Loopp/src/gridlogic.cxx
Harry van Haaren 652e54df41 -Removed prints
2013-11-02 03:32:33 +00:00

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()
{
}