#include <unistd.h>
#include <algorithm>
#include <functional>
+#include <map>
#include <thread>
#include "defs.h"
bind(&ControllerReceiver::queue, receiver));
match_button(note, MIDIMappingProto::kPlayFieldNumber, MIDIMappingProto::kPlayBankFieldNumber,
bind(&ControllerReceiver::play, receiver));
+ match_button(note, MIDIMappingProto::kToggleLockFieldNumber, MIDIMappingProto::kToggleLockBankFieldNumber,
+ bind(&ControllerReceiver::toggle_lock, receiver));
unsigned num_cameras = std::min(MAX_STREAMS, mapping_proto->camera_size());
for (unsigned camera_idx = 0; camera_idx < num_cameras; ++camera_idx) {
void MIDIMapper::update_lights_lock_held()
{
- set<unsigned> active_lights; // Desired state.
+ map<unsigned, uint8_t> active_lights; // Desired state.
if (current_controller_bank == 0) {
activate_mapped_light(*mapping_proto, MIDIMappingProto::kBank1IsSelectedFieldNumber, &active_lights);
}
if (queue_enabled_light) {
activate_mapped_light(*mapping_proto, MIDIMappingProto::kQueueEnabledFieldNumber, &active_lights);
}
- if (play_enabled_light) {
- activate_mapped_light(*mapping_proto, MIDIMappingProto::kPlayEnabledFieldNumber, &active_lights);
+ if (play_enabled_light == On) { // Playing.
+ activate_mapped_light(*mapping_proto, MIDIMappingProto::kPlayingFieldNumber, &active_lights);
+ } else if (play_enabled_light == Blinking) { // Play ready.
+ activate_mapped_light(*mapping_proto, MIDIMappingProto::kPlayReadyFieldNumber, &active_lights);
+ }
+ if (locked_light == On) {
+ activate_mapped_light(*mapping_proto, MIDIMappingProto::kLockedFieldNumber, &active_lights);
+ } else if (locked_light == Blinking) {
+ activate_mapped_light(*mapping_proto, MIDIMappingProto::kLockedBlinkingFieldNumber, &active_lights);
}
if (current_highlighted_camera >= 0 && current_highlighted_camera < mapping_proto->camera_size()) {
const CameraMIDIMappingProto &camera = mapping_proto->camera(current_highlighted_camera);