170 lines
4.0 KiB
C++
170 lines
4.0 KiB
C++
/*
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Copyright (C) 2006 Paul Davis
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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_surface_faderport_h
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#define ardour_surface_faderport_h
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#include <list>
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#include <map>
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#include <glibmm/threads.h>
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#include "ardour/types.h"
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#include "control_protocol/control_protocol.h"
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namespace PBD {
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class Controllable;
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class ControllableDescriptor;
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}
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#include <midi++/types.h>
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//#include "pbd/signals.h"
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//#include "midi_byte_array.h"
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#include "types.h"
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#include "glibmm/main.h"
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namespace MIDI {
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class Parser;
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class Port;
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}
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namespace ARDOUR {
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class AsyncMIDIPort;
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class Port;
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class Session;
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class MidiPort;
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}
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class MIDIControllable;
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class MIDIFunction;
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class MIDIAction;
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class FaderPort : public ARDOUR::ControlProtocol {
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public:
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FaderPort (ARDOUR::Session&);
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virtual ~FaderPort();
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int set_active (bool yn);
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/* It would be nice to send a device query message here to see if
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* faderport is out there. But the probe() API doesn't provide
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* a set of ports to be checked, so there's really no nice
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* way to do this. We would have to fall back on the PortManager
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* and get a list of all physical ports. Could be done ....
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*/
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static bool probe() { return true; }
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void set_feedback_interval (ARDOUR::microseconds_t);
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int set_feedback (bool yn);
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bool get_feedback () const;
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XMLNode& get_state ();
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int set_state (const XMLNode&, int version);
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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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void set_current_bank (uint32_t);
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void next_bank ();
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void prev_bank ();
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void reset_controllables ();
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void set_motorised (bool);
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bool motorised () const {
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return _motorised;
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}
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void set_threshold (int);
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int threshold () const {
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return _threshold;
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}
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bool device_active() const { return _device_active; }
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private:
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boost::shared_ptr<ARDOUR::AsyncMIDIPort> _input_port;
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boost::shared_ptr<ARDOUR::AsyncMIDIPort> _output_port;
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ARDOUR::microseconds_t _feedback_interval;
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ARDOUR::microseconds_t last_feedback_time;
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int native_counter;
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bool do_feedback;
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void send_feedback ();
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PBD::ScopedConnectionList midi_connections;
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bool midi_input_handler (Glib::IOCondition ioc, boost::shared_ptr<ARDOUR::AsyncMIDIPort> port);
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std::string _current_binding;
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uint32_t _bank_size;
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uint32_t _current_bank;
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/** true if this surface is motorised. If it is, we assume
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that the surface's controls are never out of sync with
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Ardour's state, so we don't have to take steps to avoid
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values jumping around when things are not in sync.
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*/
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bool _motorised;
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int _threshold;
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mutable void *gui;
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void build_gui ();
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bool connection_handler (boost::weak_ptr<ARDOUR::Port>, std::string name1, boost::weak_ptr<ARDOUR::Port>, std::string name2, bool yn);
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PBD::ScopedConnection port_connection;
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enum ConnectionState {
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InputConnected = 0x1,
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OutputConnected = 0x2
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};
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int connection_state;
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void connected ();
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bool _device_active;
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int fader_msb;
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int fader_lsb;
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void sysex_handler (MIDI::Parser &p, MIDI::byte *, size_t);
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void switch_handler (MIDI::Parser &, MIDI::EventTwoBytes* tb);
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void encoder_handler (MIDI::Parser &, MIDI::pitchbend_t pb);
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void fader_handler (MIDI::Parser &, MIDI::EventTwoBytes* tb);
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struct ButtonID {
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ButtonID (std::string const& str, int i, int o)
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: name (str), in (i), out (o) {}
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std::string name;
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int in;
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int out;
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};
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std::map<int,ButtonID> buttons;
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};
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#endif /* ardour_surface_faderport_h */
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