new Vex.RERR('ArgumentError', `Unknown accidental type: ${type}`); } // Cautionary accidentals have parentheses around them this.cautionary = false; this.parenLeft = null; this.parenRight = null; this.reset(); } reset() { const fontScale = this.render_options.font_scale; this.glyph = new Glyph(this.accidental.code, fontScale); this.glyph.setOriginX(1.0); if (this.cautionary) { this.parenLeft = new Glyph(Flow.accidentalCodes('{').code, fontScale); this.parenRight = new Glyph(Flow.accidentalCodes('}').code, fontScale); this.parenLeft.setOriginX(1.0); this.parenRight.setOriginX(1.0); } } getCategory() { return Accidental.CATEGORY; } getWidth() { const parenWidth = this.cautionary ? ( getGlyphWidth(this.parenLeft) + getGlyphWidth(this.parenRight) + this.render_options.parenLeftPadding + this.render_options.parenRightPadding ) : 0; return getGlyphWidth(this.glyph) + parenWidth; } // Attach this accidental to `note`, which must be a `StaveNote`. setNote(note) { if (!note) { throw new Vex.RERR('ArgumentError', `Bad note value: ${note}`); } this.note = note; // Accidentals attached to grace notes are rendered smaller. if (this.note.getCategory() === 'gracenotes') { this.render_options.font_scale = 25; this.reset(); } } // If called, draws parenthesis around accidental. setAsCautionary() { this.cautionary = true; this.render_options.font_scale = 28; this.reset(); return this; } // Render accidental onto canvas. draw() { const { context, type, position, note, index, cautionary, x_shift, y_shift, glyph, parenLeft, parenRight, render_options: { parenLeftPadding, parenRightPadding }, } = this; this.checkContext(); if (!(note && (index != null))) { throw new Vex.RERR('NoAttachedNote', "Can't draw accidental without a note and index."); } // Figure out the start `x` and `y` coordinates for note and index. const start = note.getModifierStartXY(position, index); let accX = start.x + x_shift; const accY = start.y + y_shift; L('Rendering: ', type, accX, accY); if (!cautionary) { glyph.render(context, accX, accY); } else { // Render the accidental in parentheses. parenRight.render(context, accX, accY); accX -= getGlyphWidth(parenRight); accX -= parenRightPadding; accX -= this.accidental.parenRightPaddingAdjustment; glyph.render(context, accX, accY); accX -= getGlyphWidth(glyph); accX -= parenLeftPadding; parenLeft.render(context, accX, accY); } this.setRendered(); } }