Пример #1
0
BeatLoopingControl::BeatLoopingControl(const char* pGroup, double size)
        : m_dBeatLoopSize(size),
          m_bActive(false) {
    // This is the original beatloop control which is now deprecated. Its value
    // is the state of the beatloop control (1 for enabled, 0 for disabled).
    m_pLegacy = new ControlPushButton(
            keyForControl(pGroup, "beatloop_%1", size));
    m_pLegacy->setButtonMode(ControlPushButton::TOGGLE);
    connect(m_pLegacy, SIGNAL(valueChanged(double)),
            this, SLOT(slotLegacy(double)),
            Qt::DirectConnection);
    // A push-button which activates the beatloop.
    m_pActivate = new ControlPushButton(
            keyForControl(pGroup, "beatloop_%1_activate", size));
    connect(m_pActivate, SIGNAL(valueChanged(double)),
            this, SLOT(slotActivate(double)),
            Qt::DirectConnection);
    // A push-button which toggles the beatloop as active or inactive.
    m_pToggle = new ControlPushButton(
            keyForControl(pGroup, "beatloop_%1_toggle", size));
    connect(m_pToggle, SIGNAL(valueChanged(double)),
            this, SLOT(slotToggle(double)),
            Qt::DirectConnection);

    // A push-button which activates rolling beatloops
    m_pActivateRoll = new ControlPushButton(
            keyForControl(pGroup, "beatlooproll_%1_activate", size));
    connect(m_pActivateRoll, SIGNAL(valueChanged(double)),
            this, SLOT(slotActivateRoll(double)),
            Qt::DirectConnection);

    // An indicator control which is 1 if the beatloop is enabled and 0 if not.
    m_pEnabled = new ControlObject(
            keyForControl(pGroup, "beatloop_%1_enabled", size));
}
Пример #2
0
LoopMoveControl::LoopMoveControl(const char* pGroup, double size)
        : m_dLoopMoveSize(size) {
    m_pMoveForward = new ControlPushButton(
            keyForControl(pGroup, "loop_move_%1_forward", size));
    connect(m_pMoveForward, SIGNAL(valueChanged(double)),
            this, SLOT(slotMoveForward(double)),
            Qt::DirectConnection);
    m_pMoveBackward = new ControlPushButton(
            keyForControl(pGroup, "loop_move_%1_backward", size));
    connect(m_pMoveBackward, SIGNAL(valueChanged(double)),
            this, SLOT(slotMoveBackward(double)),
            Qt::DirectConnection);
}
Пример #3
0
BeatJumpControl::BeatJumpControl(const char* pGroup, double size)
        : m_dBeatJumpSize(size) {
    m_pJumpForward = new ControlPushButton(
            keyForControl(pGroup, "beatjump_%1_forward", size));
    connect(m_pJumpForward, SIGNAL(valueChanged(double)),
            this, SLOT(slotJumpForward(double)),
            Qt::DirectConnection);
    m_pJumpBackward = new ControlPushButton(
            keyForControl(pGroup, "beatjump_%1_backward", size));
    connect(m_pJumpBackward, SIGNAL(valueChanged(double)),
            this, SLOT(slotJumpBackward(double)),
            Qt::DirectConnection);
}
Пример #4
0
HotcueControl::HotcueControl(const char* pGroup, int i)
        : m_pGroup(pGroup),
          m_iHotcueNumber(i),
          m_pCue(NULL),
          m_bPreviewing(false),
          m_iPreviewingPosition(-1) {
    m_hotcuePosition = new ControlObject(keyForControl(i, "position"));
    connect(m_hotcuePosition, SIGNAL(valueChanged(double)),
            this, SLOT(slotHotcuePositionChanged(double)),
            Qt::DirectConnection);
    m_hotcuePosition->set(-1);

    m_hotcueEnabled = new ControlObject(keyForControl(i, "enabled"));
    m_hotcueEnabled->set(0);

    m_hotcueSet = new ControlPushButton(keyForControl(i, "set"));
    connect(m_hotcueSet, SIGNAL(valueChanged(double)),
            this, SLOT(slotHotcueSet(double)),
            Qt::DirectConnection);

    m_hotcueGoto = new ControlPushButton(keyForControl(i, "goto"));
    connect(m_hotcueGoto, SIGNAL(valueChanged(double)),
            this, SLOT(slotHotcueGoto(double)),
            Qt::DirectConnection);

    m_hotcueGotoAndPlay = new ControlPushButton(keyForControl(i, "gotoandplay"));
    connect(m_hotcueGotoAndPlay, SIGNAL(valueChanged(double)),
            this, SLOT(slotHotcueGotoAndPlay(double)),
            Qt::DirectConnection);

    m_hotcueGotoAndStop = new ControlPushButton(keyForControl(i, "gotoandstop"));
    connect(m_hotcueGotoAndStop, SIGNAL(valueChanged(double)),
            this, SLOT(slotHotcueGotoAndStop(double)),
            Qt::DirectConnection);

    m_hotcueActivate = new ControlPushButton(keyForControl(i, "activate"));
    connect(m_hotcueActivate, SIGNAL(valueChanged(double)),
            this, SLOT(slotHotcueActivate(double)),
            Qt::DirectConnection);

    m_hotcueActivatePreview = new ControlPushButton(keyForControl(i, "activate_preview"));
    connect(m_hotcueActivatePreview, SIGNAL(valueChanged(double)),
            this, SLOT(slotHotcueActivatePreview(double)),
            Qt::DirectConnection);

    m_hotcueClear = new ControlPushButton(keyForControl(i, "clear"));
    connect(m_hotcueClear, SIGNAL(valueChanged(double)),
            this, SLOT(slotHotcueClear(double)),
            Qt::DirectConnection);
}