more refactoring and breaking things
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#include "state.h"
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#include "interaction-event.h"
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#include "raylib.h"
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#include "vmath.h"
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#include <memory>
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namespace VISEQ::APP{
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void State::pushEvent(InteractionEvent e){
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event_queue.push_back(e);
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}
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InteractionEvent pullEvent(){
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if(!event_queue.empty()){
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InteractionEvent e = event_queue.front();
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event_queue.pop_front();
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return e;
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}
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return {nullptr, Interaction::NONE};
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}
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void State::update(Camera2D camera){
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if(istate != old_istate) std::cout << state_string[istate] << std::endl;
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mouse_delta = {GetMouseDelta().x, GetMouseDelta().y};
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settings.speed = (settings.grid * 16.0f) * (settings.bpm / 120.f);
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Vector2 mp = GetScreenToWorld2D(GetMousePosition(), camera);
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Vec2Df mouse_pos = {(float)mp.x, (float)mp.y};
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mouse_left.down = IsMouseButtonDown(MOUSE_BUTTON_LEFT);
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mouse_left.clicked = IsMouseButtonPressed(MOUSE_BUTTON_LEFT);
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mouse_left.released = IsMouseButtonReleased(MOUSE_BUTTON_LEFT);
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mouse_right.down = IsMouseButtonDown(MOUSE_BUTTON_RIGHT);
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mouse_right.clicked = IsMouseButtonPressed(MOUSE_BUTTON_RIGHT);
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mouse_right.released = IsMouseButtonReleased(MOUSE_BUTTON_RIGHT);
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keys_down.ctrl = IsKeyDown(KEY_LEFT_CONTROL) || IsKeyDown(KEY_RIGHT_CONTROL);
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keys_down.shift = IsKeyDown(KEY_LEFT_SHIFT) || IsKeyDown(KEY_RIGHT_SHIFT);
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keys_down.alt = IsKeyDown(KEY_LEFT_ALT) || IsKeyDown(KEY_RIGHT_ALT);
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keys_pressed.ctrl = IsKeyPressed(KEY_LEFT_CONTROL) || IsKeyPressed(KEY_RIGHT_CONTROL);
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keys_pressed.shift = IsKeyPressed(KEY_LEFT_SHIFT) || IsKeyPressed(KEY_RIGHT_SHIFT);
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keys_pressed.alt = IsKeyPressed(KEY_LEFT_ALT) || IsKeyPressed(KEY_RIGHT_ALT);
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keys_released.ctrl = IsKeyReleased(KEY_LEFT_CONTROL) || IsKeyReleased(KEY_RIGHT_CONTROL);
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keys_released.shift = IsKeyReleased(KEY_LEFT_SHIFT) || IsKeyReleased(KEY_RIGHT_SHIFT);
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keys_released.alt = IsKeyReleased(KEY_LEFT_ALT) || IsKeyReleased(KEY_RIGHT_ALT);
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screen_mouse = {round(mouse_pos.x), round(mouse_pos.y)};
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raw_mouse = {GetMousePosition().x, GetMousePosition().y};
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mod_mouse = {round(mouse_pos.x), round(mouse_pos.y)};
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mode_color = settings.mode_colors[node_mode];
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if(keys_down.ctrl) {
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mod_mouse.x = round(mouse_pos.x / settings.grid) * settings.grid;
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mod_mouse.y = round(mouse_pos.y / settings.grid) * settings.grid;
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}
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old_istate = istate;
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}
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inline static std::shared_ptr<State> get() {
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if(!State::instance){
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State::instance.reset(new State());
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}
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return State::instance;
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}
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}
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