vexflow
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A JavaScript library for rendering music notation and guitar tablature.
101 lines (100 loc) • 3.76 kB
JavaScript
import { Bend } from './bend.js';
import { Modifier } from './modifier.js';
import { Tables } from './tables.js';
export class Vibrato extends Modifier {
static get CATEGORY() {
return "Vibrato";
}
static format(vibratos, state, context) {
if (!vibratos || vibratos.length === 0)
return false;
let text_line = state.top_text_line;
let width = 0;
let shift = state.right_shift - 7;
const bends = context.getMembers(Bend.CATEGORY);
if (bends && bends.length > 0) {
const bendHeight = bends.map((bb) => bb.getTextHeight()).reduce((a, b) => (a > b ? a : b)) / Tables.STAVE_LINE_DISTANCE;
text_line = text_line - (bendHeight + 1);
}
else {
state.top_text_line += 1;
}
for (let i = 0; i < vibratos.length; ++i) {
const vibrato = vibratos[i];
vibrato.setXShift(shift);
vibrato.setTextLine(text_line);
width += vibrato.getWidth();
shift += width;
}
state.right_shift += width;
return true;
}
constructor() {
super();
this.position = Modifier.Position.RIGHT;
this.render_options = {
harsh: false,
vibrato_width: 20,
wave_height: 6,
wave_width: 4,
wave_girth: 2,
};
this.setVibratoWidth(this.render_options.vibrato_width);
}
setHarsh(harsh) {
this.render_options.harsh = harsh;
return this;
}
setVibratoWidth(width) {
this.render_options.vibrato_width = width;
this.setWidth(width);
return this;
}
draw() {
const ctx = this.checkContext();
const note = this.checkAttachedNote();
this.setRendered();
const start = note.getModifierStartXY(Modifier.Position.RIGHT, this.index);
const vx = start.x + this.x_shift;
const vy = note.getYForTopText(this.text_line) + 2;
Vibrato.renderVibrato(ctx, vx, vy, this.render_options);
}
static renderVibrato(ctx, x, y, opts) {
const { harsh, vibrato_width, wave_width, wave_girth, wave_height } = opts;
const num_waves = vibrato_width / wave_width;
ctx.beginPath();
let i;
if (harsh) {
ctx.moveTo(x, y + wave_girth + 1);
for (i = 0; i < num_waves / 2; ++i) {
ctx.lineTo(x + wave_width, y - wave_height / 2);
x += wave_width;
ctx.lineTo(x + wave_width, y + wave_height / 2);
x += wave_width;
}
for (i = 0; i < num_waves / 2; ++i) {
ctx.lineTo(x - wave_width, y - wave_height / 2 + wave_girth + 1);
x -= wave_width;
ctx.lineTo(x - wave_width, y + wave_height / 2 + wave_girth + 1);
x -= wave_width;
}
ctx.fill();
}
else {
ctx.moveTo(x, y + wave_girth);
for (i = 0; i < num_waves / 2; ++i) {
ctx.quadraticCurveTo(x + wave_width / 2, y - wave_height / 2, x + wave_width, y);
x += wave_width;
ctx.quadraticCurveTo(x + wave_width / 2, y + wave_height / 2, x + wave_width, y);
x += wave_width;
}
for (i = 0; i < num_waves / 2; ++i) {
ctx.quadraticCurveTo(x - wave_width / 2, y + wave_height / 2 + wave_girth, x - wave_width, y + wave_girth);
x -= wave_width;
ctx.quadraticCurveTo(x - wave_width / 2, y - wave_height / 2 + wave_girth, x - wave_width, y + wave_girth);
x -= wave_width;
}
ctx.fill();
}
}
}