2206a60a10
git-svn-id: svn://localhost/ardour2/branches/3.0@10138 d708f5d6-7413-0410-9779-e7cbd77b26cf
371 lines
12 KiB
C++
371 lines
12 KiB
C++
/*
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Copyright (C) 2006,2007 John Anderson
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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#ifndef ardour_mackie_control_protocol_h
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#define ardour_mackie_control_protocol_h
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#include <vector>
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#include <sys/time.h>
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#include <pthread.h>
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#include <glibmm/thread.h>
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#include "ardour/types.h"
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#include "ardour/midi_ui.h"
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#include "midi++/types.h"
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#include "control_protocol/control_protocol.h"
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#include "midi_byte_array.h"
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#include "controls.h"
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#include "dummy_port.h"
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#include "route_signal.h"
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#include "mackie_button_handler.h"
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#include "mackie_port.h"
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#include "mackie_jog_wheel.h"
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#include "timer.h"
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namespace MIDI {
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class Port;
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}
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namespace Mackie {
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class Surface;
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}
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/**
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This handles the plugin duties, and the midi encoding and decoding,
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and the signal callbacks, mostly from ARDOUR::Route.
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The model of the control surface is handled by classes in controls.h
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What happens is that each strip on the control surface has
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a corresponding route in ControlProtocol::route_table. When
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an incoming midi message is signaled, the correct route
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is looked up, and the relevant changes made to it.
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For each route currently in route_table, there's a RouteSignal object
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which encapsulates the signals that indicate that there are changes
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to be sent to the surface. The signals are handled by this class.
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Calls to signal handlers pass a Route object which is used to look
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up the relevant Strip in Surface. Then the state is retrieved from
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the Route and encoded as the correct midi message.
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*/
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struct MackieControlUIRequest : public BaseUI::BaseRequestObject {
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public:
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MackieControlUIRequest () {}
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~MackieControlUIRequest () {}
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};
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class MackieControlProtocol
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: public ARDOUR::ControlProtocol
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, public AbstractUI<MackieControlUIRequest>
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, public Mackie::MackieButtonHandler
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{
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public:
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MackieControlProtocol(ARDOUR::Session &);
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virtual ~MackieControlProtocol();
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int set_active (bool yn);
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XMLNode& get_state ();
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int set_state (const XMLNode&, int version);
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static bool probe();
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Mackie::Surface & surface();
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std::list<boost::shared_ptr<ARDOUR::Bundle> > bundles ();
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bool has_editor () const { return true; }
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void* get_gui () const;
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void tear_down_gui ();
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// control events
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void handle_control_event(Mackie::SurfacePort & port, Mackie::Control & control, const Mackie::ControlState & state);
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// strip/route related stuff
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public:
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/// Signal handler for Route::solo
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void notify_solo_changed(Mackie::RouteSignal *);
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/// Signal handler for Route::mute
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void notify_mute_changed(Mackie::RouteSignal *);
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/// Signal handler for Route::record_enable_changed
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void notify_record_enable_changed(Mackie::RouteSignal *);
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/// Signal handler for Route::gain_changed (from IO)
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void notify_gain_changed(Mackie::RouteSignal *, bool force_update = true);
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/// Signal handler for Route::name_change
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void notify_property_changed(const PBD::PropertyChange&, Mackie::RouteSignal *);
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/// Signal handler from Panner::Change
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void notify_panner_changed(Mackie::RouteSignal *, bool force_update = true);
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/// Signal handler for new routes added
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void notify_route_added(ARDOUR::RouteList &);
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/// Signal handler for Route::active_changed
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void notify_active_changed(Mackie::RouteSignal *);
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void notify_remote_id_changed();
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/// rebuild the current bank. Called on route added/removed and
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/// remote id changed.
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void refresh_current_bank();
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// global buttons (ie button not part of strips)
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public:
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// button-related signals
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void notify_record_state_changed();
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void notify_transport_state_changed();
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// mainly to pick up punch-in and punch-out
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void notify_parameter_changed(std::string const &);
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void notify_solo_active_changed(bool);
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/// Turn timecode on and beats off, or vice versa, depending
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/// on state of _timecode_type
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void update_timecode_beats_led();
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/// this is called to generate the midi to send in response to a button press.
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void update_led(Mackie::Button & button, Mackie::LedState);
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void update_global_button(const std::string & name, Mackie::LedState);
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void update_global_led(const std::string & name, Mackie::LedState);
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// transport button handler methods from MackieButtonHandler
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virtual Mackie::LedState frm_left_press(Mackie::Button &);
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virtual Mackie::LedState frm_left_release(Mackie::Button &);
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virtual Mackie::LedState frm_right_press(Mackie::Button &);
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virtual Mackie::LedState frm_right_release(Mackie::Button &);
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virtual Mackie::LedState stop_press(Mackie::Button &);
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virtual Mackie::LedState stop_release(Mackie::Button &);
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virtual Mackie::LedState play_press(Mackie::Button &);
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virtual Mackie::LedState play_release(Mackie::Button &);
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virtual Mackie::LedState record_press(Mackie::Button &);
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virtual Mackie::LedState record_release(Mackie::Button &);
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virtual Mackie::LedState loop_press(Mackie::Button &);
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virtual Mackie::LedState loop_release(Mackie::Button &);
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virtual Mackie::LedState punch_in_press(Mackie::Button &);
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virtual Mackie::LedState punch_in_release(Mackie::Button &);
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virtual Mackie::LedState punch_out_press(Mackie::Button &);
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virtual Mackie::LedState punch_out_release(Mackie::Button &);
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virtual Mackie::LedState home_press(Mackie::Button &);
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virtual Mackie::LedState home_release(Mackie::Button &);
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virtual Mackie::LedState end_press(Mackie::Button &);
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virtual Mackie::LedState end_release(Mackie::Button &);
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virtual Mackie::LedState rewind_press(Mackie::Button & button);
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virtual Mackie::LedState rewind_release(Mackie::Button & button);
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virtual Mackie::LedState ffwd_press(Mackie::Button & button);
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virtual Mackie::LedState ffwd_release(Mackie::Button & button);
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// bank switching button handler methods from MackieButtonHandler
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virtual Mackie::LedState left_press(Mackie::Button &);
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virtual Mackie::LedState left_release(Mackie::Button &);
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virtual Mackie::LedState right_press(Mackie::Button &);
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virtual Mackie::LedState right_release(Mackie::Button &);
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virtual Mackie::LedState channel_left_press(Mackie::Button &);
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virtual Mackie::LedState channel_left_release(Mackie::Button &);
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virtual Mackie::LedState channel_right_press(Mackie::Button &);
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virtual Mackie::LedState channel_right_release(Mackie::Button &);
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virtual Mackie::LedState clicking_press(Mackie::Button &);
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virtual Mackie::LedState clicking_release(Mackie::Button &);
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virtual Mackie::LedState global_solo_press(Mackie::Button &);
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virtual Mackie::LedState global_solo_release(Mackie::Button &);
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// function buttons
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virtual Mackie::LedState marker_press(Mackie::Button &);
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virtual Mackie::LedState marker_release(Mackie::Button &);
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virtual Mackie::LedState drop_press(Mackie::Button &);
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virtual Mackie::LedState drop_release(Mackie::Button &);
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virtual Mackie::LedState save_press(Mackie::Button &);
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virtual Mackie::LedState save_release(Mackie::Button &);
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virtual Mackie::LedState timecode_beats_press(Mackie::Button &);
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virtual Mackie::LedState timecode_beats_release(Mackie::Button &);
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// jog wheel states
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virtual Mackie::LedState zoom_press(Mackie::Button &);
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virtual Mackie::LedState zoom_release(Mackie::Button &);
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virtual Mackie::LedState scrub_press(Mackie::Button &);
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virtual Mackie::LedState scrub_release(Mackie::Button &);
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/// This is the main MCU port, ie not an extender port
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/// Only for use by JogWheel
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const Mackie::SurfacePort & mcu_port() const;
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Mackie::SurfacePort & mcu_port();
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ARDOUR::Session & get_session() { return *session; }
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protected:
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// create instances of MackiePort, depending on what's found in ardour.rc
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void create_ports();
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// shut down the surface
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void close();
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// create the Surface object, with the correct number
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// of strips for the currently connected ports and
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// hook up the control event notification
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void initialize_surface();
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// This sets up the notifications and sets the
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// controls to the correct values
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void update_surface();
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// connects global (not strip) signals from the Session to here
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// so the surface can be notified of changes from the other UIs.
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void connect_session_signals();
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// set all controls to their zero position
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void zero_all();
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/**
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Fetch the set of routes to be considered for control by the
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surface. Excluding master, hidden and control routes, and inactive routes
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*/
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typedef std::vector<boost::shared_ptr<ARDOUR::Route> > Sorted;
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Sorted get_sorted_routes();
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// bank switching
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void switch_banks(int initial);
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void prev_track();
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void next_track();
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// delete all RouteSignal objects connecting Routes to Strips
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void clear_route_signals();
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typedef std::vector<Mackie::RouteSignal*> RouteSignals;
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RouteSignals route_signals;
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// return which of the ports a particular route_table
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// index belongs to
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Mackie::MackiePort & port_for_id(uint32_t index);
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/**
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Handle a button press for the control and return whether
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the corresponding light should be on or off.
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*/
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bool handle_strip_button (Mackie::SurfacePort &, Mackie::Control &, Mackie::ButtonState, boost::shared_ptr<ARDOUR::Route>);
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void add_port (MIDI::Port &, MIDI::Port &, int number);
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/**
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Read session data and send to surface. Includes
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automation from the currently active routes and
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timecode displays.
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*/
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void poll_session_data();
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// called from poll_automation to figure out which automations need to be sent
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void update_automation(Mackie::RouteSignal &);
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// also called from poll_automation to update timecode display
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void update_timecode_display();
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std::string format_bbt_timecode (ARDOUR::framepos_t now_frame);
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std::string format_timecode_timecode (ARDOUR::framepos_t now_frame);
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/**
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notification that the port is about to start it's init sequence.
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We must make sure that before this exits, the port is being polled
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for new data.
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*/
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void handle_port_init(Mackie::SurfacePort *);
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/// notification from a MackiePort that it's now active
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void handle_port_active(Mackie::SurfacePort *);
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/// notification from a MackiePort that it's now inactive
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void handle_port_inactive(Mackie::SurfacePort *);
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boost::shared_ptr<ARDOUR::Route> master_route();
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Mackie::Strip & master_strip();
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void do_request (MackieControlUIRequest*);
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int stop ();
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private:
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void port_connected_or_disconnected (std::string, std::string, bool);
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boost::shared_ptr<Mackie::RouteSignal> master_route_signal;
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static const char * default_port_name;
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/// The Midi port(s) connected to the units
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typedef std::vector<Mackie::MackiePort*> MackiePorts;
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MackiePorts _ports;
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/// Sometimes the real port goes away, and we want to contain the breakage
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Mackie::DummyPort _dummy_port;
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/// The initial remote_id of the currently switched in bank.
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uint32_t _current_initial_bank;
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/// protects the port list
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Glib::Mutex update_mutex;
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PBD::ScopedConnectionList audio_engine_connections;
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PBD::ScopedConnectionList session_connections;
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PBD::ScopedConnectionList port_connections;
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PBD::ScopedConnectionList route_connections;
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/// The representation of the physical controls on the surface.
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Mackie::Surface * _surface;
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bool _transport_previously_rolling;
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// timer for two quick marker left presses
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Mackie::Timer _frm_left_last;
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Mackie::JogWheel _jog_wheel;
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// last written timecode string
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std::string _timecode_last;
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// Which timecode are we displaying? BBT or Timecode
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ARDOUR::AnyTime::Type _timecode_type;
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// Bundle to represent our input ports
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boost::shared_ptr<ARDOUR::Bundle> _input_bundle;
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// Bundle to represent our output ports
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boost::shared_ptr<ARDOUR::Bundle> _output_bundle;
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void build_gui ();
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void* _gui;
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};
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#endif // ardour_mackie_control_protocol_h
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