235 lines
5.3 KiB
C++
235 lines
5.3 KiB
C++
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#include "gridlogic.hxx"
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#include "jack.hxx"
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#include "audiobuffer.hxx"
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#ifdef BUILD_TESTS
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#define CATCH_CONFIG_RUNNER
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#include "catch.hxx"
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#endif
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extern Jack* jack;
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const char* GridLogic::StateString[8] = {
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"empty",
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"playing",
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"play queued",
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"stopped",
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"stop queued",
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"recording",
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"record queued"
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};
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GridLogic::GridLogic()
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{
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LUPPP_NOTE( "%s", "GridLogic() note" );
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LUPPP_WARN( "%s", "GridLogic() warn" );
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//LUPPP_KILL( "%s", "GridLogic() kill" );
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//luppp_debug( "GridLogic", __FILE__, __LINE__ );
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//luppp_debug( "GridLogic", __FILE__, __LINE__, "%s", "Starting up..." );
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sceneLaunch = 0;
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}
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int GridLogic::getLaunchedScene()
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{
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return sceneLaunch;
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}
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void GridLogic::launchScene( int scene )
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{
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for(unsigned int t = 0; t < NTRACKS; t++ )
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{
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for(int s = 0; s < NSCENES; s++ )
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{
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LooperClip* lc = jack->getLooper( t )->getClip( s );
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if ( s == scene )
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{
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lc->queuePlay();
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jack->getControllerUpdater()->setSceneState( t, s, lc->getState() );
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}
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else
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{
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if ( lc->somethingQueued() )
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{
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lc->neutralize();
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jack->getControllerUpdater()->setSceneState( t, s, lc->getState() );
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}
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else if ( lc->playing() )
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{
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lc->queueStop();
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jack->getControllerUpdater()->setSceneState( t, s, lc->getState() );
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}
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}
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}
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}
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sceneLaunch = scene;
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jack->getControllerUpdater()->launchScene( scene );
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}
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void GridLogic::pressed( int track, int scene )
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{
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// get the clip, do the "press" action based on current state.
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LooperClip* lc = jack->getLooper( track )->getClip( scene );
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TrackOutput* to = jack->getTrackOutput( track );
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GridLogic::State s = lc->getState();
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#ifdef DEBUG_CLIP
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printf("GridLogic::pressed() before press state = %s\n", StateString[ int(scene) ] );
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#endif
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if ( to->recordArm() && !lc->recording() )
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{
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lc->queueRecord();
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to->recordArm(false);
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jack->getControllerUpdater()->recordArm( track, false );
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}
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else
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{
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if ( s == STATE_EMPTY )
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lc->queueRecord();
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if ( s == STATE_STOPPED )
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lc->queuePlay();
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if ( s == STATE_PLAYING )
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lc->queueStop();
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if ( s == STATE_RECORDING )
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lc->queuePlay();
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if ( s == STATE_PLAY_QUEUED )
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lc->queueStop();
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if ( s == STATE_STOP_QUEUED )
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lc->queuePlay();
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}
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// check state of new clip, if getQueuePlay() == true, queueStop() all other scenes
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if ( lc->getQueuePlay() )
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{
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for(int i = 0; i < NSCENES; i++)
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{
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// exclude current scene
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if ( i != scene )
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{
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LooperClip* ilc = jack->getLooper( track )->getClip( i );
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if ( ilc->somethingQueued() )
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{
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ilc->neutralize();
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jack->getControllerUpdater()->setSceneState(track, i, ilc->getState() );
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}
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else if ( ilc->playing() )
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{
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ilc->queueStop();
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jack->getControllerUpdater()->setSceneState(track, i, ilc->getState() );
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}
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}
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}
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}
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s = lc->getState();
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#ifdef DEBUG_CLIP
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printf("GridLogic::pressed() after press state = %s\n", StateString[ int(s) ] );
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#endif
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jack->getControllerUpdater()->setSceneState(track, scene, s );
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}
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void GridLogic::released( int track, int scene )
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{
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GridLogic::State s = jack->getLooper( track )->getClip( scene )->getState();
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jack->getControllerUpdater()->setSceneState(track, scene, s );
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}
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void GridLogic::load(int track, int scene, AudioBuffer* ab)
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{
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jack->getLooper( track )->getClip( scene )->load( ab );
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GridLogic::State s = jack->getLooper( track )->getClip( scene )->getState();
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jack->getControllerUpdater()->setSceneState(track, scene, s );
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}
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void GridLogic::updateState()
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{
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//printf("GridLogic::updateState() stub" );
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for(int t = 0; t < NTRACKS; t++)
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{
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for(int s = 0; s < NSCENES; s++)
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{
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GridLogic::State st = jack->getLooper( t )->getClip( s )->getState();
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EventGuiPrint e( GridLogic::StateString[st] );
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writeToGuiRingbuffer( &e );
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jack->getControllerUpdater()->setSceneState(t, s, st );
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}
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}
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}
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void GridLogic::bar()
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{
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#ifdef DEBUG_CLIP
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EventGuiPrint e( "GridLogic::bar()\n" );
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writeToGuiRingbuffer( &e );
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#endif
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/// iterate over all clips, if they're set to QUEUED, set to the next state
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for( int i = 0; i < NTRACKS*NSCENES; i++ )
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{
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int track = i / NSCENES;
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int scene = i - track * NSCENES;
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jack->getLooper( track )->getClip( scene )->bar();
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#ifdef DEBUG_CLIP
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GridLogic::State s = jack->getLooper( track )->getClip( scene )->getState();
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if ( s != STATE_EMPTY )
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{
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//printf("%i, %i:after bar() state = %s\n", track, scene, StateString[ int(s) ] );
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}
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#endif
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}
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}
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void GridLogic::beat()
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{
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}
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#ifdef BUILD_TESTS
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int GridLogic::runTests()
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{
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char* const tmp = "-s";
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return Catch::Session().run( 1, &tmp );
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}
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TEST_CASE( "Gridlogic press events", "[gridlogic]" )
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{
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for(int t = 0; t < NTRACKS; t++)
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{
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LooperClip* lc = jack->getLooper( t )->getClip( 0 );
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GridLogic::State s1 = lc->getState();
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lc->queuePlay();
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REQUIRE( lc->getQueuePlay() == true );
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lc->bar();
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REQUIRE( lc->getQueuePlay() == false );
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}
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int t = 0;
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int s = 0;
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LooperClip* lc = jack->getLooper( t )->getClip( s );
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lc->init();
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jack->getGridLogic()->pressed( t, s );
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REQUIRE( lc->playing() == false );
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}
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#endif
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