283 lines
6.2 KiB
C++
283 lines
6.2 KiB
C++
|
|
#include "gridlogic.hxx"
|
|
|
|
#include "jack.hxx"
|
|
|
|
#include "trackoutput.hxx"
|
|
#include "controllerupdater.hxx"
|
|
|
|
extern Jack* jack;
|
|
|
|
const char* GridLogic::StateString[8] = {
|
|
"Empty",
|
|
"Playing",
|
|
"Play queued",
|
|
"Stopped",
|
|
"Stop queued",
|
|
"Recording",
|
|
"Record queued"
|
|
};
|
|
|
|
GridLogic::GridLogic()
|
|
{
|
|
sceneLaunch = 0;
|
|
|
|
sampleTrackScene = false;
|
|
selectedTrack = 0;
|
|
selectedScene = 0;
|
|
}
|
|
|
|
void GridLogic::selectedTrackSceneEvent(bool p)
|
|
{
|
|
if ( p )
|
|
{
|
|
pressed( selectedTrack, selectedScene );
|
|
}
|
|
else
|
|
{
|
|
released( selectedTrack, selectedScene );
|
|
}
|
|
}
|
|
|
|
void GridLogic::setSelectTrackScene(bool b)
|
|
{
|
|
char tmp[40];
|
|
sprintf( tmp, "Select track enable %i", int(b) );
|
|
EventGuiPrint e( tmp );
|
|
writeToGuiRingbuffer( &e );
|
|
sampleTrackScene = b;
|
|
}
|
|
|
|
int GridLogic::getLaunchedScene()
|
|
{
|
|
return sceneLaunch;
|
|
}
|
|
|
|
int GridLogic::getSelectedTrack()
|
|
{
|
|
return selectedTrack;
|
|
}
|
|
|
|
int GridLogic::getSelectedScene()
|
|
{
|
|
return selectedScene;
|
|
}
|
|
|
|
void GridLogic::setSelectedTrack(int t)
|
|
{
|
|
selectedTrack = t;
|
|
}
|
|
|
|
void GridLogic::setSelectedScene(int s)
|
|
{
|
|
selectedScene = s;
|
|
}
|
|
|
|
|
|
void GridLogic::launchScene( int scene )
|
|
{
|
|
for(unsigned int t = 0; t < NTRACKS; t++ )
|
|
{
|
|
for(int s = 0; s < NSCENES; s++ )
|
|
{
|
|
LooperClip* lc = jack->getLooper( t )->getClip( s );
|
|
if ( s == scene )
|
|
{
|
|
lc->queuePlay();
|
|
jack->getControllerUpdater()->setSceneState( t, s, lc->getState() );
|
|
}
|
|
else
|
|
{
|
|
if ( lc->playing() )
|
|
{
|
|
lc->queueStop();
|
|
jack->getControllerUpdater()->setSceneState( t, s, lc->getState() );
|
|
}
|
|
else if ( lc->somethingQueued() )
|
|
{
|
|
lc->neutralize();
|
|
jack->getControllerUpdater()->setSceneState( t, s, lc->getState() );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
sceneLaunch = scene;
|
|
|
|
jack->getControllerUpdater()->launchScene( scene );
|
|
}
|
|
|
|
void GridLogic::pressed( int track, int scene )
|
|
{
|
|
if ( sampleTrackScene )
|
|
{
|
|
selectedTrack = track;
|
|
selectedScene = scene;
|
|
|
|
//sampleTrackScene = false;
|
|
|
|
// don't act on grid press!
|
|
return;
|
|
}
|
|
|
|
|
|
// get the clip, do the "press" action based on current state.
|
|
LooperClip* lc = jack->getLooper( track )->getClip( scene );
|
|
TrackOutput* to = jack->getTrackOutput( track );
|
|
GridLogic::State s = lc->getState();
|
|
|
|
#ifdef DEBUG_CLIP
|
|
printf("GridLogic::pressed() before press state = %s\n", StateString[ int(scene) ] );
|
|
#endif
|
|
|
|
if ( to->recordArm() && !lc->recording() )
|
|
{
|
|
lc->queueRecord();
|
|
to->recordArm(false);
|
|
jack->getControllerUpdater()->recordArm( track, false );
|
|
}
|
|
else
|
|
{
|
|
if ( s == STATE_EMPTY )
|
|
lc->queueRecord();
|
|
|
|
if ( s == STATE_STOPPED )
|
|
{
|
|
// hack, stop all scenes, then launch proper one
|
|
for( int i = 0; i < NTRACKS; i++ )
|
|
{
|
|
LooperClip* ilc = jack->getLooper( track )->getClip( i );
|
|
if ( ilc->playing() )
|
|
{
|
|
ilc->queueStop();
|
|
}
|
|
}
|
|
|
|
lc->queuePlay();
|
|
}
|
|
|
|
if ( s == STATE_PLAYING )
|
|
lc->queueStop();
|
|
|
|
if ( s == STATE_RECORDING )
|
|
lc->queuePlay();
|
|
|
|
if ( s == STATE_PLAY_QUEUED )
|
|
lc->queueStop();
|
|
|
|
if ( s == STATE_STOP_QUEUED )
|
|
lc->queuePlay();
|
|
|
|
// don't re-trigger if already playing!
|
|
if ( s == STATE_STOP_QUEUED && lc->playing() )
|
|
lc->neutralize();
|
|
|
|
if ( s == STATE_RECORD_QUEUED )
|
|
lc->neutralize();
|
|
}
|
|
|
|
// check state of new clip, if getQueuePlay() == true, queueStop() all other scenes
|
|
//if ( lc->getQueuePlay() )
|
|
{
|
|
for(int i = 0; i < NSCENES; i++)
|
|
{
|
|
// exclude current scene
|
|
if ( i != scene )
|
|
{
|
|
//LUPPP_NOTE("netralizing & qStop on scene %i due to press on %i", i, scene );
|
|
LooperClip* ilc = jack->getLooper( track )->getClip( i );
|
|
/*
|
|
if ( ilc->getState() == GridLogic::STATE_EMPTY ||
|
|
ilc->getState() == GridLogic::STATE_STOPPED )
|
|
{
|
|
// pass
|
|
}
|
|
else if ( ilc->somethingQueued() )
|
|
{
|
|
LUPPP_NOTE("netralizing & qStop on scene %i due to press on %i", i, scene );
|
|
ilc->neutralize();
|
|
jack->getControllerUpdater()->setSceneState(track, i, ilc->getState() );
|
|
}
|
|
else // catch all others, netralize & stop
|
|
{
|
|
ilc->neutralize();
|
|
ilc->queueStop();
|
|
jack->getControllerUpdater()->setSceneState(track, i, ilc->getState() );
|
|
}
|
|
*/
|
|
ilc->neutralize();
|
|
ilc->queueStop();
|
|
jack->getControllerUpdater()->setSceneState(track, i, ilc->getState() );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
s = lc->getState();
|
|
#ifdef DEBUG_CLIP
|
|
printf("GridLogic::pressed() after press state = %s\n", StateString[ int(s) ] );
|
|
#endif
|
|
jack->getControllerUpdater()->setSceneState(track, scene, s );
|
|
}
|
|
|
|
|
|
void GridLogic::released( int track, int scene )
|
|
{
|
|
GridLogic::State s = jack->getLooper( track )->getClip( scene )->getState();
|
|
jack->getControllerUpdater()->setSceneState(track, scene, s );
|
|
}
|
|
|
|
void GridLogic::load(int track, int scene, AudioBuffer* ab)
|
|
{
|
|
jack->getLooper( track )->getClip( scene )->load( ab );
|
|
GridLogic::State s = jack->getLooper( track )->getClip( scene )->getState();
|
|
jack->getControllerUpdater()->setSceneState(track, scene, s );
|
|
}
|
|
|
|
|
|
void GridLogic::updateState()
|
|
{
|
|
//printf("GridLogic::updateState() stub" );
|
|
for(int t = 0; t < NTRACKS; t++)
|
|
{
|
|
for(int s = 0; s < NSCENES; s++)
|
|
{
|
|
GridLogic::State st = jack->getLooper( t )->getClip( s )->getState();
|
|
EventGuiPrint e( GridLogic::StateString[st] );
|
|
writeToGuiRingbuffer( &e );
|
|
jack->getControllerUpdater()->setSceneState(t, s, st );
|
|
}
|
|
}
|
|
}
|
|
|
|
void GridLogic::bar()
|
|
{
|
|
#ifdef DEBUG_CLIP
|
|
EventGuiPrint e( "GridLogic::bar()" );
|
|
//writeToGuiRingbuffer( &e );
|
|
#endif
|
|
|
|
/// iterate over all clips, if they're set to QUEUED, set to the next state
|
|
for( int i = 0; i < NTRACKS*NSCENES; i++ )
|
|
{
|
|
int track = i / NSCENES;
|
|
int scene = i - track * NSCENES;
|
|
jack->getLooper( track )->getClip(scene)->bar();
|
|
|
|
#ifdef DEBUG_CLIP
|
|
GridLogic::State s = jack->getLooper( track )->getClip( scene )->getState();
|
|
if ( s != STATE_EMPTY )
|
|
{
|
|
//printf("%i, %i:after bar() state = %s\n", track, scene, StateString[ int(s) ] );
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
|
|
void GridLogic::beat()
|
|
{
|
|
|
|
|
|
}
|
|
|