Paul Davis
f40d6b6440
git-svn-id: svn://localhost/ardour2/branches/3.0@11912 d708f5d6-7413-0410-9779-e7cbd77b26cf
432 lines
15 KiB
C++
432 lines
15 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 <map>
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#include <sys/time.h>
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#include <pthread.h>
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#include <boost/smart_ptr.hpp>
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#include <glibmm/thread.h>
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#include "pbd/abstract_ui.h"
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#include "midi++/types.h"
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#include "ardour/types.h"
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#include "control_protocol/control_protocol.h"
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#include "types.h"
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#include "midi_byte_array.h"
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#include "controls.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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class Control;
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class SurfacePort;
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class Button;
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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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{
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public:
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static const int MODIFIER_OPTION;
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static const int MODIFIER_CONTROL;
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static const int MODIFIER_SHIFT;
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static const int MODIFIER_CMDALT;
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enum ViewMode {
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Global,
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Dynamics,
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EQ,
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Loop,
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AudioTracks,
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MidiTracks,
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Busses,
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Sends,
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Plugins,
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};
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enum FlipMode {
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Normal,
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Mirror,
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Swap,
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Zero,
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};
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MackieControlProtocol(ARDOUR::Session &);
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virtual ~MackieControlProtocol();
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static MackieControlProtocol* instance() { return _instance; }
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int set_active (bool yn);
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FlipMode flip_mode () const { return _flip_mode; }
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ViewMode view_mode () const { return _view_mode; }
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void set_view_mode (ViewMode);
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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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typedef std::list<boost::shared_ptr<Mackie::Surface> > Surfaces;
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Surfaces surfaces;
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std::list<boost::shared_ptr<ARDOUR::Bundle> > bundles ();
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uint32_t n_strips () const;
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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 select_track (boost::shared_ptr<ARDOUR::Route> r);
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void handle_button_event (Mackie::Surface&, Mackie::Button& button, Mackie::ButtonState);
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void notify_route_added (ARDOUR::RouteList &);
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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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// 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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void notify_loop_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::Surface&, 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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ARDOUR::Session & get_session() { return *session; }
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void add_in_use_timeout (Mackie::Surface& surface, Mackie::Control& in_use_control, Mackie::Control* touch_control);
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int modifier_state() const { return _modifier_state; }
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protected:
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// shut down the surface
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void close();
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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_surfaces();
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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 (uint32_t first_remote_id, bool force = false);
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void prev_track ();
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void next_track ();
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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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void do_request (MackieControlUIRequest*);
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int stop ();
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void thread_init ();
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/* handling function key presses */
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std::string f_action (uint32_t fn);
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void f_press (uint32_t fn);
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private:
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static MackieControlProtocol* _instance;
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void create_surfaces ();
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void port_connected_or_disconnected (std::string, std::string, bool);
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bool control_in_use_timeout (Mackie::Surface*, Mackie::Control *, Mackie::Control *);
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bool periodic();
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sigc::connection periodic_connection;
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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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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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// 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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bool _zoom_mode;
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bool _scrub_mode;
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FlipMode _flip_mode;
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ViewMode _view_mode;
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int _current_selected_track;
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int _modifier_state;
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typedef std::list<GSource*> PortSources;
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PortSources port_sources;
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bool midi_input_handler (Glib::IOCondition ioc, MIDI::Port* port);
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void clear_ports ();
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struct ButtonHandlers {
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Mackie::LedState (MackieControlProtocol::*press) (Mackie::Button&);
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Mackie::LedState (MackieControlProtocol::*release) (Mackie::Button&);
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ButtonHandlers (Mackie::LedState (MackieControlProtocol::*p) (Mackie::Button&),
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Mackie::LedState (MackieControlProtocol::*r) (Mackie::Button&))
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: press (p)
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, release (r) {}
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};
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typedef std::map<int,ButtonHandlers> ButtonMap;
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ButtonMap button_map;
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void build_button_map ();
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std::vector<std::string> _f_actions;
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/* implemented button handlers */
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Mackie::LedState frm_left_press(Mackie::Button &);
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Mackie::LedState frm_left_release(Mackie::Button &);
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Mackie::LedState frm_right_press(Mackie::Button &);
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Mackie::LedState frm_right_release(Mackie::Button &);
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Mackie::LedState stop_press(Mackie::Button &);
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Mackie::LedState stop_release(Mackie::Button &);
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Mackie::LedState play_press(Mackie::Button &);
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Mackie::LedState play_release(Mackie::Button &);
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Mackie::LedState record_press(Mackie::Button &);
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Mackie::LedState record_release(Mackie::Button &);
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Mackie::LedState loop_press(Mackie::Button &);
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Mackie::LedState loop_release(Mackie::Button &);
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Mackie::LedState punch_in_press(Mackie::Button &);
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Mackie::LedState punch_in_release(Mackie::Button &);
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Mackie::LedState punch_out_press(Mackie::Button &);
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Mackie::LedState punch_out_release(Mackie::Button &);
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Mackie::LedState home_press(Mackie::Button &);
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Mackie::LedState home_release(Mackie::Button &);
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Mackie::LedState end_press(Mackie::Button &);
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Mackie::LedState end_release(Mackie::Button &);
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Mackie::LedState rewind_press(Mackie::Button & button);
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Mackie::LedState rewind_release(Mackie::Button & button);
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Mackie::LedState ffwd_press(Mackie::Button & button);
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Mackie::LedState ffwd_release(Mackie::Button & button);
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Mackie::LedState cursor_up_press (Mackie::Button &);
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Mackie::LedState cursor_up_release (Mackie::Button &);
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Mackie::LedState cursor_down_press (Mackie::Button &);
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Mackie::LedState cursor_down_release (Mackie::Button &);
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Mackie::LedState cursor_left_press (Mackie::Button &);
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Mackie::LedState cursor_left_release (Mackie::Button &);
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Mackie::LedState cursor_right_press (Mackie::Button &);
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Mackie::LedState cursor_right_release (Mackie::Button &);
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Mackie::LedState left_press(Mackie::Button &);
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Mackie::LedState left_release(Mackie::Button &);
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Mackie::LedState right_press(Mackie::Button &);
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Mackie::LedState right_release(Mackie::Button &);
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Mackie::LedState channel_left_press(Mackie::Button &);
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Mackie::LedState channel_left_release(Mackie::Button &);
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Mackie::LedState channel_right_press(Mackie::Button &);
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Mackie::LedState channel_right_release(Mackie::Button &);
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Mackie::LedState clicking_press(Mackie::Button &);
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Mackie::LedState clicking_release(Mackie::Button &);
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Mackie::LedState global_solo_press(Mackie::Button &);
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Mackie::LedState global_solo_release(Mackie::Button &);
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Mackie::LedState marker_press(Mackie::Button &);
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Mackie::LedState marker_release(Mackie::Button &);
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Mackie::LedState drop_press(Mackie::Button &);
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Mackie::LedState drop_release(Mackie::Button &);
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Mackie::LedState save_press(Mackie::Button &);
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Mackie::LedState save_release(Mackie::Button &);
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Mackie::LedState timecode_beats_press(Mackie::Button &);
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Mackie::LedState timecode_beats_release(Mackie::Button &);
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Mackie::LedState zoom_press(Mackie::Button &);
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Mackie::LedState zoom_release(Mackie::Button &);
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Mackie::LedState scrub_press(Mackie::Button &);
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Mackie::LedState scrub_release(Mackie::Button &);
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Mackie::LedState undo_press (Mackie::Button &);
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Mackie::LedState undo_release (Mackie::Button &);
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Mackie::LedState redo_press (Mackie::Button &);
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Mackie::LedState redo_release (Mackie::Button &);
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Mackie::LedState shift_press (Mackie::Button &);
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Mackie::LedState shift_release (Mackie::Button &);
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Mackie::LedState option_press (Mackie::Button &);
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Mackie::LedState option_release (Mackie::Button &);
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Mackie::LedState control_press (Mackie::Button &);
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Mackie::LedState control_release (Mackie::Button &);
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Mackie::LedState cmd_alt_press (Mackie::Button &);
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Mackie::LedState cmd_alt_release (Mackie::Button &);
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Mackie::LedState io_press (Mackie::Button &);
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Mackie::LedState io_release (Mackie::Button &);
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Mackie::LedState sends_press (Mackie::Button &);
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Mackie::LedState sends_release (Mackie::Button &);
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Mackie::LedState pan_press (Mackie::Button &);
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Mackie::LedState pan_release (Mackie::Button &);
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Mackie::LedState plugin_press (Mackie::Button &);
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Mackie::LedState plugin_release (Mackie::Button &);
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Mackie::LedState eq_press (Mackie::Button &);
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Mackie::LedState eq_release (Mackie::Button &);
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Mackie::LedState dyn_press (Mackie::Button &);
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Mackie::LedState dyn_release (Mackie::Button &);
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Mackie::LedState flip_press (Mackie::Button &);
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Mackie::LedState flip_release (Mackie::Button &);
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Mackie::LedState edit_press (Mackie::Button &);
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Mackie::LedState edit_release (Mackie::Button &);
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Mackie::LedState name_value_press (Mackie::Button &);
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Mackie::LedState name_value_release (Mackie::Button &);
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Mackie::LedState F1_press (Mackie::Button &);
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Mackie::LedState F1_release (Mackie::Button &);
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Mackie::LedState F2_press (Mackie::Button &);
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Mackie::LedState F2_release (Mackie::Button &);
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Mackie::LedState F3_press (Mackie::Button &);
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Mackie::LedState F3_release (Mackie::Button &);
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Mackie::LedState F4_press (Mackie::Button &);
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Mackie::LedState F4_release (Mackie::Button &);
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Mackie::LedState F5_press (Mackie::Button &);
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Mackie::LedState F5_release (Mackie::Button &);
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Mackie::LedState F6_press (Mackie::Button &);
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Mackie::LedState F6_release (Mackie::Button &);
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Mackie::LedState F7_press (Mackie::Button &);
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Mackie::LedState F7_release (Mackie::Button &);
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Mackie::LedState F8_press (Mackie::Button &);
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Mackie::LedState F8_release (Mackie::Button &);
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Mackie::LedState F9_press (Mackie::Button &);
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Mackie::LedState F9_release (Mackie::Button &);
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Mackie::LedState F10_press (Mackie::Button &);
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Mackie::LedState F10_release (Mackie::Button &);
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Mackie::LedState F11_press (Mackie::Button &);
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Mackie::LedState F11_release (Mackie::Button &);
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Mackie::LedState F12_press (Mackie::Button &);
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Mackie::LedState F12_release (Mackie::Button &);
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Mackie::LedState F13_press (Mackie::Button &);
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Mackie::LedState F13_release (Mackie::Button &);
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Mackie::LedState F14_press (Mackie::Button &);
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Mackie::LedState F14_release (Mackie::Button &);
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Mackie::LedState F15_press (Mackie::Button &);
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Mackie::LedState F15_release (Mackie::Button &);
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Mackie::LedState F16_press (Mackie::Button &);
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Mackie::LedState F16_release (Mackie::Button &);
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Mackie::LedState on_press (Mackie::Button &);
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Mackie::LedState on_release (Mackie::Button &);
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Mackie::LedState rec_ready_press (Mackie::Button &);
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Mackie::LedState rec_ready_release (Mackie::Button &);
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Mackie::LedState snapshot_press (Mackie::Button &);
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Mackie::LedState snapshot_release (Mackie::Button &);
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Mackie::LedState touch_press (Mackie::Button &);
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Mackie::LedState touch_release (Mackie::Button &);
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Mackie::LedState enter_press (Mackie::Button &);
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Mackie::LedState enter_release (Mackie::Button &);
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Mackie::LedState cancel_press (Mackie::Button &);
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Mackie::LedState cancel_release (Mackie::Button &);
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Mackie::LedState mixer_press (Mackie::Button &);
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Mackie::LedState mixer_release (Mackie::Button &);
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Mackie::LedState user_a_press (Mackie::Button &);
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Mackie::LedState user_a_release (Mackie::Button &);
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Mackie::LedState user_b_press (Mackie::Button &);
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Mackie::LedState user_b_release (Mackie::Button &);
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Mackie::LedState fader_touch_press (Mackie::Button &);
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Mackie::LedState fader_touch_release (Mackie::Button &);
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};
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#endif // ardour_mackie_control_protocol_h
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