#include "state.h" #include "interaction-event.h" #include "raylib.h" #include "vmath.h" #include namespace VISEQ::APP{ void State::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 State::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 = {round(mouse_pos.x), round(mouse_pos.y)}; raw_mouse = {GetMousePosition().x, GetMousePosition().y}; mod_mouse = {round(mouse_pos.x), round(mouse_pos.y)}; mode_color = settings.mode_colors[node_mode]; 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; } inline static std::shared_ptr get() { if(!State::instance){ State::instance.reset(new State()); } return State::instance; } }