# Module

modV defines its own module structure.

There are currently three types of module: 2d, shader and isf.

# Lifecycle

  • Module registered using modV.register()
    • Gallery item for the registered Module is created
  • Gallery Item is dragged from the Gallery to a Layer
    • An active Module is created (mutation: modVModules/createActiveModule)
  • Active Module is dragged from a Layer back to the Gallery
    • Active Module is removed (mutation: modVModules/removeActiveModule)

# meta

  • Applies to: 2d, shader, isf

Describes the Module.

# meta.type

  • Type: string
  • Default: undefined

Describes the Module type.
Valid types are 2d | shader |isf.

# meta.name

  • Type: string
  • Default: undefined

Sets the Module name.

# meta.author

  • Type: string
  • Default: undefined

Sets the Module author.

WARNING

isf type Modules will ignore this value if defined in the ISF JSON block

# meta.version

  • Type: string
  • Default: undefined

Sets the Module version.

TIP

Module versions are saved into Preset data. modV will check and warn the user of differing Module versions when loading Preset data

# meta.previewWithOutput

(optional)

  • Type: boolean
  • Default: undefined

If true the gallery preview will pass the current output of modV into the Module's draw Function.

# meta.audioFeatures

(optional)

  • Type: array
  • Default: undefined

Audio features to be returned from Meyda. Please see Meyda's Wiki for a list of available audio features (opens new window) and their descriptions.

# Example meta block

export default {
  meta: {
    type: '', // 2d, shader, isf
    name: 'Sample module',
    author: 'Author name',
    version: '0.0.1',
    previewWithOutput: true, // optional
    audioFeatures: ['energy'], // optional
  },
};

# props

  • Applies to: 2d, shader, isf

The props Object describes the Controls modV will render for the Module.

The isf Module type automatically generates Controls for its uniforms, however they can be overridden with definitions on the props Object.

# props[varname]

  • Type: object
  • Default: undefined

The variable on the Module's scope to write to, e.g.

export default {
  // meta: ...

  props: {
    varname: {

    },
  },
};

Quirk

For Module types shader and isf, the varname maps directly to the uniform name.

# props[varname].type

  • Type: string
  • Default: undefined

Describes the variable type.
Valid types are int | float | bool | color | vec2 | vec3 | vec4.

  • int | float will generate a Range Control
  • bool will generate a Checkbox Control
  • color will generate a Color Control
  • vec2 | vec3 | vec4 ???

The default control generation can be overridden by setting the props[varname].control property.

# props[varname].label

(optional)

  • Type: string
  • Default: undefined

The Control's label. If not set, the prop's varname will be used.

# props[varname].default

(optional)

  • Type: any
  • Default: undefined

Default value for the Control and variable on the Module's scope.

# props[varname].random

(optional)

  • Type: boolean
  • Default: undefined

If set and default is an Array, a random value from the Array will be used on the Module's creation.

# props[varname].min

(optional)

  • Type: number
  • Default: undefined
  • Applies to types: int | float | vec2 | vec3 | vec4

Sets the Control's minimum value.

# props[varname].max

(optional)

  • Type: number
  • Default: undefined
  • Applies to types: int | float | vec2 | vec3 | vec4

Sets the Control's maximum value.

# props[varname].strict

(optional)

  • Type: boolean
  • Default: undefined
  • Applies to types: int | float | vec2 | vec3 | vec4

Constrains the Control between the min and max values if set.

# props[varname].abs

(optional)

  • Type: boolean
  • Default: undefined
  • Applies to types: int | float | vec2 | vec3 | vec4

Applies Math.abs to the value(s) to keep the value positive.

# Example props block

export default {
  // meta: ...

  props: {
    energyIntensity: {
      label: 'Energy Intensity',
      type: 'float',
      min: 0,
      max: 5,
      default: 1,
      strict: true,
    },
  },
};

# Grouped props

To create grouped props, use the group type.

# props[value].props

  • Type: object
  • Default: undefined
  • Applies to types: group

# props[value].default

  • Type: number
  • Default: undefined
  • Applies to types: group

# Example grouped props block

export default {
  // meta: ...

  props: {
    ball: {
      type: 'group',
      default: 10,
      props: {
        size: {
          type: 'float',
          default: 4,
        },
        color: {
          type: 'color',
          default: 'pink',
        },
      },
    },
  },
};

# Defining a specific control

It is possible to override an inbuilt control for a Module prop. To do this, add the control key onto the prop definition.

# props[varname].control

(optional)

  • Type: object
  • Default: undefined

Sets a custom control type for the prop.

# props[varname].control.type

  • Type: string
  • Default: undefined

The name of the Control's component. Built-in types are: paletteControl.

# props[varname].control.options

  • Type: object
  • Default: undefined

Options passed to the Control.
Refer to the Control's documentation for a list of properties.

# data

  • Applies to: 2d

The data Object defines default values on the Module's scope.

Essentially it's shorthand instead using the init Function, i.e.

export default {
  // meta: ...
  // props: ...

  data: {
    hue: 0,
  },

  init() {
    this.hue = 0; // this is the same thing, just a little more markup
  },
};

# init

  • Applies to: 2d

Init is called when the Module is registered with modV.

This can be used to set up the Module. An example of this can be found in Ball.js (opens new window).

export default {
  // meta: ...
  // props: ...
  // data: ...

  init({ canvas }) {
    this.internalCanvas.width = canvas.width;
    this.internalCanvas.height = canvas.height;
  },
};

# resize

  • Applies to: 2d

Resize is called when the largest Output Window is resized.

export default {
  // meta: ...
  // props: ...
  // data: ...
  // init() { ... }

  resize({ canvas }) {
    this.internalCanvas.width = canvas.width;
    this.internalCanvas.height = canvas.height;
  },
};

# draw

  • Applies to: 2d
export default {
  // meta: ...
  // props: ...
  // data: ...
  // init() { ... }
  // resize() { ... }

  draw({
    canvas, // the current canvas
    context, // the current context
    video, // HTMLVideoElement displaying a webcam feed
    features, // object containing features requested from meta.audioFeatures
    meyda, // the Meyda instance
    delta, // the rAF deltatime
    bpm, // the current BPM
    kick, // boolean bass drum/kick detection
  }) {
    /* some draw code... */
  },
};

# Store Reference

This reference documents the Module store module used within modV.

The Module store's structure:

{
  registry: {},
  active: {},
  activePropQueue: {},
  activeMetaQueue: {},
  focusedModule: null,
  currentDragged: null,
}

# Getters

# modvModules/focusedModule

  • Returns: object

The current focused Module in the Layer view.

# modvModules/focusedModuleName

  • Returns: string

The name of the current focused Module in the Layer view.

# modvModules/registry

  • Returns: object

All Modules registered with modV.

# modvModules/active

  • Returns: object

All Modules currently active within with modV. (i.e. being used in a layer or in the Gallery)

Quirk (outer store)

Vuex cannot handle complex data structs such as HTMLCanvas or classes. The "outer store" contains synchronised information about the Module, yet can handle these complex datum without being a drain on performance or even crashing the browser entirely.

Essentially with the Module store, the active and registry objects are simplified ghosts to the real outer store.

WARNING

You should never attempt to modify data on the outer or inner stores directly as this can break the syncronisation. Use the updateProp and updateMeta actions defined on the Module store.

# modvModules/outerRegistry

  • Returns: object

All Modules registered with modV.

# modvModules/outerActive

  • Returns: object

All Modules currently active within with modV. (i.e. being used in a layer or in the Gallery)

# Actions

# modvModules.register()

  • Returns: undefined

Register a module with modV.

argument type default info
data object undefined The Module to register

# modvModules.createActiveModule()

  • Returns: object - the active module from outerActive
argument (object) type default info
args.moduleName string undefined The Module name
args.appendToName string undefined A string to append to the Module name
args.skipInit boolean undefined Whether the Module should skip the call to init and resize
args.enabled boolean undefined Whether the Module should be enabled or not

# modvModules.removeActiveModule()

  • Returns: undefined
argument (object) type default info
args.moduleName string undefined The Module name

# modvModules.resizeActive()

  • Returns: undefined

Calls the resize function of all active modules.

# modvModules.updateProp()

  • Returns: undefined

Queues a prop update for a Module.

argument (object) type default info
args.name string undefined The Module name
args.prop string undefined The prop key
args.data any undefined The data to write to the prop

# modVModules.syncPropQueue()

  • Returns: undefined

Syncs props waiting in the queue. Called once a frame.

WARNING

modV automatically calls this action once a frame. It is unnecessary for this to be called manually.

# modvModules.updateMeta()

  • Returns: undefined

Queues a value update for a Module's meta block.

argument (object) type default info
args.name string undefined The Module name
args.metaKey string undefined The meta key
args.data any undefined The data to write to the meta key

# modVModules.syncMetaQueue()

  • Returns: undefined

Syncs meta waiting in the queue. Called once a frame.

WARNING

modV automatically calls this action once a frame. It is unnecessary for this to be called manually.

# modVModules.syncQueues()

  • Returns: undefined

Syncs all queues.

WARNING

modV automatically calls this action once a frame. It is unnecessary for this to be called manually.

# modVModules.presetData()

  • Returns: object

Generates data for Preset saving.

# Mutations

WARNING

Using Mutations directly should be avoided for performance reasons. They are documented for reference only.

@todo: Document mutations