tek/crates/tek_sequencer/src/arranger_cmd.rs

92 lines
3 KiB
Rust

use crate::*;
#[derive(Clone, PartialEq)]
pub enum ArrangerCommand {
FocusNext,
FocusPrev,
FocusUp,
FocusDown,
FocusLeft,
FocusRight,
Transport(TransportCommand),
Phrases(PhrasePoolCommand),
Editor(PhraseEditorCommand),
Arrangement(ArrangementCommand),
}
#[derive(Clone, PartialEq)]
pub enum ArrangementCommand {
ToggleViewMode,
Delete,
Activate,
Increment,
Decrement,
ZoomIn,
ZoomOut,
MoveBack,
MoveForward,
RandomColor,
Put,
Get,
AddScene,
AddTrack,
ToggleLoop,
GoUp,
GoDown,
GoLeft,
GoRight,
}
impl <E: Engine> Command<Arranger<E>> for ArrangerCommand {
fn run (&self, state: &mut Arranger<E>) -> Perhaps<Self> {
use ArrangerCommand::*;
match self {
FocusNext => { state.focus_next(); },
FocusPrev => { state.focus_prev(); },
FocusUp => { state.focus_up(); },
FocusDown => { state.focus_down(); },
FocusLeft => { state.focus_left(); },
FocusRight => { state.focus_right(); },
Transport(command) => if let Some(ref transport) = state.transport {
return command.run(&mut*transport.write().unwrap()).map(|x|x.map(Transport))
},
Phrases(command) => {
return command.run(&mut*state.phrases.write().unwrap()).map(|x|x.map(Phrases))
},
Editor(command) => {
return command.run(&mut state.editor).map(|x|x.map(Editor))
},
Arrangement(command) => {
return command.run(&mut state.arrangement).map(|x|x.map(Arrangement))
},
}
state.show_phrase();
state.update_status();
Ok(None)
}
}
impl <E: Engine> Command<Arrangement<E>> for ArrangementCommand {
fn run (&self, state: &mut Arrangement<E>) -> Perhaps<Self> {
use ArrangementCommand::*;
match self {
ToggleViewMode => { state.mode.to_next(); },
Delete => { state.delete(); },
Activate => { state.activate(); },
Increment => { state.increment(); },
Decrement => { state.decrement(); },
ZoomIn => { state.zoom_in(); },
ZoomOut => { state.zoom_out(); },
MoveBack => { state.move_back(); },
MoveForward => { state.move_forward(); },
RandomColor => { state.randomize_color(); },
Put => { state.phrase_put(); },
Get => { state.phrase_get(); },
AddScene => { state.scene_add(None, None)?; },
AddTrack => { state.track_add(None, None)?; },
ToggleLoop => { state.toggle_loop() },
GoUp => { state.go_up() },
GoDown => { state.go_down() },
GoLeft => { state.go_left() },
GoRight => { state.go_right() },
};
Ok(None)
}
}