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livetrax/libs/surfaces/mackie/mackie_control_protocol.h

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/*
Copyright (C) 2006,2007 John Anderson
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef ardour_mackie_control_protocol_h
#define ardour_mackie_control_protocol_h
#include <vector>
#include <map>
#include <sys/time.h>
#include <pthread.h>
#include <boost/smart_ptr.hpp>
#include <glibmm/thread.h>
#include "pbd/abstract_ui.h"
#include "midi++/types.h"
#include "ardour/types.h"
#include "control_protocol/control_protocol.h"
#include "types.h"
#include "midi_byte_array.h"
#include "controls.h"
#include "mackie_jog_wheel.h"
#include "timer.h"
namespace MIDI {
class Port;
}
namespace Mackie {
class Surface;
class Control;
class SurfacePort;
class Button;
}
/**
This handles the plugin duties, and the midi encoding and decoding,
and the signal callbacks, mostly from ARDOUR::Route.
The model of the control surface is handled by classes in controls.h
What happens is that each strip on the control surface has
a corresponding route in ControlProtocol::route_table. When
an incoming midi message is signaled, the correct route
is looked up, and the relevant changes made to it.
For each route currently in route_table, there's a RouteSignal object
which encapsulates the signals that indicate that there are changes
to be sent to the surface. The signals are handled by this class.
Calls to signal handlers pass a Route object which is used to look
up the relevant Strip in Surface. Then the state is retrieved from
the Route and encoded as the correct midi message.
*/
struct MackieControlUIRequest : public BaseUI::BaseRequestObject {
public:
MackieControlUIRequest () {}
~MackieControlUIRequest () {}
};
class MackieControlProtocol
: public ARDOUR::ControlProtocol
, public AbstractUI<MackieControlUIRequest>
{
public:
static const int MODIFIER_OPTION;
static const int MODIFIER_CONTROL;
static const int MODIFIER_SHIFT;
static const int MODIFIER_CMDALT;
MackieControlProtocol(ARDOUR::Session &);
virtual ~MackieControlProtocol();
static MackieControlProtocol* instance() { return _instance; }
int set_active (bool yn);
XMLNode& get_state ();
int set_state (const XMLNode&, int version);
static bool probe();
typedef std::list<boost::shared_ptr<Mackie::Surface> > Surfaces;
Surfaces surfaces;
std::list<boost::shared_ptr<ARDOUR::Bundle> > bundles ();
uint32_t n_strips () const;
bool has_editor () const { return true; }
void* get_gui () const;
void tear_down_gui ();
void select_track (boost::shared_ptr<ARDOUR::Route> r);
void handle_button_event (Mackie::Surface&, Mackie::Button& button, Mackie::ButtonState);
void notify_route_added (ARDOUR::RouteList &);
void notify_remote_id_changed();
/// rebuild the current bank. Called on route added/removed and
/// remote id changed.
void refresh_current_bank();
// button-related signals
void notify_record_state_changed();
void notify_transport_state_changed();
void notify_loop_state_changed();
// mainly to pick up punch-in and punch-out
void notify_parameter_changed(std::string const &);
void notify_solo_active_changed(bool);
/// Turn timecode on and beats off, or vice versa, depending
/// on state of _timecode_type
void update_timecode_beats_led();
/// this is called to generate the midi to send in response to a button press.
void update_led(Mackie::Surface&, Mackie::Button & button, Mackie::LedState);
void update_global_button(const std::string & name, Mackie::LedState);
void update_global_led(const std::string & name, Mackie::LedState);
/* implemented button handlers */
Mackie::LedState frm_left_press(Mackie::Button &);
Mackie::LedState frm_left_release(Mackie::Button &);
Mackie::LedState frm_right_press(Mackie::Button &);
Mackie::LedState frm_right_release(Mackie::Button &);
Mackie::LedState stop_press(Mackie::Button &);
Mackie::LedState stop_release(Mackie::Button &);
Mackie::LedState play_press(Mackie::Button &);
Mackie::LedState play_release(Mackie::Button &);
Mackie::LedState record_press(Mackie::Button &);
Mackie::LedState record_release(Mackie::Button &);
Mackie::LedState loop_press(Mackie::Button &);
Mackie::LedState loop_release(Mackie::Button &);
Mackie::LedState punch_in_press(Mackie::Button &);
Mackie::LedState punch_in_release(Mackie::Button &);
Mackie::LedState punch_out_press(Mackie::Button &);
Mackie::LedState punch_out_release(Mackie::Button &);
Mackie::LedState home_press(Mackie::Button &);
Mackie::LedState home_release(Mackie::Button &);
Mackie::LedState end_press(Mackie::Button &);
Mackie::LedState end_release(Mackie::Button &);
Mackie::LedState rewind_press(Mackie::Button & button);
Mackie::LedState rewind_release(Mackie::Button & button);
Mackie::LedState ffwd_press(Mackie::Button & button);
Mackie::LedState ffwd_release(Mackie::Button & button);
Mackie::LedState cursor_up_press (Mackie::Button &);
Mackie::LedState cursor_up_release (Mackie::Button &);
Mackie::LedState cursor_down_press (Mackie::Button &);
Mackie::LedState cursor_down_release (Mackie::Button &);
Mackie::LedState cursor_left_press (Mackie::Button &);
Mackie::LedState cursor_left_release (Mackie::Button &);
Mackie::LedState cursor_right_press (Mackie::Button &);
Mackie::LedState cursor_right_release (Mackie::Button &);
Mackie::LedState left_press(Mackie::Button &);
Mackie::LedState left_release(Mackie::Button &);
Mackie::LedState right_press(Mackie::Button &);
Mackie::LedState right_release(Mackie::Button &);
Mackie::LedState channel_left_press(Mackie::Button &);
Mackie::LedState channel_left_release(Mackie::Button &);
Mackie::LedState channel_right_press(Mackie::Button &);
Mackie::LedState channel_right_release(Mackie::Button &);
Mackie::LedState clicking_press(Mackie::Button &);
Mackie::LedState clicking_release(Mackie::Button &);
Mackie::LedState global_solo_press(Mackie::Button &);
Mackie::LedState global_solo_release(Mackie::Button &);
Mackie::LedState marker_press(Mackie::Button &);
Mackie::LedState marker_release(Mackie::Button &);
Mackie::LedState drop_press(Mackie::Button &);
Mackie::LedState drop_release(Mackie::Button &);
Mackie::LedState save_press(Mackie::Button &);
Mackie::LedState save_release(Mackie::Button &);
Mackie::LedState timecode_beats_press(Mackie::Button &);
Mackie::LedState timecode_beats_release(Mackie::Button &);
Mackie::LedState zoom_press(Mackie::Button &);
Mackie::LedState zoom_release(Mackie::Button &);
Mackie::LedState scrub_press(Mackie::Button &);
Mackie::LedState scrub_release(Mackie::Button &);
Mackie::LedState undo_press (Mackie::Button &);
Mackie::LedState undo_release (Mackie::Button &);
Mackie::LedState redo_press (Mackie::Button &);
Mackie::LedState redo_release (Mackie::Button &);
Mackie::LedState shift_press (Mackie::Button &);
Mackie::LedState shift_release (Mackie::Button &);
Mackie::LedState option_press (Mackie::Button &);
Mackie::LedState option_release (Mackie::Button &);
Mackie::LedState control_press (Mackie::Button &);
Mackie::LedState control_release (Mackie::Button &);
Mackie::LedState cmd_alt_press (Mackie::Button &);
Mackie::LedState cmd_alt_release (Mackie::Button &);
Mackie::LedState io_press (Mackie::Button &);
Mackie::LedState io_release (Mackie::Button &);
Mackie::LedState sends_press (Mackie::Button &);
Mackie::LedState sends_release (Mackie::Button &);
Mackie::LedState pan_press (Mackie::Button &);
Mackie::LedState pan_release (Mackie::Button &);
Mackie::LedState plugin_press (Mackie::Button &);
Mackie::LedState plugin_release (Mackie::Button &);
Mackie::LedState eq_press (Mackie::Button &);
Mackie::LedState eq_release (Mackie::Button &);
Mackie::LedState dyn_press (Mackie::Button &);
Mackie::LedState dyn_release (Mackie::Button &);
Mackie::LedState flip_press (Mackie::Button &);
Mackie::LedState flip_release (Mackie::Button &);
Mackie::LedState edit_press (Mackie::Button &);
Mackie::LedState edit_release (Mackie::Button &);
Mackie::LedState name_value_press (Mackie::Button &);
Mackie::LedState name_value_release (Mackie::Button &);
Mackie::LedState F1_press (Mackie::Button &);
Mackie::LedState F1_release (Mackie::Button &);
Mackie::LedState F2_press (Mackie::Button &);
Mackie::LedState F2_release (Mackie::Button &);
Mackie::LedState F3_press (Mackie::Button &);
Mackie::LedState F3_release (Mackie::Button &);
Mackie::LedState F4_press (Mackie::Button &);
Mackie::LedState F4_release (Mackie::Button &);
Mackie::LedState F5_press (Mackie::Button &);
Mackie::LedState F5_release (Mackie::Button &);
Mackie::LedState F6_press (Mackie::Button &);
Mackie::LedState F6_release (Mackie::Button &);
Mackie::LedState F7_press (Mackie::Button &);
Mackie::LedState F7_release (Mackie::Button &);
Mackie::LedState F8_press (Mackie::Button &);
Mackie::LedState F8_release (Mackie::Button &);
Mackie::LedState F9_press (Mackie::Button &);
Mackie::LedState F9_release (Mackie::Button &);
Mackie::LedState F10_press (Mackie::Button &);
Mackie::LedState F10_release (Mackie::Button &);
Mackie::LedState F11_press (Mackie::Button &);
Mackie::LedState F11_release (Mackie::Button &);
Mackie::LedState F12_press (Mackie::Button &);
Mackie::LedState F12_release (Mackie::Button &);
Mackie::LedState F13_press (Mackie::Button &);
Mackie::LedState F13_release (Mackie::Button &);
Mackie::LedState F14_press (Mackie::Button &);
Mackie::LedState F14_release (Mackie::Button &);
Mackie::LedState F15_press (Mackie::Button &);
Mackie::LedState F15_release (Mackie::Button &);
Mackie::LedState F16_press (Mackie::Button &);
Mackie::LedState F16_release (Mackie::Button &);
Mackie::LedState on_press (Mackie::Button &);
Mackie::LedState on_release (Mackie::Button &);
Mackie::LedState rec_ready_press (Mackie::Button &);
Mackie::LedState rec_ready_release (Mackie::Button &);
Mackie::LedState snapshot_press (Mackie::Button &);
Mackie::LedState snapshot_release (Mackie::Button &);
Mackie::LedState touch_press (Mackie::Button &);
Mackie::LedState touch_release (Mackie::Button &);
Mackie::LedState enter_press (Mackie::Button &);
Mackie::LedState enter_release (Mackie::Button &);
Mackie::LedState cancel_press (Mackie::Button &);
Mackie::LedState cancel_release (Mackie::Button &);
Mackie::LedState mixer_press (Mackie::Button &);
Mackie::LedState mixer_release (Mackie::Button &);
Mackie::LedState user_a_press (Mackie::Button &);
Mackie::LedState user_a_release (Mackie::Button &);
Mackie::LedState user_b_press (Mackie::Button &);
Mackie::LedState user_b_release (Mackie::Button &);
Mackie::LedState fader_touch_press (Mackie::Button &);
Mackie::LedState fader_touch_release (Mackie::Button &);
ARDOUR::Session & get_session() { return *session; }
void add_in_use_timeout (Mackie::Surface& surface, Mackie::Control& in_use_control, Mackie::Control* touch_control);
int modifier_state();
protected:
// shut down the surface
void close();
// This sets up the notifications and sets the
// controls to the correct values
void update_surfaces();
// connects global (not strip) signals from the Session to here
// so the surface can be notified of changes from the other UIs.
void connect_session_signals();
// set all controls to their zero position
void zero_all();
/**
Fetch the set of routes to be considered for control by the
surface. Excluding master, hidden and control routes, and inactive routes
*/
typedef std::vector<boost::shared_ptr<ARDOUR::Route> > Sorted;
Sorted get_sorted_routes();
// bank switching
void switch_banks (uint32_t first_remote_id, bool force = false);
void prev_track ();
void next_track ();
// also called from poll_automation to update timecode display
void update_timecode_display();
std::string format_bbt_timecode (ARDOUR::framepos_t now_frame);
std::string format_timecode_timecode (ARDOUR::framepos_t now_frame);
void do_request (MackieControlUIRequest*);
int stop ();
void thread_init ();
private:
static MackieControlProtocol* _instance;
void create_surfaces ();
void port_connected_or_disconnected (std::string, std::string, bool);
bool control_in_use_timeout (Mackie::Surface*, Mackie::Control *, Mackie::Control *);
bool periodic();
sigc::connection periodic_connection;
/// The initial remote_id of the currently switched in bank.
uint32_t _current_initial_bank;
/// protects the port list
Glib::Mutex update_mutex;
PBD::ScopedConnectionList audio_engine_connections;
PBD::ScopedConnectionList session_connections;
PBD::ScopedConnectionList port_connections;
PBD::ScopedConnectionList route_connections;
bool _transport_previously_rolling;
// timer for two quick marker left presses
Mackie::Timer _frm_left_last;
// last written timecode string
std::string _timecode_last;
// Which timecode are we displaying? BBT or Timecode
ARDOUR::AnyTime::Type _timecode_type;
// Bundle to represent our input ports
boost::shared_ptr<ARDOUR::Bundle> _input_bundle;
// Bundle to represent our output ports
boost::shared_ptr<ARDOUR::Bundle> _output_bundle;
void build_gui ();
void* _gui;
bool _zoom_mode;
bool _scrub_mode;
bool _flip_mode;
int _current_selected_track;
int _modifier_state;
typedef std::list<GSource*> PortSources;
PortSources port_sources;
bool midi_input_handler (Glib::IOCondition ioc, MIDI::Port* port);
void clear_ports ();
struct ButtonHandlers {
Mackie::LedState (MackieControlProtocol::*press) (Mackie::Button&);
Mackie::LedState (MackieControlProtocol::*release) (Mackie::Button&);
ButtonHandlers (Mackie::LedState (MackieControlProtocol::*p) (Mackie::Button&),
Mackie::LedState (MackieControlProtocol::*r) (Mackie::Button&))
: press (p)
, release (r) {}
};
typedef std::map<int,ButtonHandlers> ButtonMap;
ButtonMap button_map;
void build_button_map ();
};
#endif // ardour_mackie_control_protocol_h