Loopp/src/controllerupdater.cxx

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#include "controllerupdater.hxx"
#include "eventhandler.hxx"
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ControllerUpdater::ControllerUpdater()
{
// CAREFUL size of controllers: otherwise malloc() called
c.reserve( CONTROLLERS_PREALLOC );
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}
void ControllerUpdater::registerController( Controller* controller )
{
// store the controller instance
c.push_back( controller );
// and tell it to register itself (MidiObserver / AudioObserver etc)
controller->registerComponents();
}
void ControllerUpdater::removeController( int id )
{
for( unsigned int i = 0; i < c.size(); i++)
{
if ( c.at(i)->getID() == id )
{
// keep pointer: otherwise we mem-leak
Controller* removed = c.at(i);
// remove the instance at
c.erase( c.begin() + i);
// send it for de-allocation
EventControllerInstance e( removed );
writeToGuiRingbuffer( &e );
}
}
}
Controller* ControllerUpdater::getController(int id)
{
// search controllers for ID, if found return a pointer to it
for( unsigned int i = 0; i < c.size(); i++)
if ( c.at(i)->getID() == id )
return c.at(i);
return 0;
}
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void ControllerUpdater::reset()
{
for(unsigned int i = 0; i < c.size(); i++)
c.at(i)->reset();
}
void ControllerUpdater::mute(int t, bool b)
{
for(unsigned int i = 0; i < c.size(); i++)
c.at(i)->mute(t,b);
}
void ControllerUpdater::masterVolume(float v)
{
for(unsigned int i = 0; i < c.size(); i++)
c.at(i)->masterVolume(v);
}
void ControllerUpdater::setTrackSceneProgress(int t, int s, float p)
{
for(unsigned int i = 0; i < c.size(); i++)
c.at(i)->progress(t,s,p);
}
void ControllerUpdater::setTrackSendActive(int t, int send, bool v)
{
for(unsigned int i = 0; i < c.size(); i++)
c.at(i)->trackSendActive(t, send, v);
}
void ControllerUpdater::setTrackSend(int t, int send, float v)
{
for(unsigned int i = 0; i < c.size(); i++)
c.at(i)->trackSend(t, send, v);
}
void ControllerUpdater::masterInputToActive(int to, bool v)
{
for(unsigned int i = 0; i < c.size(); i++)
c.at(i)->masterInputToActive( to, v);
}
void ControllerUpdater::masterInputTo( int to, float v )
{
for(unsigned int i = 0; i < c.size(); i++)
c.at(i)->masterInputTo( to, v);
}
void ControllerUpdater::masterInputVol( float v )
{
for(unsigned int i = 0; i < c.size(); i++)
c.at(i)->masterInputVol( v );
}
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void ControllerUpdater::launchScene( int scene )
{
for(unsigned int i = 0; i < c.size(); i++)
c.at(i)->launchScene(scene);
}
void ControllerUpdater::setSceneState(int t, int clip, GridLogic::State s)
{
for(unsigned int i = 0; i < c.size(); i++)
c.at(i)->setSceneState(t,clip,s);
}
void ControllerUpdater::recordArm(int t, bool r)
{
for(unsigned int i = 0; i < c.size(); i++)
c.at(i)->recordArm(t,r);
}
void ControllerUpdater::volume(int t, float v)
{
for(unsigned int i = 0; i < c.size(); i++) c.at(i)->volume(t,v);
}
void ControllerUpdater::tapTempo(bool b)
{
for(unsigned int i = 0; i < c.size(); i++) c.at(i)->tapTempo(b);
}
void ControllerUpdater::metronomeEnable(bool b)
{
for(unsigned int i = 0; i < c.size(); i++) c.at(i)->metronomeEnable(b);
}