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livetrax/libs/surfaces/control_protocol/control_protocol/basic_ui.h
Ben Loftis a7141e1fc3 Transport_play should not jump back.
Typical use of transport controls is to ffwd and rewind, then "play".
This doesn't work well if the Play command always resets to starting position.
2016-01-19 14:00:51 -06:00

151 lines
3.7 KiB
C++

/*
Copyright (C) 2006 Paul Davis
This program is free software; you can redistribute it
and/or modify it under the terms of the GNU Lesser
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_basic_ui_h__
#define __ardour_basic_ui_h__
#include <string>
#include <stdint.h>
#include "pbd/signals.h"
#include "ardour/types.h"
#include "timecode/time.h"
#include "control_protocol/visibility.h"
namespace ARDOUR {
class Session;
class SessionEvent;
}
class LIBCONTROLCP_API BasicUI {
public:
BasicUI (ARDOUR::Session&);
virtual ~BasicUI ();
void add_marker (const std::string& = std::string());
void remove_marker_at_playhead ();
// void mark_in();
// void mark_out();
void register_thread (std::string name);
/* transport control */
void loop_toggle ();
void loop_location (framepos_t start, framepos_t end);
void access_action ( std::string action_path );
static PBD::Signal2<void,std::string,std::string> AccessAction;
void goto_zero ();
void goto_start ();
void goto_end ();
void rewind ();
void ffwd ();
void transport_stop ();
void transport_play (bool jump_back = false);
void set_transport_speed (double speed);
double get_transport_speed ();
void jump_by_seconds( double sec );
void jump_by_bars(double bars);
ARDOUR::framepos_t transport_frame ();
void locate (ARDOUR::framepos_t frame, bool play = false);
bool locating ();
bool locked ();
void save_state ();
void prev_marker ();
void next_marker ();
void undo ();
void redo ();
void toggle_punch_in ();
void toggle_punch_out ();
void mark_in();
void mark_out();
void toggle_click();
void midi_panic();
void toggle_monitor_mute();
void toggle_monitor_dim();
void toggle_monitor_mono();
void quick_snapshot_stay ();
void quick_snapshot_switch ();
void toggle_roll(); //this provides the same operation as the "spacebar", it's a lot smarter than "play".
void stop_forget();
void set_punch_range();
void set_loop_range();
void set_session_range();
void set_record_enable (bool yn);
bool get_record_enabled ();
//editor visibility stuff (why do we have to make explicit numbers here? because "gui actions" don't accept args
void fit_1_track();
void fit_2_tracks();
void fit_4_tracks();
void fit_8_tracks();
void fit_16_tracks();
void fit_32_tracks();
void fit_all_tracks();
void zoom_10_ms();
void zoom_100_ms();
void zoom_1_sec();
void zoom_10_sec();
void zoom_1_min();
void zoom_5_min();
void zoom_10_min();
void zoom_to_session();
void temporal_zoom_in();
void temporal_zoom_out();
void scroll_up_1_track();
void scroll_dn_1_track();
void scroll_up_1_page();
void scroll_dn_1_page();
void rec_enable_toggle ();
void toggle_all_rec_enables ();
void all_tracks_rec_in ();
void all_tracks_rec_out ();
ARDOUR::framecnt_t timecode_frames_per_hour ();
void timecode_time (framepos_t where, Timecode::Time&);
void timecode_to_sample (Timecode::Time& timecode, framepos_t & sample, bool use_offset, bool use_subframes) const;
void sample_to_timecode (framepos_t sample, Timecode::Time& timecode, bool use_offset, bool use_subframes) const;
protected:
BasicUI ();
ARDOUR::Session* session;
};
#endif /* __ardour_basic_ui_h__ */