1 {-# LANGUAGE Arrows #-}
3 module RCMA.Layer.Board where
6 import RCMA.Layer.Layer
9 -- The state of the board is described by the list of the playheads
10 -- and the different actions onto the board.
11 -- It can then be modified discretly when a beat is received or
12 -- continuously when the user acts on it.
14 -> SF (Layer, [PlayHead], Event BeatNo)
15 (Event ([PlayHead], [Note]))
16 boardAction board = proc (Layer { relPitch = rp
20 ahSF <<^ arr propEvent -< (ebn, rp, s, pl)
22 uncurry4 :: (a -> b -> c -> d -> e) -> (a,b,c,d) -> e
23 uncurry4 f (a,b,c,d) = f a b c d
24 ahSF :: SF (Event (BeatNo, RelPitch, Strength, [PlayHead]))
25 (Event ([PlayHead], [Note]))
26 ahSF = arr $ fmap (uncurry4 $ advanceHeads board)
27 propEvent (a,b,c,d) = if isEvent a then Event (fromEvent a,b,c,d) else NoEvent