non/Timeline/Engine/Engine.H

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/*******************************************************************************/
/* Copyright (C) 2008 Jonathan Moore Liles */
/* */
/* This program is free software; you can redistribute it and/or modify it */
/* under the terms of the GNU General Public License as published by the */
/* Free Software Foundation; either version 2 of the License, or (at your */
/* option) any later version. */
/* */
/* This program is distributed in the hope that it will be useful, but WITHOUT */
/* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or */
/* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for */
/* more details. */
/* */
/* You should have received a copy of the GNU General Public License along */
/* with This program; see the file COPYING. If not,write to the Free Software */
/* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */
/*******************************************************************************/
#pragma once
#include "util/Mutex.H"
class Port;
#include "JACK/Client.H"
#include "Thread.H"
class Engine : public JACK::Client, public Mutex
{
Thread _thread; /* only used for thread checking */
int _buffers_dropped; /* buffers dropped because of locking */
/* int _buffers_dropped; /\* buffers dropped because of locking *\/ */
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void shutdown ( void );
int process ( nframes_t nframes );
int sync ( jack_transport_state_t state, jack_position_t *pos );
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int xrun ( void );
void timebase ( jack_transport_state_t state, jack_nframes_t nframes, jack_position_t *pos, int new_pos );
void freewheel ( bool yes );
int buffer_size ( nframes_t nframes );
void thread_init ( void );
Engine ( const Engine &rhs );
Engine & operator = ( const Engine &rhs );
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void request_locate ( nframes_t frame );
private:
friend class Port;
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friend class Transport;
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public:
Engine ( );
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~Engine ( );
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int dropped ( void ) const { return _buffers_dropped; }
nframes_t system_latency ( void ) const { return nframes(); }
float frames_to_milliseconds ( nframes_t frames )
{
return ( frames * 1000 ) / (float)frame_rate();
}
};
extern Engine * engine;