use egui::{ComboBox, DragValue, Ui};
use gled_model::asset::midi_controller::{
MidiInputAction, MidiInputActionKind, MidiSceneTarget, MidiSceneTargetKind,
};
use strum::IntoEnumIterator;
pub(super) fn input_action_from_kind(
kind: MidiInputActionKind,
current: MidiInputAction,
) -> MidiInputAction {
match kind {
MidiInputActionKind::Tap => MidiInputAction::Tap,
MidiInputActionKind::SetMainDimmer => MidiInputAction::SetMainDimmer,
MidiInputActionKind::SetBlackout => MidiInputAction::SetBlackout,
MidiInputActionKind::SetSpeedAdd => MidiInputAction::SetSpeedAdd,
MidiInputActionKind::SetSpeedMultiply => MidiInputAction::SetSpeedMultiply,
MidiInputActionKind::SelectSceneDistributed => MidiInputAction::SelectSceneDistributed,
MidiInputActionKind::SelectScene => MidiInputAction::SelectScene {
target: current_target_from_action(¤t),
},
MidiInputActionKind::ToggleSceneActive => MidiInputAction::ToggleSceneActive {
target: current_target_from_action(¤t),
},
MidiInputActionKind::SetSceneActive => MidiInputAction::SetSceneActive {
target: current_target_from_action(¤t),
},
MidiInputActionKind::FlashScene => MidiInputAction::FlashScene {
target: current_target_from_action(¤t),
},
MidiInputActionKind::SetSceneOpacity => MidiInputAction::SetSceneOpacity {
target: current_target_from_action(¤t),
},
MidiInputActionKind::SetSceneInputDimmer => MidiInputAction::SetSceneInputDimmer {
target: current_target_from_action(¤t),
},
MidiInputActionKind::SetSceneBeatOffset => MidiInputAction::SetSceneBeatOffset {
target: current_target_from_action(¤t),
},
MidiInputActionKind::SetSceneIgnoreMainDimmer => {
MidiInputAction::SetSceneIgnoreMainDimmer {
target: current_target_from_action(¤t),
}
}
MidiInputActionKind::SetSceneSetOffsetOnFlash => {
MidiInputAction::SetSceneSetOffsetOnFlash {
target: current_target_from_action(¤t),
}
}
MidiInputActionKind::SetSceneEffectSettingF32 => {
let (effect_index, setting_index) = match ¤t {
MidiInputAction::SetSceneEffectSettingF32 {
effect_index,
setting_index,
..
} => (*effect_index, *setting_index),
_ => (0, 0),
};
MidiInputAction::SetSceneEffectSettingF32 {
target: current_target_from_action(¤t),
effect_index,
setting_index,
}
}
MidiInputActionKind::SetSceneEffectOpacity => {
let effect_index = current_effect_index_from_action(¤t);
MidiInputAction::SetSceneEffectOpacity {
target: current_target_from_action(¤t),
effect_index,
}
}
MidiInputActionKind::SetSceneEffectColorShift => {
let effect_index = current_effect_index_from_action(¤t);
MidiInputAction::SetSceneEffectColorShift {
target: current_target_from_action(¤t),
effect_index,
}
}
MidiInputActionKind::SetSceneEffectBeatProgression => {
let effect_index = current_effect_index_from_action(¤t);
MidiInputAction::SetSceneEffectBeatProgression {
target: current_target_from_action(¤t),
effect_index,
}
}
MidiInputActionKind::SetSceneEffectBeatOffset => {
let effect_index = current_effect_index_from_action(¤t);
MidiInputAction::SetSceneEffectBeatOffset {
target: current_target_from_action(¤t),
effect_index,
}
}
MidiInputActionKind::SetSceneEffectSpeedExponent => {
let effect_index = current_effect_index_from_action(¤t);
MidiInputAction::SetSceneEffectSpeedExponent {
target: current_target_from_action(¤t),
effect_index,
}
}
MidiInputActionKind::SetSceneEffectLayout => {
let effect_index = current_effect_index_from_action(¤t);
MidiInputAction::SetSceneEffectLayout {
target: current_target_from_action(¤t),
effect_index,
}
}
}
}
fn current_target_from_action(action: &MidiInputAction) -> MidiSceneTarget {
match action {
MidiInputAction::SelectScene { target }
| MidiInputAction::ToggleSceneActive { target }
| MidiInputAction::SetSceneActive { target }
| MidiInputAction::FlashScene { target }
| MidiInputAction::SetSceneOpacity { target }
| MidiInputAction::SetSceneInputDimmer { target }
| MidiInputAction::SetSceneBeatOffset { target }
| MidiInputAction::SetSceneIgnoreMainDimmer { target }
| MidiInputAction::SetSceneSetOffsetOnFlash { target }
| MidiInputAction::SetSceneEffectSettingF32 { target, .. }
| MidiInputAction::SetSceneEffectOpacity { target, .. }
| MidiInputAction::SetSceneEffectColorShift { target, .. }
| MidiInputAction::SetSceneEffectBeatProgression { target, .. }
| MidiInputAction::SetSceneEffectBeatOffset { target, .. }
| MidiInputAction::SetSceneEffectSpeedExponent { target, .. }
| MidiInputAction::SetSceneEffectLayout { target, .. } => target.clone(),
_ => MidiSceneTarget::Selected,
}
}
fn current_effect_index_from_action(action: &MidiInputAction) -> u8 {
match action {
MidiInputAction::SetSceneEffectSettingF32 { effect_index, .. }
| MidiInputAction::SetSceneEffectOpacity { effect_index, .. }
| MidiInputAction::SetSceneEffectColorShift { effect_index, .. }
| MidiInputAction::SetSceneEffectBeatProgression { effect_index, .. }
| MidiInputAction::SetSceneEffectBeatOffset { effect_index, .. }
| MidiInputAction::SetSceneEffectSpeedExponent { effect_index, .. }
| MidiInputAction::SetSceneEffectLayout { effect_index, .. } => *effect_index,
_ => 0,
}
}
pub(super) fn scene_target_editor(
ui: &mut Ui,
target: &mut MidiSceneTarget,
dirty: &mut bool,
id: String,
) {
let mut kind = MidiSceneTargetKind::from(&*target);
ComboBox::new(id, "")
.selected_text(kind.to_string())
.show_ui(ui, |ui| {
for candidate in MidiSceneTargetKind::iter() {
ui.selectable_value(&mut kind, candidate, candidate.to_string());
}
});
let next = scene_target_from_kind(kind, target.clone());
if *target != next {
*target = next;
*dirty = true;
}
match target {
MidiSceneTarget::Quick { index } => {
ui.horizontal(|ui| {
ui.label("Quick Scene Index");
if ui.add(DragValue::new(index).range(0..=7)).changed() {
*dirty = true;
}
});
}
MidiSceneTarget::Grid { row, col } => {
ui.horizontal(|ui| {
ui.label("Row");
if ui.add(DragValue::new(row).range(0..=5)).changed() {
*dirty = true;
}
ui.label("Col");
if ui.add(DragValue::new(col).range(0..=7)).changed() {
*dirty = true;
}
});
}
MidiSceneTarget::Selected => {}
}
}
fn scene_target_from_kind(kind: MidiSceneTargetKind, current: MidiSceneTarget) -> MidiSceneTarget {
match kind {
MidiSceneTargetKind::Selected => MidiSceneTarget::Selected,
MidiSceneTargetKind::Quick => match current {
MidiSceneTarget::Quick { index } => MidiSceneTarget::Quick { index },
_ => MidiSceneTarget::Quick { index: 0 },
},
MidiSceneTargetKind::Grid => match current {
MidiSceneTarget::Grid { row, col } => MidiSceneTarget::Grid { row, col },
_ => MidiSceneTarget::Grid { row: 0, col: 0 },
},
}
}