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Developer Guide Control
Mixxx's control system is best described as a thread-safe communication channel that allows different threads to have shared access to read and modify values by name.
You can think of the Control system as Mixxx's internal API. Since we have one single API for accomplishing most things in Mixxx, we do not have duplicate logic to support keyboard control, MIDI/HID control, and GUI control. The keyboard, MIDI/HID, and GUI all use the same API to interact with Mixxx's mixing engine and other subsystems.
The first version (present since the very beginnings of Mixxx) of the control system is limited to only double-precision floating point values.
Controls are referred to by a 2-part name called a ConfigKey
.
ConfigKey
s have a group
and an item
. The group is used to explain
the category of the control while the item describes specifically what
the control is. By convention, the group of a ConfigKey is wrapped with
square brackets. This is because the ConfigKey
class is also used to
indicate values to store in the Mixxx preferences file which is
organized like a Windows INI
file.
Examples:
- Group:
[Microphone]
Item:volume
- This control is holds the value of the microphone's volume.
- Group:
[Sampler1]
Item:hotcue_1_activate
- This control is used to conceptually represent a button that activates the first hotcue of the first sampler. Setting it to a value of 1 indicates that the virtual button is down while setting it to 0 indicates that the virtual button is released.
For a mostly complete list of controls which are intended to use in
skins or controller mappings, see the MixxxControls
page. For a complete list, which contains also unstable internal
controls, start Mixxx from the command line using mixxx --developer
.
Now you can open the list by the menu: "Developer" -> "Developer Tools"
here you can also watch and edit the current values.
To create a new control you must instantiate a ControlObject
. Once
you've done this, you've created a global control that is accessible by
the ConfigKey
you name it with.
As an example, let's say we want to create a control that keeps track of whether the microphone is enabled:
ConfigKey micEnabledKey = ConfigKey("[Microphone]", "enabled");
ControlObject* pMicEnabled = new ControlObject(micEnabledKey);
// Sets [Microphone],enabled to 1 (on)
pMicEnabled->set(1.0);
// Sets [Microphone],enabled to 0 (off)
pMicEnabled->set(0.0);
Once you have created a ControlObject
, it is inserted into a global
registry of controls and any other Mixxx thread can look it up by name
using a ControlProxy
.
For example, if you wanted to create a GUI widget that looked up whether the microphone was enabled or not, you would do this:
ControlProxy* pMicEnabled = new ControlProxy("[Microphone]", "enabled");
bool mic_enabled = pMicEnabled->toBool();
if (mic_enabled) {
// draw a red light indicating the mic is enabled
} else {
// draw a dim off light indicating the mic is disabled
}
Note that we used a ControlProxy
to access the ControlObject
we
looked up from the control system. This is because we are not the
original "owner" of this ControlObject
. Using a ControlProxy
allows
you to safely access other ControlObject
s from other places within
Mixxx.
To change the microphone-enabled value from elsewhere in Mixxx, it's as simple as this:
// Disable the microphone from elsewhere in Mixxx.
pMicEnabled->set(0.0);
ControlObject
has a variety of subclasses. Each of these subclasses
allows you to express constraints on the value stored in the
ControlObject
. For example, if you wanted to represent a knob that had
values between -1 and 1 then you could use a ControlPotmeter
and set
its min and max value to -1 and 1. This would prevent any other part of
Mixxx from setting the control to an invalid value.
Another use of using a subclass of ControlObject
is that you can make
a control that is non-linear in the values that it produces. For
example, a ControlLogpotmeter
is a knob/potentiometer whose output
follows a logarithmic curve even though the input coming from a MIDI
controller of the GUI is linear.
A ControlPushButton
is a control that emulates a button. The name is a
misnomer since it doesn't only emulate push-buttons -- it can also
emulate multi-state toggle buttons.
ControlPushButton
has the following modes:
- Push-button -- acts like a push button where a value > 0 means it is pressed and a value of 0 means it is not pressed.
- Toggle button -- acts like a multi-state toggle button. Pressing it and releasing it will increment its value by one. Once it increments past the total number of states it has it will wrap around to 0. For a 2-state toggle button this means it will toggle between 0 and 1 every time you press it.
- Power-Window button -- acts like a power-window button on your car. Pressing and holding it makes it act like a push-button (e.g. power window goes down or up only as you hold it) but pressing and releasing it quickly will toggle it (e.g. power window goes down or up automatically).
Relevant Methods:
- To change the mode, call
ControlPushButton::setButtonMode(enum ButtonMode)
- To change the number of states call
ControlPushButton::setStates(int)
A ControlPotmeter
represents a knob or potentiometer that has a
minimum and maximum value. All modifications to the control are checked
and snapped within the specified range.
All ControlPotmeter
s have a set of additional controls that are
automatically created for them. Assuming a ConfigKey
of
[Group]
,item
, the controls that are created are:
-
[Group]
,item_up
-- Increment (coarse adjustent, default 10% of range) -
[Group]
,item_down
-- Decrement (coarse adjustent, default 10% of range) -
[Group]
,item_up_small
-- Increment by a small amount (fine adjustent, default 1% of range) -
[Group]
,item_down_small
-- Decrement by a small amount (fine adjustent default 1% of range) -
[Group]
,item_set_default
-- Sets the value to default (the default default is the half-way point -
[Group]
,item_set_zero
-- Sets the value to 0 -
[Group]
,item_set_one
-- Sets the value to 1 -
[Group]
,item_set_minus_one
-- Sets the value to -1 -
[Group]
,item_toggle
-- Toggle between 0 and 1 -
[Group]
,item_minus_toggle
-- Toggle between 0 and -1
As different parts of Mixxx change controls that you create, you will likely want to react to those changes. Similarly, if you are relying on certain controls created elsewhere in Mixxx, you may want to automatically take action when one of them changes.
If you are the creator of a control, i.e. you are using the raw
ControlObject
and not a ControlProxy
then you can listen to changes
in your control by connecting to the ControlObject
's
valueChanged(double)
signal.
ControlObject* pMicEnabled = new ControlObject(ConfigKey("[Microphone]", "enabled"));
connect(pMicEnabled, SIGNAL(valueChanged(double)),
this, SLOT(slotMicrophoneEnabledRequest(double)));
// In your slot, handle the changes to the [Microphone],enabled control
void MicrophoneManager::slotMicrophoneEnabledRequest(double v) {
// The microphone's enabled value has changed
bool mic_enabled = v > 0.0;
if (mic_enabled) {
// some other part of Mixxx is requesting to enable the microphone, do that
} else {
// some other part of Mixxx is requesting to disable the microphone, do that
}
}
ControlObject
actually has two value-change signals
valueChanged(double)
and valueChangedFromEngine(double)
. These two
signals should really be named valueChangedByProxy(double)
and
valueChangedByControlObject(double)
, respectively. The first signal is
fired when a proxy (ControlObjectThread
, etc.) was used to change the
control while the second is fired when the ControlObject
itself is
used to change the value by its set(double)
method. The reason for
having two signals is to prevent infinite loops of signal processing. If
you create the ControlObject
and then call set(1.0)
on it but you
also connect to its valueChanged(double)
signal, then you will get a
call for the valueChanged(double)
signal which you might want to react
to by in turn changing the enabled ControlObject
. If you do this and
get a callback for the value you changed then you will go into an
infinite loop of setting and reacting to your ControlObject
. For this
reason, there are two different types of value-changed signals.
Going back to the microphone-enabled GUI widget example, if you are
using a ControlProxy
, you can listen to changes in the control by
doing the following:
ControlObjectThread* pMicEnabled = new ControlProxy("[Microphone]", "enabled", this);
pMicEnabled->connectValueChanged(SLOT(slotMicrophoneEnabledChanged(double v)));
// In your slot, handle the changes to the [Microphone],enabled control
void MicrophoneWidget::slotMicrophoneEnabledChanged(double v) {
// The microphone's enabled value has changed
bool mic_enabled = v > 0.0;
if (mic_enabled) {
// redraw the widget with a red light to indicate the microphone is enabled
} else {
// redraw the widget with a dark light to indicate the microphone is not enabled
}
}
Be sure you you delete all ControlObjects after they are not used anymore to avoid memory leaks. In general once you create a control you should not delete it until Mixxx shuts down. Since creating a control is like setting up an API call.
Mixxx is a free and open-source DJ software.
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