/* 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 #include #include #include #include #include #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 { 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 > Surfaces; Surfaces surfaces; std::list > 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 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 > 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 _input_bundle; // Bundle to represent our output ports boost::shared_ptr _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 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 ButtonMap; ButtonMap button_map; void build_button_map (); }; #endif // ardour_mackie_control_protocol_h