refactor: split spectrogram.c into per-concern modules

spectrogram.c was ~2950 lines holding everything. Break it into cohesive
translation units; spectrogram.c keeps only globals + the main frame loop.

New modules:
- spectrogram_types.h  shared types, constants, extern globals, inline math
- fft.c/.h             FFT, bit-reverse, twiddle (standalone, no app deps)
- stft.c/.h            STFT compute, adaptive resolution, FFT-size LRU cache
- audio.c/.h           WAV/ffmpeg load, FreeSignal, bandpass, playback
- render.c/.h          UI scaling, colormaps, texture gen, on-screen drawing
- ui.c/.h              file browser, sidebar, sliders, PNG export

Also:
- utils.c now includes utils.h instead of re-typedef'ing AudioSignal/
  SignalStats (they had to be hand-synced before).
- Remove dead code: ApplyHannWindow and ComputeSTFTHighResRange were never
  called (the live high-res path is ComputeNextHighResChunk).
- Delete the unused raylib-template main.c.
- rspektrum.make: build the new units. premake5.lua: glob src/**.c so a
  future regen stays correct.

Pure code movement otherwise; no behavior change. Builds clean (-Wshadow).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
2026-05-25 01:15:51 -07:00
parent ebe35bcd95
commit 3a8f20b783
16 changed files with 2038 additions and 2043 deletions
+25
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// render.h - UI scaling, colormaps, spectrogram texture generation, drawing
#ifndef RENDER_H
#define RENDER_H
#include "spectrogram_types.h"
// --- UI scaling & scaled text ---
float GetUIScale(void);
void DrawTextScaled(const char* text, float x, float y, float baseSize, Color color);
float MeasureTextScaled(const char* text, float baseSize);
// --- Colormaps ---
void GenerateColormapTexture(void);
// --- Spectrogram texture ---
void GenerateSpectrogramTexture(StftResult* stft, Image* image, Texture2D* texture);
// --- On-screen drawing (operate on the global app state) ---
void DrawSpectrogramGrid(Rectangle bounds, int numCellsX, int numCellsY, Color color);
void DrawLabels(Rectangle bounds);
void DrawSelection(Rectangle bounds);
void DrawSelectionDrag(Rectangle bounds);
void DrawPlayhead(Rectangle bounds);
#endif // RENDER_H