#pragma once #ifdef _WIN32 #define _USE_MATH_DEFINES #endif #include #include #include "libremidi/libremidi.hpp" #include "raylib.h" enum Distribution {ROUNDROBIN, RANDOM}; // 2D Vectors template class Vec2D{ public: Vec2D() {}; Vec2D(T x, T y) : x(x), y(y) {} T x = 0; T y = 0; T dist(Vec2D* v) { return sqrt(pow((v->x - x), 2) + pow((v->y - y), 2));}; T length() { return (T)sqrt(pow(x, 2) + pow(y, 2));}; T angle(Vec2D &v){ T angle = atan2(v.y, v.x) - atan2(y,x); if(angle > M_PI) angle -= M_PI_2; if(angle < -M_PI) angle += M_PI_2; return angle; //return acos(dot(v)); }; T angleDeg(Vec2D &v){ return angle(v) * 180 / M_PI; }; T dot(Vec2D &v){ return (x*v.x) + (y*v.y); }; operator Vector2() const { return (Vector2){x,y}; } Vec2D orth(Vec2D &v){ return Vec2D(-v.y, v.x); }; Vec2D orth(){ return Vec2D(-y, x); }; Vec2D norm() { return *this / length();}; Vec2D& operator=(const Vec2D& vec){ if (this == &vec){ return *this; } x = vec.x; y = vec.y; return *this; }; Vec2D& operator+=(const Vec2D& vec){ this->x += vec.x; this->y += vec.y; return *this; }; Vec2D& operator-=(const Vec2D& vec){ this->x -= vec.x; this->y -= vec.y; return *this; }; Vec2D& operator*=(const Vec2D& vec){ this->x *= vec.x; this->y *= vec.y; return *this; }; Vec2D& operator/=(const Vec2D& vec){ this->x /= vec.x; this->y /= vec.y; return *this; }; Vec2D& operator*=(T scalar){ this->x *= scalar; this->y *= scalar; return *this; }; Vec2D& operator/=(T scalar){ this->x /= scalar; this->y /= scalar; return *this; }; }; template Vec2D operator+(const Vec2D& left, const Vec2D& right){ return Vec2D(left.x + right.x, left.y + right.y); }; template Vec2D operator-(const Vec2D& left, const Vec2D& right){ return Vec2D(left.x - right.x, left.y - right.y); }; template Vec2D operator*(const Vec2D& left, const Vec2D& right){ return Vec2D(left.x * right.x, left.y * right.y); }; template Vec2D operator/(const Vec2D& left, const Vec2D& right){ return Vec2D(left.x / right.x, left.y / right.y); }; template Vec2D operator/(const Vec2D& left, T scalar){ return Vec2D(left.x / scalar, left.y / scalar); }; template Vec2D operator*(const Vec2D& left, T scalar){ return Vec2D(left.x * scalar, left.y * scalar); }; // State enum States {IDLE, CONFIG}; struct AppState{ int width; int height; float grid; float bpm; float fps; float speed = 16.0f; int gui_selected_midi_out; States state; }; // MIDI struct MidiOutPort{ libremidi::output_port port; int number; bool enabled; }; struct MidiOut{ libremidi::midi_out out; int number; }; namespace MIDI{ inline std::vector Notes = { "C-1", "C#-1", "D-1", "D#-1", "E-1", "F-1", "F#-1", "G-1", "G#-1", "A-1", "A#-1", "B-1", "C0", "C#0", "D0", "D#0", "E0", "F0", "F#0", "G0", "G#0", "A0", "A#0", "B0", "C1", "C#1", "D1", "D#1", "E1", "F1", "F#1", "G1", "G#1", "A1", "A#1", "B1", "C2", "C#2", "D2", "D#2", "E2", "F2", "F#2", "G2", "G#2", "A2", "A#2", "B2", "C3", "C#3", "D3", "D#3", "E3", "F3", "F#3", "G3", "G#3", "A3", "A#3", "B3", "C4", "C#4", "D4", "D#4", "E4", "F4", "F#4", "G4", "G#4", "A4", "A#4", "B4", "C5", "C#5", "D5", "D#5", "E5", "F5", "F#5", "G5", "G#5", "A5", "A#5", "B5", "C6", "C#6", "D6", "D#6", "E6", "F6", "F#6", "G6", "G#6", "A6", "A#6", "B6", "C7", "C#7", "D7", "D#7", "E7", "F7", "F#7", "G7", "G#7", "A7", "A#7", "B7", "C8", "C#8", "D8", "D#8", "E8", "F8", "F#8", "G8", "G#8", "A8", "A#8", "B8", "C9", "C#9", "D9", "D#9", "E9", "F9", "F#9", "G9", "G#9", "A9", "A#9", "B9", "C10" }; }