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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 <sys/time.h>
#include <pthread.h>
#include <glibmm/thread.h>
#include "ardour/types.h"
#include "ardour/midi_ui.h"
#include "midi++/types.h"
#include "control_protocol/control_protocol.h"
#include "midi_byte_array.h"
#include "controls.h"
#include "dummy_port.h"
#include "route_signal.h"
#include "mackie_button_handler.h"
#include "mackie_port.h"
#include "mackie_jog_wheel.h"
#include "timer.h"
namespace MIDI {
class Port;
}
namespace Mackie {
class Surface;
}
/**
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.
*/
class MackieControlProtocol
: public ARDOUR::ControlProtocol
, public Mackie::MackieButtonHandler
{
public:
MackieControlProtocol(ARDOUR::Session &);
virtual ~MackieControlProtocol();
int set_active (bool yn);
XMLNode& get_state ();
int set_state (const XMLNode&, int version);
static bool probe();
Mackie::Surface & surface();
std::list<boost::shared_ptr<ARDOUR::Bundle> > bundles ();
// control events
void handle_control_event(Mackie::SurfacePort & port, Mackie::Control & control, const Mackie::ControlState & state);
// strip/route related stuff
public:
/// Signal handler for Route::solo
void notify_solo_changed(Mackie::RouteSignal *);
/// Signal handler for Route::mute
void notify_mute_changed(Mackie::RouteSignal *);
/// Signal handler for Route::record_enable_changed
void notify_record_enable_changed(Mackie::RouteSignal *);
/// Signal handler for Route::gain_changed (from IO)
void notify_gain_changed(Mackie::RouteSignal *, bool force_update = true);
/// Signal handler for Route::name_change
void notify_property_changed(const PBD::PropertyChange&, Mackie::RouteSignal *);
/// Signal handler from Panner::Change
void notify_panner_changed(Mackie::RouteSignal *, bool force_update = true);
/// Signal handler for new routes added
void notify_route_added(ARDOUR::RouteList &);
/// Signal handler for Route::active_changed
void notify_active_changed(Mackie::RouteSignal *);
void notify_remote_id_changed();
/// rebuild the current bank. Called on route added/removed and
/// remote id changed.
void refresh_current_bank();
// global buttons (ie button not part of strips)
public:
// button-related signals
void notify_record_state_changed();
void notify_transport_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::Button & button, Mackie::LedState);
void update_global_button(const std::string & name, Mackie::LedState);
void update_global_led(const std::string & name, Mackie::LedState);
// transport button handler methods from MackieButtonHandler
virtual Mackie::LedState frm_left_press(Mackie::Button &);
virtual Mackie::LedState frm_left_release(Mackie::Button &);
virtual Mackie::LedState frm_right_press(Mackie::Button &);
virtual Mackie::LedState frm_right_release(Mackie::Button &);
virtual Mackie::LedState stop_press(Mackie::Button &);
virtual Mackie::LedState stop_release(Mackie::Button &);
virtual Mackie::LedState play_press(Mackie::Button &);
virtual Mackie::LedState play_release(Mackie::Button &);
virtual Mackie::LedState record_press(Mackie::Button &);
virtual Mackie::LedState record_release(Mackie::Button &);
virtual Mackie::LedState loop_press(Mackie::Button &);
virtual Mackie::LedState loop_release(Mackie::Button &);
virtual Mackie::LedState punch_in_press(Mackie::Button &);
virtual Mackie::LedState punch_in_release(Mackie::Button &);
virtual Mackie::LedState punch_out_press(Mackie::Button &);
virtual Mackie::LedState punch_out_release(Mackie::Button &);
virtual Mackie::LedState home_press(Mackie::Button &);
virtual Mackie::LedState home_release(Mackie::Button &);
virtual Mackie::LedState end_press(Mackie::Button &);
virtual Mackie::LedState end_release(Mackie::Button &);
virtual Mackie::LedState rewind_press(Mackie::Button & button);
virtual Mackie::LedState rewind_release(Mackie::Button & button);
virtual Mackie::LedState ffwd_press(Mackie::Button & button);
virtual Mackie::LedState ffwd_release(Mackie::Button & button);
// bank switching button handler methods from MackieButtonHandler
virtual Mackie::LedState left_press(Mackie::Button &);
virtual Mackie::LedState left_release(Mackie::Button &);
virtual Mackie::LedState right_press(Mackie::Button &);
virtual Mackie::LedState right_release(Mackie::Button &);
virtual Mackie::LedState channel_left_press(Mackie::Button &);
virtual Mackie::LedState channel_left_release(Mackie::Button &);
virtual Mackie::LedState channel_right_press(Mackie::Button &);
virtual Mackie::LedState channel_right_release(Mackie::Button &);
virtual Mackie::LedState clicking_press(Mackie::Button &);
virtual Mackie::LedState clicking_release(Mackie::Button &);
virtual Mackie::LedState global_solo_press(Mackie::Button &);
virtual Mackie::LedState global_solo_release(Mackie::Button &);
// function buttons
virtual Mackie::LedState marker_press(Mackie::Button &);
virtual Mackie::LedState marker_release(Mackie::Button &);
virtual Mackie::LedState drop_press(Mackie::Button &);
virtual Mackie::LedState drop_release(Mackie::Button &);
virtual Mackie::LedState save_press(Mackie::Button &);
virtual Mackie::LedState save_release(Mackie::Button &);
virtual Mackie::LedState timecode_beats_press(Mackie::Button &);
virtual Mackie::LedState timecode_beats_release(Mackie::Button &);
// jog wheel states
virtual Mackie::LedState zoom_press(Mackie::Button &);
virtual Mackie::LedState zoom_release(Mackie::Button &);
virtual Mackie::LedState scrub_press(Mackie::Button &);
virtual Mackie::LedState scrub_release(Mackie::Button &);
/// This is the main MCU port, ie not an extender port
/// Only for use by JogWheel
const Mackie::SurfacePort & mcu_port() const;
Mackie::SurfacePort & mcu_port();
ARDOUR::Session & get_session() { return *session; }
protected:
// create instances of MackiePort, depending on what's found in ardour.rc
void create_ports();
// shut down the surface
void close();
// create the Surface object, with the correct number
// of strips for the currently connected ports and
// hook up the control event notification
void initialize_surface();
// This sets up the notifications and sets the
// controls to the correct values
void update_surface();
// 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(int initial);
void prev_track();
void next_track();
// delete all RouteSignal objects connecting Routes to Strips
void clear_route_signals();
typedef std::vector<Mackie::RouteSignal*> RouteSignals;
RouteSignals route_signals;
// return which of the ports a particular route_table
// index belongs to
Mackie::MackiePort & port_for_id(uint32_t index);
/**
Handle a button press for the control and return whether
the corresponding light should be on or off.
*/
bool handle_strip_button(Mackie::Control &, Mackie::ButtonState, boost::shared_ptr<ARDOUR::Route>);
void add_port (MIDI::Port &, MIDI::Port &, int number);
/**
Read session data and send to surface. Includes
automation from the currently active routes and
timecode displays.
*/
void poll_session_data();
// called from poll_automation to figure out which automations need to be sent
void update_automation(Mackie::RouteSignal &);
// also called from poll_automation to update timecode display
void update_timecode_display();
std::string format_bbt_timecode (ARDOUR::nframes_t now_frame);
std::string format_timecode_timecode (ARDOUR::nframes_t now_frame);
/**
notification that the port is about to start it's init sequence.
We must make sure that before this exits, the port is being polled
for new data.
*/
void handle_port_init(Mackie::SurfacePort *);
/// notification from a MackiePort that it's now active
void handle_port_active(Mackie::SurfacePort *);
/// notification from a MackiePort that it's now inactive
void handle_port_inactive(Mackie::SurfacePort *);
boost::shared_ptr<ARDOUR::Route> master_route();
Mackie::Strip & master_strip();
private:
boost::shared_ptr<Mackie::RouteSignal> master_route_signal;
static const char * default_port_name;
/// The Midi port(s) connected to the units
typedef std::vector<Mackie::MackiePort*> MackiePorts;
MackiePorts _ports;
/// Sometimes the real port goes away, and we want to contain the breakage
Mackie::DummyPort _dummy_port;
/// 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 session_connections;
PBD::ScopedConnectionList port_connections;
PBD::ScopedConnectionList route_connections;
/// The representation of the physical controls on the surface.
Mackie::Surface * _surface;
bool _transport_previously_rolling;
// timer for two quick marker left presses
Mackie::Timer _frm_left_last;
Mackie::JogWheel _jog_wheel;
// 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;
};
#endif // ardour_mackie_control_protocol_h