mirror of
https://github.com/vale981/openAV-Luppp
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This commit allows the user to clear clips from the Luppp grid with a MIDI message. The binding method is very similar to the existing "grid:event" style, with added to "action" representing 1 for press, and 0 for release, -1 now represents a "clear" event. As such, the following binding would clear clip track 1, scene 1, when midi note number 60 had a note on event. Note that the value for "send" is also set to -1, indicating it is not a send binding. Active set to -1 indicates that the clip should be cleared: { "action": "grid:event", "status": 144, "data": 60, "track": 1, "scene": 1, "send": -1, "active": -1 } See Github issue #134
118 lines
3.1 KiB
C++
118 lines
3.1 KiB
C++
/*
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* Author: Harry van Haaren 2013
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* harryhaaren@gmail.com
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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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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~GridLogic() {};
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/// button press / click event
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void pressed( int track, int scene );
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/// clears the clip at this location
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void clear( 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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int getCurrentScene()
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{
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return sceneLaunch;
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}
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int getLaunchedScene();
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/// selected track functions
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void setSelectTrackScene(bool b);
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void setSelectedTrack(int t);
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void setSelectedScene(int s);
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int getSelectedTrack();
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int getSelectedScene();
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void selectedTrackSceneEvent(bool pressed);
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void specialScene(int t, int s);
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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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#ifdef BUILD_TESTS
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int runTests();
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#endif
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private:
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/// holds last scene launch
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int sceneLaunch;
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/// holds selected track / scene for special clip
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bool sampleTrackScene; // turn on to have selected clip, press event acted on
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int selectedTrack;
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int selectedScene;
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};
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#endif // LUPPP_GRID_LOGIC_H
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