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