signature APP_UPDATE = sig val update: AppType.app_type * Real32.real * Real32.real * InputMessage.t -> AppType.app_type * DrawMessage.t * Real32.real * Real32.real end structure AppUpdate :> APP_UPDATE = struct open AppType open DrawMessage open InputMessage fun mouseMoveOrRelease (model: app_type, mouseX, mouseY) = let val {xClickPoints, yClickPoints, windowWidth, windowHeight, ...} = model val (drawVec, _, _) = ClickPoints.getClickPosition ( mouseX , mouseY , 1.0 , 0.0 , 0.0 , xClickPoints , yClickPoints , windowWidth , windowHeight ) val drawVec = TriangleStage.toVector (model, drawVec) val drawMsg = DRAW_BUTTON drawVec in (model, drawMsg, mouseX, mouseY) end fun mouseLeftClick (model: app_type, mouseX, mouseY) = let val {xClickPoints, yClickPoints, windowWidth, windowHeight, ...} = model val (buttonVec, hpos, vpos) = ClickPoints.getClickPosition ( mouseX , mouseY , 0.0 , 0.0 , 1.0 , xClickPoints , yClickPoints , windowWidth , windowHeight ) val newUndoTuple = (hpos, vpos) in if Vector.length buttonVec > 0 then case #triangleStage model of NO_TRIANGLE => let val drawVec = TriangleStage.toVector (model, buttonVec) val drawMsg = DRAW_BUTTON drawVec val newTriangleStage = FIRST {x1 = hpos, y1 = vpos} val model = AppWith.newTriangleStage (model, newTriangleStage, newUndoTuple) in (model, drawMsg, mouseX, mouseY) end | FIRST {x1, y1} => let val drawVec = TriangleStage.firstToVector (x1, y1, buttonVec, model) val drawMsg = DRAW_BUTTON drawVec val newTriangleStage = SECOND {x1 = x1, y1 = y1, x2 = hpos, y2 = vpos} val model = AppWith.newTriangleStage (model, newTriangleStage, newUndoTuple) in (model, drawMsg, mouseX, mouseY) end | SECOND {x1, y1, x2, y2} => let val model = AppWith.newTriangle (model, x1, y1, x2, y2, hpos, vpos, newUndoTuple) val drawVec = Triangles.toVector model val drawMsg = DRAW_TRIANGLES_AND_RESET_BUTTONS drawVec in (model, drawMsg, mouseX, mouseY) end else (model, NO_DRAW, mouseX, mouseY) end fun resizeWindow (model, mouseX, mouseY, width, height) = let val model = AppWith.windowResize (model, width, height) val triangles = Triangles.toVector model val graphLines = #graphLines model val drawMsg = RESIZE_TRIANGLES_BUTTONS_AND_GRAPH {triangles = triangles, graphLines = graphLines} in (model, drawMsg, mouseX, mouseY) end fun undoAction (model, mouseX, mouseY) = case #triangleStage model of FIRST {x1, y1} => (* Change FIRST to NO_TRIANGLE and clear buttons. *) let val model = AppWith.replaceTriangleStage (model, NO_TRIANGLE) in (model, CLEAR_BUTTONS, mouseX, mouseY) end | SECOND {x1, y1, x2, y2} => (* Change FIRST to SECOND and redraw buttons. *) let val newTriangleStage = FIRST {x1 = x1, y1 = y1} val model = AppWith.replaceTriangleStage (model, newTriangleStage) val drawVec = TriangleStage.firstToVector (x1, y1, Vector.fromList [], model) val drawMsg = DRAW_BUTTON drawVec in (model, drawMsg, mouseX, mouseY) end | NO_TRIANGLE => (case #triangles model of {x1, y1, x2, y2, ...} :: trianglesTl => (* Have to slice off (x3, y3) from triangle head, * turn (x1, y1, x2, y2) into a triangleStage, * and redraw both triangle and triangleStage. *) let val triangleStage = SECOND {x1 = x1, y1 = y1, x2 = x2, y2 = y2} val model = AppWith.undoTriangle (model, triangleStage, trianglesTl) val newTriangleVec = Triangles.toVector model val drawVec = TriangleStage.secondToVector (x1, y1, x2, y2, newTriangleVec, model) val drawMsg = DRAW_TRIANGLES_AND_BUTTONS {triangles = newTriangleVec, buttons = drawVec} in (model, drawMsg, mouseX, mouseY) end | [] => (* Can't undo, because there are no actions to undo. *) (model, NO_DRAW, mouseX, mouseY)) fun update (model: app_type, mouseX, mouseY, inputMsg) = case inputMsg of MOUSE_MOVE {x = mouseX, y = mouseY} => mouseMoveOrRelease (model, mouseX, mouseY) | MOUSE_LEFT_RELEASE => mouseMoveOrRelease (model, mouseX, mouseY) | MOUSE_LEFT_CLICK => mouseLeftClick (model, mouseX, mouseY) | RESIZE_WINDOW {width, height} => resizeWindow (model, mouseX, mouseY, width, height) | UNDO_ACTION => undoAction (model, mouseX, mouseY) end