2013-10-02 03:40:44 +02:00
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#include "controllerupdater.hxx"
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ControllerUpdater::ControllerUpdater()
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{
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2013-10-07 16:34:41 +02:00
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// CAREFUL size of controllers: otherwise malloc() called
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c.reserve( CONTROLLERS_PREALLOC );
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2013-10-02 03:40:44 +02:00
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}
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void ControllerUpdater::registerController( Controller* controller )
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{
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// store the controller instance
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c.push_back( controller );
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// and tell it to register itself (MidiObserver / AudioObserver etc)
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controller->registerComponents();
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}
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2013-10-19 13:54:26 +02:00
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Controller* ControllerUpdater::getController(int id)
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2013-10-18 02:06:34 +02:00
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{
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2013-10-19 13:54:26 +02:00
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// search controllers for ID, if found return a pointer to it
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for( unsigned int i = 0; i < c.size(); i++)
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if ( c.at(i)->getID() == id )
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return c.at(i);
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2013-10-18 02:06:34 +02:00
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return 0;
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}
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2013-10-02 03:40:44 +02:00
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void ControllerUpdater::reset()
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{
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for(unsigned int i = 0; i < c.size(); i++)
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c.at(i)->reset();
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}
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void ControllerUpdater::mute(int t, bool b)
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{
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for(unsigned int i = 0; i < c.size(); i++)
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c.at(i)->mute(t,b);
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}
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void ControllerUpdater::masterVolume(float v)
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{
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for(unsigned int i = 0; i < c.size(); i++)
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c.at(i)->masterVolume(v);
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}
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void ControllerUpdater::setTrackSceneProgress(int t, int s, float p)
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{
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for(unsigned int i = 0; i < c.size(); i++)
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c.at(i)->progress(t,s,p);
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}
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void ControllerUpdater::setTrackSendActive(int t, int send, bool v)
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{
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for(unsigned int i = 0; i < c.size(); i++)
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c.at(i)->trackSendActive(t, send, v);
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}
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void ControllerUpdater::setTrackSend(int t, int send, float v)
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{
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for(unsigned int i = 0; i < c.size(); i++)
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c.at(i)->trackSend(t, send, v);
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}
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2013-11-09 22:50:21 +01:00
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void ControllerUpdater::masterInputToActive(int to, bool v)
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{
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for(unsigned int i = 0; i < c.size(); i++)
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c.at(i)->masterInputToActive( to, v);
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}
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void ControllerUpdater::masterInputTo( int to, float v )
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{
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for(unsigned int i = 0; i < c.size(); i++)
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c.at(i)->masterInputTo( to, v);
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}
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2013-10-02 03:40:44 +02:00
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void ControllerUpdater::launchScene( int scene )
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{
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for(unsigned int i = 0; i < c.size(); i++)
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c.at(i)->launchScene(scene);
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}
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void ControllerUpdater::setSceneState(int t, int clip, GridLogic::State s)
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{
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for(unsigned int i = 0; i < c.size(); i++)
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c.at(i)->setSceneState(t,clip,s);
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}
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void ControllerUpdater::recordArm(int t, bool r)
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{
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for(unsigned int i = 0; i < c.size(); i++)
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c.at(i)->recordArm(t,r);
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}
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void ControllerUpdater::volume(int t, float v)
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{
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for(unsigned int i = 0; i < c.size(); i++) c.at(i)->volume(t,v);
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}
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void ControllerUpdater::tapTempo(bool b)
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{
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for(unsigned int i = 0; i < c.size(); i++) c.at(i)->tapTempo(b);
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}
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void ControllerUpdater::metronomeEnable(bool b)
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{
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for(unsigned int i = 0; i < c.size(); i++) c.at(i)->metronomeEnable(b);
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}
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