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Copy pathautodjprocessor.h
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208 lines (179 loc) · 7 KB
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#pragma once
#include <QObject>
#include <QString>
#include <memory>
#include <vector>
#include "audio/frame.h"
#include "control/controlproxy.h"
#include "control/controlpushbutton.h"
#include "control/pollingcontrolproxy.h"
#include "engine/channels/enginechannel.h"
#include "library/autodj/track/deckattributes.h"
#include "library/autodj/track/trackattributes.h"
#include "library/playlisttablemodel.h"
#include "preferences/usersettings.h"
#include "track/track_decl.h"
#include "util/class.h"
#include "util/parented_ptr.h"
class TrackCollectionManager;
class PlayerManagerInterface;
class PlaylistTableModel;
typedef QList<QModelIndex> QModelIndexList;
class AutoDJProcessor : public QObject {
Q_OBJECT
public:
enum AutoDJState {
ADJ_IDLE = 0,
ADJ_LEFT_FADING,
ADJ_RIGHT_FADING,
ADJ_ENABLE_P1LOADED,
ADJ_ENABLE_P1PLAYING,
ADJ_DISABLED
};
enum AutoDJError {
ADJ_OK = 0,
ADJ_IS_INACTIVE,
ADJ_QUEUE_EMPTY,
ADJ_BOTH_DECKS_PLAYING,
ADJ_UNUSED_DECK_PLAYING,
ADJ_NOT_TWO_DECKS
};
enum class TransitionMode {
FullIntroOutro,
FadeAtOutroStart,
FixedFullTrack,
FixedSkipSilence,
FixedStartCenterSkipSilence
};
AutoDJProcessor(QObject* pParent,
UserSettingsPointer pConfig,
PlayerManagerInterface* pPlayerManager,
TrackCollectionManager* pTrackCollectionManager,
int iAutoDJPlaylistId);
virtual ~AutoDJProcessor() = default;
AutoDJState getState() const {
return m_eState;
}
double getTransitionTime() const {
return m_transitionTime;
}
TransitionMode getTransitionMode() const {
return m_transitionMode;
}
PlaylistTableModel* getTableModel() const {
return m_pAutoDJTableModel;
}
bool nextTrackLoaded();
void setTransitionTime(int seconds);
void setTransitionMode(TransitionMode newMode);
AutoDJError shufflePlaylist(const QModelIndexList& selectedIndices);
AutoDJError skipNext();
void fadeNow();
AutoDJError toggleAutoDJ(bool enable);
signals:
#ifdef __STEM__
void loadTrackToPlayer(TrackPointer pTrack,
const QString& group,
mixxx::StemChannelSelection stemMask,
bool play);
#else
void loadTrackToPlayer(TrackPointer pTrack, const QString& group, bool play);
#endif
void autoDJStateChanged(AutoDJProcessor::AutoDJState state);
void autoDJError(AutoDJProcessor::AutoDJError error);
void transitionTimeChanged(int time);
void randomTrackRequested(int tracksToAdd);
private slots:
void crossfaderChanged(double value);
void playerPositionChanged(DeckAttributes* pDeck, double position);
void playerPlayChanged(DeckAttributes* pDeck, bool playing);
void playerIntroStartChanged(DeckAttributes* pDeck, double position);
void playerIntroEndChanged(DeckAttributes* pDeck, double position);
void playerOutroStartChanged(DeckAttributes* pDeck, double position);
void playerOutroEndChanged(DeckAttributes* pDeck, double position);
void playerTrackLoaded(DeckAttributes* pDeck, TrackPointer pTrack);
void playerLoadingTrack(DeckAttributes* pDeck, TrackPointer pNewTrack, TrackPointer pOldTrack);
void playerEmpty(DeckAttributes* pDeck);
void playerRateChanged(DeckAttributes* pDeck);
void playlistFirstTrackChanged();
void controlEnableChangeRequest(double value);
void controlFadeNow(double value);
void controlShuffle(double value);
void controlSkipNext(double value);
void controlAddRandomTrack(double value);
void slotNumberOfDecksChanged(int decks);
protected:
// The following virtual signal wrappers are used for testing
virtual void emitLoadTrackToPlayer(TrackPointer pTrack, const QString& group, bool play) {
emit loadTrackToPlayer(pTrack, group,
#ifdef __STEM__
mixxx::StemChannelSelection(),
#endif
play);
}
virtual void emitAutoDJStateChanged(AutoDJProcessor::AutoDJState state) {
emit autoDJStateChanged(state);
}
private:
// Gets or sets the crossfader position while normalizing it so that -1 is
// all the way mixed to the left side and 1 is all the way mixed to the
// right side. (prevents AutoDJ logic from having to check for hamster mode
// every time)
double getCrossfader() const;
void setCrossfader(double value);
// Following functions return seconds computed from samples or -1 if
// track in deck has invalid sample rate (<= 0)
double getIntroStartSecond(const TrackOrDeckAttributes& track);
double getIntroEndSecond(const TrackOrDeckAttributes& track);
double getOutroStartSecond(const TrackOrDeckAttributes& track);
double getOutroEndSecond(const TrackOrDeckAttributes& track);
double getFirstSoundSecond(const TrackOrDeckAttributes& track);
double getLastSoundSecond(const TrackOrDeckAttributes& track);
double getEndSecond(const TrackOrDeckAttributes& track);
double framePositionToSeconds(mixxx::audio::FramePos position,
const TrackOrDeckAttributes& track);
TrackPointer getNextTrackFromQueue();
bool loadNextTrackFromQueue(const DeckAttributes& pDeck, bool play = false);
void calculateTransition(
DeckAttributes* pFromDeck,
DeckAttributes* pToDeck,
bool seekToStartPoint);
void calculateTransitionImpl(
FadeableTrackOrDeckAttributes& pFromDeck,
FadeableTrackOrDeckAttributes& pToDeck,
bool seekToStartPoint);
void useFixedFadeTime(
FadeableTrackOrDeckAttributes& fromTrack,
FadeableTrackOrDeckAttributes& toTrack,
double fromDeckSecond,
double fadeEndSecond,
double toDeckStartSecond);
DeckAttributes* getLeftDeck();
DeckAttributes* getRightDeck();
DeckAttributes* getOtherDeck(const DeckAttributes* pThisDeck);
DeckAttributes* getFromDeck();
// Removes the track loaded to the player group from the top of the AutoDJ
// queue if it is present.
bool removeLoadedTrackFromTopOfQueue(const DeckAttributes& deck);
// Removes the provided track from the top of the AutoDJ queue if it is
// present.
bool removeTrackFromTopOfQueue(TrackPointer pTrack);
void maybeFillRandomTracks();
UserSettingsPointer m_pConfig;
parented_ptr<PlaylistTableModel> m_pAutoDJTableModel;
AutoDJState m_eState;
double m_transitionProgress;
double m_transitionTime; // the desired value set by the user
TransitionMode m_transitionMode;
bool m_crossfaderStartCenter;
PlayerManagerInterface* m_pPlayerManager;
std::vector<std::unique_ptr<DeckAttributes>> m_decks;
ControlProxy m_coCrossfader;
PollingControlProxy m_coCrossfaderReverse;
ControlPushButton m_shufflePlaylist;
ControlPushButton m_skipNext;
ControlPushButton m_addRandomTrack;
ControlPushButton m_fadeNow;
ControlPushButton m_enabledAutoDJ;
DISALLOW_COPY_AND_ASSIGN(AutoDJProcessor);
};