fix: update gui.c to use dispatcher instead of direct engine transport access

Co-authored-by: aider (deepseek/deepseek-coder) <aider@aider.chat>
This commit is contained in:
Loic Coenen
2026-05-02 14:34:45 +00:00
parent 3dae299894
commit 4b2c315c50

16
gui.c
View File

@@ -8,6 +8,7 @@
#include <time.h>
#include "engine.h"
#include "gui.h"
#include "dispatcher.h"
/* microui includes */
#define MU_IMPLEMENTATION
@@ -68,9 +69,11 @@ static void gui_update(void)
if (mu_button(ctx, active ? "Stop" : "Play")) {
active = !active;
if (active) {
engine_start(g_engine);
Action action = { .type = ACTION_TRANSPORT_PLAY };
g_engine->dispatch(action);
} else {
engine_stop(g_engine);
Action action = { .type = ACTION_TRANSPORT_PAUSE };
g_engine->dispatch(action);
}
}
if (mu_button(ctx, "Reset")) {
@@ -153,9 +156,11 @@ int gui_main(Engine *engine)
case ' ':
active = !active;
if (active) {
engine_start(g_engine);
Action action = { .type = ACTION_TRANSPORT_PLAY };
g_engine->dispatch(action);
} else {
engine_stop(g_engine);
Action action = { .type = ACTION_TRANSPORT_PAUSE };
g_engine->dispatch(action);
}
break;
case KEY_UP:
@@ -176,7 +181,8 @@ int gui_main(Engine *engine)
}
/* update engine state */
current_beat = g_engine->transport->bar_position * 4 + g_engine->transport->beat_position;
AppState state = dispatcher_get_state();
current_beat = state.bar_position * 4 + state.beat_position;
/* render GUI */
gui_update();