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viseq/src/state.h
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#pragma once
#include "interaction-event.h"
#include "nlohmann/json.hpp"
#include "raylib.h"
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#include "vmath.h"
#include <memory>
#include <queue>
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#define STATE state->istate
#define SETTINGS state->settings
#define SCREEN_MOUSE state->screen_mouse
#define RAW_MOUSE state->raw_mouse
#define MOD_MOUSE state->mod_mouse
#define MOUSE_LEFT state->mouse_left
#define MOUSE_RIGHT state->mouse_right
#define MOUSE_MIDDLE state->mouse_middle
#define KEYS_DOWN state->keys_down
#define KEYS_PRESSED state->keys_pressed
#define KEYS_RELEASED state->keys_released
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namespace VISEQ::APP{
struct AppSettings{
int width;
int height;
float grid;
float bpm;
float fps;
float speed = 16.0f;
int gui_selected_midi_out;
};
NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE_WITH_DEFAULT(AppSettings, width, height, grid, bpm, fps, speed, gui_selected_midi_out)
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enum InteractionState {HOVER_CANVAS, HOVER_NODE, HOVER_CONNECTOR, ADD_NODES_MENU, DRAG_NODE, CONNECT_NODE, DRAW_SELECTION, SCALE_SELECTION, DELETE_SELECTED_NODES, COPY_SELECTED_NODES, PASTE_SELECTED_NODES};
inline std::vector<std::string> state_string = {"HOVER_CANVAS"," HOVER_NODE"," HOVER_CONNECTOR"," ADD_NODES_MENU"," DRAG_NODE"," CONNECT_NODE"," DRAW_SELECTION"," SCALE_SELECTION"," DELETE_SELECTED_NODES"," COPY_SELECTED_NODES"," PASTE_SELECTED_NODES"};
struct MouseState{
bool down = false;
bool clicked = false;
bool released = false;
};
struct ModifierKeys{
bool ctrl = false;
bool shift = false;
bool alt = false;
};
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class State{
public:
State(){}
State(State &state) = delete;
void operator=(const State &) = delete;
AppSettings settings;
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Vec2Df raw_mouse;
Vec2Df screen_mouse;
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Vec2Df mod_mouse;
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InteractionState istate = HOVER_CANVAS;
InteractionState old_istate = HOVER_CANVAS;
int node_mode = 0;
bool hovering = false;
MouseState mouse_left;
MouseState mouse_right;
MouseState mouse_middle;
ModifierKeys keys_down;
ModifierKeys keys_pressed;
ModifierKeys keys_released;
Rectangle selection;
Vec2Df mouse_delta;
Vec2Df selection_origin;
void pushEvent(InteractionEvent e){
event_queue.push_back(e);
}
InteractionEvent pullEvent(){
if(!event_queue.empty()){
InteractionEvent e = event_queue.front();
event_queue.pop_front();
return e;
}
return {nullptr, Interaction::NONE};
}
void update(Camera2D camera){
if(istate != old_istate) std::cout << state_string[istate] << std::endl;
mouse_delta = {GetMouseDelta().x, GetMouseDelta().y};
settings.speed = (settings.grid * 16.0f) * (settings.bpm / 120.f);
Vector2 mp = GetScreenToWorld2D(GetMousePosition(), camera);
Vec2Df mouse_pos = {(float)mp.x, (float)mp.y};
mouse_left.down = IsMouseButtonDown(MOUSE_BUTTON_LEFT);
mouse_left.clicked = IsMouseButtonPressed(MOUSE_BUTTON_LEFT);
mouse_left.released = IsMouseButtonReleased(MOUSE_BUTTON_LEFT);
mouse_right.down = IsMouseButtonDown(MOUSE_BUTTON_RIGHT);
mouse_right.clicked = IsMouseButtonPressed(MOUSE_BUTTON_RIGHT);
mouse_right.released = IsMouseButtonReleased(MOUSE_BUTTON_RIGHT);
keys_down.ctrl = IsKeyDown(KEY_LEFT_CONTROL) || IsKeyDown(KEY_RIGHT_CONTROL);
keys_down.shift = IsKeyDown(KEY_LEFT_SHIFT) || IsKeyDown(KEY_RIGHT_SHIFT);
keys_down.alt = IsKeyDown(KEY_LEFT_ALT) || IsKeyDown(KEY_RIGHT_ALT);
keys_pressed.ctrl = IsKeyPressed(KEY_LEFT_CONTROL) || IsKeyPressed(KEY_RIGHT_CONTROL);
keys_pressed.shift = IsKeyPressed(KEY_LEFT_SHIFT) || IsKeyPressed(KEY_RIGHT_SHIFT);
keys_pressed.alt = IsKeyPressed(KEY_LEFT_ALT) || IsKeyPressed(KEY_RIGHT_ALT);
keys_released.ctrl = IsKeyReleased(KEY_LEFT_CONTROL) || IsKeyReleased(KEY_RIGHT_CONTROL);
keys_released.shift = IsKeyReleased(KEY_LEFT_SHIFT) || IsKeyReleased(KEY_RIGHT_SHIFT);
keys_released.alt = IsKeyReleased(KEY_LEFT_ALT) || IsKeyReleased(KEY_RIGHT_ALT);
screen_mouse = mouse_pos;
raw_mouse = {GetMousePosition().x, GetMousePosition().y};
mod_mouse = mouse_pos;
if(keys_down.ctrl) {
mod_mouse.x = round(mouse_pos.x / settings.grid) * settings.grid;
mod_mouse.y = round(mouse_pos.y / settings.grid) * settings.grid;
}
old_istate = istate;
}
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inline static std::shared_ptr<State> instance;
static std::shared_ptr<State> get() {
if(!instance){
instance.reset(new State());
}
return instance;
}
};
}
namespace VISEQ{
using IState = VISEQ::APP::InteractionState;
}