Loopp/src/gridlogic.hxx

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#ifndef LUPPP_GRID_LOGIC_H
#define LUPPP_GRID_LOGIC_H
#include "config.hxx"
#include "observer/time.hxx"
class AudioBuffer;
/** GridLogic
* The logic code for the luppp tracks / grid resides here. This logic is
* separtated from the Looper class so it can be repurposed by different
* controllers and input devices. The UI and eg. APC / Launchpad all have a
* similar grid style interface: the logic is implemented here once.
*
* The class sends Looper messages to change its state, thus abstracting away
* the details of the Looper control, and exposing its functionality using a
* convinient API.
*
* When the state of a block changes, it will update the state of the grid on
* the controller.
*
* It inherits from TimeObserver so it can change the state of the clip on the
* bar / beat.
**/
class GridLogic : public TimeObserver
{
public:
/// possible states of each square. Public so Controller subclasses can
/// determine the state of the square
enum State {
STATE_EMPTY = 0,
STATE_PLAYING,
STATE_PLAY_QUEUED,
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STATE_STOPPED,
STATE_STOP_QUEUED,
STATE_RECORDING,
STATE_RECORD_QUEUED,
};
GridLogic();
~GridLogic(){};
/// button press / click event
void pressed( int track, int scene );
/// button release / click-release event
void released( int track, int scene );
/// master controls, launches a horizontal scene with one event
void launchScene( int scene );
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int getLaunchedScene();
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/// GUI load event
void load(int track, int scene, AudioBuffer* ab);
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/// resend entire grid state to controllers
void updateState();
/// time functions, not for use by Controller subclasses
void bar();
void beat();
/// for debug purposes: use static_cast<int>(GridLogic::State) to access
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static const char* StateString[8];
#ifdef BUILD_TESTS
int runTests();
#endif
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private:
/// holds last scene launch
int sceneLaunch;
};
#endif // LUPPP_GRID_LOGIC_H