gled-ui 2.34.0

gled's egui interface, shared by the desktop app and the browser
Documentation
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//! Changing what rules do: the action, holding, the mode and the touch
//! note, and removing them. A changed action takes its release and the
//! feedback that showed it along.

use gled_model::asset::midi_controller::{
    MidiColorSource, MidiControllerMapping, MidiEncoder, MidiInputAction, MidiInputBinding,
    MidiOutputBindingKind, MidiTrigger,
};

use super::{Members, member_action, remove_bindings};
use crate::ui::windows::midi_controllers::rules::{
    build::Rule,
    controls::{Control, ControlKind},
    feedback::{feedback_role, pad_target, source_for},
    naming::name_rules_of,
    sentence::Numbers,
    sources::{live_source, matching_source},
};

/// Whether `action` acts on press and is undone on release when held.
pub(crate) fn holds(action: &MidiInputAction) -> bool {
    matches!(
        action,
        MidiInputAction::FlashScene { .. }
            | MidiInputAction::SetBlackout
            | MidiInputAction::SetSceneActive { .. }
    )
}

/// The Note Off releasing a button that sends the Note On `press`.
fn release_trigger(press: &MidiTrigger) -> Option<MidiTrigger> {
    (press.status & 0xF0 == 0x90).then_some(MidiTrigger {
        status: 0x80 | (press.status & 0x0F),
        data1: press.data1,
        match_data1: true,
    })
}

/// Makes `members` do `template`, each with its numbers. Holding actions
/// on buttons get a release that undoes them, others lose theirs; feedback
/// that showed the old action shows the new one. Returns what could not
/// follow, for the status line.
pub(crate) fn set_action(
    mapping: &mut MidiControllerMapping,
    controls: &[Control],
    members: &Members,
    template: &MidiInputAction,
    numbers: &dyn Numbers,
) -> Vec<String> {
    let mut notes = Vec::new();
    let mut removed_inputs = Vec::new();
    let mut new_inputs = Vec::new();
    for (rule, n) in members.each() {
        let action = member_action(template, numbers, n);
        let control = &controls[rule.control];
        let old = rule
            .press
            .or(rule.release)
            .map(|index| mapping.input_bindings[index].action.clone());

        match (rule.press, rule.release) {
            (None, Some(release)) => mapping.input_bindings[release].action = action.clone(),
            (Some(press), release) => {
                mapping.input_bindings[press].action = action.clone();
                let button = matches!(control.kind, ControlKind::Button | ControlKind::Pad);
                match release {
                    Some(release) if holds(&action) && button => {
                        mapping.input_bindings[release].action = action.clone();
                    }
                    Some(release) => removed_inputs.push(release),
                    None if holds(&action) && button => {
                        if let Some(trigger) = release_trigger(&control.trigger) {
                            new_inputs.push(MidiInputBinding {
                                trigger,
                                action: action.clone(),
                                ..mapping.input_bindings[press].clone()
                            });
                        }
                    }
                    None => {}
                }
            }
            (None, None) => {
                let mut action = action.clone();
                if let Some(encoder) = encoder_mut(&mut action)
                    && let Some(known) = known_encoder(mapping, control)
                {
                    *encoder = known;
                }
                let touch = mapping
                    .input_bindings
                    .iter()
                    .find(|binding| binding.trigger == control.trigger)
                    .and_then(|binding| binding.touch.clone());
                let button = matches!(control.kind, ControlKind::Button | ControlKind::Pad);
                if holds(&action)
                    && button
                    && let Some(trigger) = release_trigger(&control.trigger)
                {
                    new_inputs.push(MidiInputBinding {
                        name: String::new(),
                        trigger,
                        action: action.clone(),
                        mode: rule.mode,
                        touch: None,
                    });
                }
                new_inputs.push(MidiInputBinding {
                    name: String::new(),
                    trigger: control.trigger.clone(),
                    action,
                    mode: rule.mode,
                    touch,
                });
            }
        }

        for &output in &rule.feedback {
            let role = feedback_role(controls, rule, &mapping.output_bindings[output].kind);
            match &mut mapping.output_bindings[output].kind {
                MidiOutputBindingKind::SceneColorValue(color) => {
                    let MidiColorSource::SceneColor { target } = &mut color.source;
                    if *target == pad_target(old.as_ref()) {
                        *target = pad_target(Some(&action));
                    }
                }
                kind => {
                    let Some(source) = kind.source_mut() else {
                        continue;
                    };
                    if !shows(source, old.as_ref()) {
                        continue;
                    }
                    match source_for(role, Some(&action)) {
                        Some(new) => *source = new,
                        None => notes.push(format!(
                            "{}'s {} still shows what it showed before",
                            control.name,
                            role.name().to_lowercase()
                        )),
                    }
                }
            }
        }
    }
    remove_bindings(mapping, removed_inputs, Vec::new());
    mapping.input_bindings.extend(new_inputs);
    name_rules_of(mapping, controls, &members.keys());
    notes.dedup();
    notes
}

/// The encoder settings of an action that reads an endless encoder.
fn encoder_mut(action: &mut MidiInputAction) -> Option<&mut MidiEncoder> {
    use MidiInputAction as A;
    match action {
        A::SetMainDimmerRelative { encoder }
        | A::SetSpeedRelative { encoder }
        | A::SelectSceneRelative { encoder }
        | A::SelectSceneRow { encoder }
        | A::SelectSceneColumn { encoder }
        | A::SelectSceneEffectRelative { encoder } => Some(encoder),
        _ => None,
    }
}

/// How the encoder `control` turns, as its rules in other modes have it;
/// else how the mapping's other encoders encode a turn.
fn known_encoder(mapping: &MidiControllerMapping, control: &Control) -> Option<MidiEncoder> {
    let mut encoders = mapping.input_bindings.iter().filter_map(|binding| {
        let mut action = binding.action.clone();
        encoder_mut(&mut action)
            .copied()
            .map(|encoder| (binding.trigger == control.trigger, encoder))
    });
    let all: Vec<(bool, MidiEncoder)> = encoders.by_ref().collect();
    all.iter()
        .find(|(same, _)| *same)
        .or_else(|| all.first())
        .map(|(same, encoder)| {
            if *same {
                *encoder
            } else {
                MidiEncoder {
                    steps_per_unit: 1,
                    ..*encoder
                }
            }
        })
}

/// Whether feedback reading `source` shows what `action` changes.
fn shows(
    source: &gled_model::asset::midi_controller::MidiValueSource,
    action: Option<&MidiInputAction>,
) -> bool {
    let Some(matching) = action.and_then(matching_source) else {
        return false;
    };
    *source == matching || *source == live_source(matching)
}

/// Makes buttons' rules work while held (press acts, release undoes) or
/// on press only.
pub(crate) fn set_while_held(
    mapping: &mut MidiControllerMapping,
    controls: &[Control],
    members: &Members,
    held: bool,
) {
    let mut removed = Vec::new();
    let mut added = Vec::new();
    for rule in &members.rules {
        let Some(press) = rule.press else {
            continue;
        };
        match (held, rule.release) {
            (true, None) => {
                if let Some(trigger) = release_trigger(&controls[rule.control].trigger) {
                    added.push(MidiInputBinding {
                        trigger,
                        ..mapping.input_bindings[press].clone()
                    });
                }
            }
            (false, Some(release)) => removed.push(release),
            _ => {}
        }
    }
    remove_bindings(mapping, removed, Vec::new());
    mapping.input_bindings.extend(added);
    name_rules_of(mapping, controls, &members.keys());
}

/// Makes `members` work in `mode` only, or in all modes.
pub(crate) fn set_mode(mapping: &mut MidiControllerMapping, members: &Members, mode: Option<u8>) {
    for rule in &members.rules {
        for index in rule.press.iter().chain(&rule.release) {
            mapping.input_bindings[*index].mode = mode;
        }
        for index in &rule.feedback {
            mapping.output_bindings[*index].mode = mode;
        }
    }
}

/// Sets the touch note of `members`' presses; in a group each member's
/// note counts up from the first.
pub(crate) fn set_touch(
    mapping: &mut MidiControllerMapping,
    members: &Members,
    touch: Option<MidiTrigger>,
) {
    for (position, rule) in members.rules.iter().enumerate() {
        let Some(press) = rule.press else {
            continue;
        };
        mapping.input_bindings[press].touch = touch.clone().map(|touch| MidiTrigger {
            data1: touch
                .data1
                .saturating_add(u8::try_from(position).unwrap_or(u8::MAX)),
            ..touch
        });
    }
}

/// Removes what `members` do; their feedback stays as rules of its own.
pub(crate) fn remove_action(mapping: &mut MidiControllerMapping, members: &Members) {
    let inputs = members
        .rules
        .iter()
        .flat_map(|rule| rule.press.into_iter().chain(rule.release))
        .collect();
    remove_bindings(mapping, inputs, Vec::new());
}

/// Removes `members` with all their bindings.
pub(crate) fn remove_rules(mapping: &mut MidiControllerMapping, members: &Members) {
    let inputs = members
        .rules
        .iter()
        .flat_map(|rule| rule.press.into_iter().chain(rule.release))
        .collect();
    let outputs = members
        .rules
        .iter()
        .flat_map(|rule| rule.feedback.iter().copied())
        .collect();
    remove_bindings(mapping, inputs, outputs);
}

/// The rule's action, for edits that only read it.
pub(crate) fn rule_action<'a>(
    mapping: &'a MidiControllerMapping,
    rule: &Rule,
) -> Option<&'a MidiInputAction> {
    rule.press
        .or(rule.release)
        .map(|index| &mapping.input_bindings[index].action)
}

#[cfg(test)]
mod tests {
    use super::*;
    use crate::ui::windows::midi_controllers::rules::{
        build::build_rules,
        controls::controls_of,
        groups::{GroupNumbers, Place, find_groups},
        sentence::Plain,
        test_mappings::p1x,
    };
    use gled_model::asset::midi_controller::{MidiEffectTarget, MidiSceneTarget, MidiValueSource};

    fn group_from(
        mapping: &MidiControllerMapping,
        name: &str,
        mode: Option<u8>,
    ) -> (
        Vec<Control>,
        Members,
        crate::ui::windows::midi_controllers::rules::groups::RuleGroup,
    ) {
        let controls = controls_of(mapping);
        let rules = build_rules(mapping, &controls);
        let group = find_groups(mapping, &controls, &rules)
            .into_iter()
            .find(|group| {
                controls[rules[group.rules[0]].control].name == name
                    && rules[group.rules[0]].mode == mode
            })
            .unwrap_or_else(|| panic!("no group from {name}"));
        let members = Members::of_group(&rules, &group);
        (controls, members, group)
    }

    /// Sheet A, task 2: the S buttons toggle instead of flash, and their
    /// lights show whether the scene is on.
    #[test]
    fn flash_buttons_turned_into_toggles_lose_their_release_and_light_the_scene_state() {
        let mut mapping = p1x();
        let inputs_before = mapping.input_bindings.len();
        let (controls, members, group) = group_from(&mapping, "S 1", Some(0));
        let numbers = GroupNumbers {
            group: &group,
            place: Place::Action,
        };
        let template = MidiInputAction::ToggleSceneActive {
            target: MidiSceneTarget::Row { col: 0 },
        };
        let notes = set_action(&mut mapping, &controls, &members, &template, &numbers);
        assert!(notes.is_empty(), "{notes:?}");
        assert_eq!(mapping.input_bindings.len(), inputs_before - 8);

        let controls = controls_of(&mapping);
        let rules = build_rules(&mapping, &controls);
        let s3 = rules
            .iter()
            .find(|rule| controls[rule.control].name == "S 3" && rule.mode == Some(0))
            .unwrap_or_else(|| panic!("no S 3"));
        assert_eq!(s3.release, None);
        assert_eq!(
            rule_action(&mapping, s3),
            Some(&MidiInputAction::ToggleSceneActive {
                target: MidiSceneTarget::Row { col: 2 }
            })
        );
        assert_eq!(
            mapping.output_bindings[s3.feedback[0]].kind.source(),
            Some(&MidiValueSource::SceneActive {
                target: MidiSceneTarget::Row { col: 2 }
            })
        );
    }

    /// Sheet A, task 1: Fader 1 in Animations sets the animation's speed;
    /// its motor fader and its meter follow.
    #[test]
    fn a_fader_given_a_new_value_moves_its_motor_fader_with_it() {
        let mut mapping = p1x();
        let controls = controls_of(&mapping);
        let rules = build_rules(&mapping, &controls);
        let fader = rules
            .iter()
            .find(|rule| controls[rule.control].name == "Fader 1" && rule.mode == Some(1))
            .cloned()
            .unwrap_or_else(|| panic!("no Fader 1"));
        let template = MidiInputAction::SetSceneEffectSpeedExponent {
            target: MidiSceneTarget::Selected,
            effect: MidiEffectTarget::Selected,
        };
        let notes = set_action(
            &mut mapping,
            &controls,
            &Members::single(fader.clone()),
            &template,
            &Plain,
        );
        let motor = &mapping.output_bindings[fader.feedback[0]];
        assert_eq!(
            motor.kind.source(),
            Some(&MidiValueSource::SceneEffectSpeedExponent {
                target: MidiSceneTarget::Selected,
                effect: MidiEffectTarget::Selected,
            })
        );
        assert!(
            motor.name.starts_with("Fader 1 motor fader:"),
            "{}",
            motor.name
        );
        // There is no live speed, so the meter shows the speed as set.
        assert!(notes.is_empty(), "{notes:?}");
        assert_eq!(
            mapping.output_bindings[fader.feedback[1]].kind.source(),
            motor.kind.source()
        );
    }

    #[test]
    fn a_button_made_to_flash_gets_a_release() {
        let mut mapping = p1x();
        let (controls, members, group) = group_from(&mapping, "Rec 1", Some(0));
        let inputs_before = mapping.input_bindings.len();
        let numbers = GroupNumbers {
            group: &group,
            place: Place::Action,
        };
        set_action(
            &mut mapping,
            &controls,
            &members,
            &MidiInputAction::FlashScene {
                target: MidiSceneTarget::Row { col: 0 },
            },
            &numbers,
        );
        assert_eq!(mapping.input_bindings.len(), inputs_before + 8);
        let controls = controls_of(&mapping);
        let rules = build_rules(&mapping, &controls);
        assert!(
            rules
                .iter()
                .filter(|rule| controls[rule.control].name.starts_with("Rec"))
                .all(|rule| rule.while_held(&mapping))
        );
    }

    /// Sheet A, task 3: Encoder 1 in a new mode turns as it does in the
    /// others: 8 clicks per step, sign and magnitude.
    #[test]
    fn a_new_encoder_rule_turns_like_the_encoder_elsewhere() {
        let mut mapping = p1x();
        let controls = controls_of(&mapping);
        let encoder1 = controls
            .iter()
            .position(|control| control.name == "Encoder 1")
            .unwrap_or_else(|| panic!("no Encoder 1"));
        let rule = Rule {
            control: encoder1,
            mode: Some(2),
            press: None,
            release: None,
            feedback: Vec::new(),
        };
        set_action(
            &mut mapping,
            &controls,
            &Members::single(rule),
            &MidiInputAction::SelectSceneColumn {
                encoder: MidiEncoder::default(),
            },
            &Plain,
        );
        let added = mapping
            .input_bindings
            .iter()
            .find(|binding| binding.mode == Some(2))
            .unwrap_or_else(|| panic!("no rule in the new mode"));
        let MidiInputAction::SelectSceneColumn { encoder } = added.action else {
            panic!("not a column step: {:?}", added.action);
        };
        assert_eq!(encoder.steps_per_unit, 8);
        assert_eq!(
            encoder.encoding,
            gled_model::asset::midi_controller::MidiRelativeEncoding::SignMagnitude
        );
        assert!(
            added
                .name
                .starts_with("Encoder 1: steps through the columns"),
            "{}",
            added.name
        );
    }

    /// Sheet C, task 3: a new rule for Rec 1 in every mode blacks out while
    /// the button is held.
    #[test]
    fn a_new_hold_rule_on_a_button_works_while_held() {
        let mut mapping = p1x();
        let controls = controls_of(&mapping);
        let rec1 = controls
            .iter()
            .position(|control| control.name == "Rec 1")
            .unwrap_or_else(|| panic!("no Rec 1"));
        let rule = Rule {
            control: rec1,
            mode: None,
            press: None,
            release: None,
            feedback: Vec::new(),
        };
        set_action(
            &mut mapping,
            &controls,
            &Members::single(rule),
            &MidiInputAction::SetBlackout,
            &Plain,
        );
        let rules = build_rules(&mapping, &controls);
        let made = rules
            .iter()
            .find(|rule| rule.control == rec1 && rule.mode.is_none())
            .unwrap_or_else(|| panic!("no rule for Rec 1 in all modes"));
        assert!(made.while_held(&mapping));
    }
}