/* Copyright 2016, Ableton AG, Berlin. All rights reserved.
*
* 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. If not, see .
*
* If you would like to incorporate Link into a proprietary software application,
* please contact .
*/
#pragma once
#include
#include
#include
namespace ableton
{
namespace link
{
// Returns a value in the range [0,quantum) corresponding to beats %
// quantum except that negative beat values are handled correctly.
// If the given quantum is zero, returns zero.
inline Beats phase(const Beats beats, const Beats quantum)
{
if (quantum == Beats{INT64_C(0)})
{
return Beats{INT64_C(0)};
}
else
{
// Handle negative beat values by doing the computation relative to an
// origin that is on the nearest quantum boundary less than -(abs(x))
const auto quantumMicros = quantum.microBeats();
const auto quantumBins = (llabs(beats.microBeats()) + quantumMicros) / quantumMicros;
const std::int64_t quantumBeats{quantumBins * quantumMicros};
return (beats + Beats{quantumBeats}) % quantum;
}
}
// Return the least value greater than x that matches the phase of
// target with respect to the given quantum. If the given quantum
// quantum is 0, x is returned.
inline Beats nextPhaseMatch(const Beats x, const Beats target, const Beats quantum)
{
const auto desiredPhase = phase(target, quantum);
const auto xPhase = phase(x, quantum);
const auto phaseDiff = (desiredPhase - xPhase + quantum) % quantum;
return x + phaseDiff;
}
// Return the closest value to x that matches the phase of the target
// with respect to the given quantum. The result deviates from x by at
// most quantum/2, but may be less than x.
inline Beats closestPhaseMatch(const Beats x, const Beats target, const Beats quantum)
{
return nextPhaseMatch(x - Beats{0.5 * quantum.floating()}, target, quantum);
}
// Interprets the given timeline as encoding a quantum boundary at its
// origin. Given such a timeline, returns a phase-encoded beat value
// relative to the given quantum that corresponds to the given
// time. The phase of the resulting beat value can be calculated with
// phase(beats, quantum). The result will deviate by up to +-
// (quantum/2) beats compared to the result of tl.toBeats(time).
inline Beats toPhaseEncodedBeats(
const Timeline& tl, const std::chrono::microseconds time, const Beats quantum)
{
const auto beat = tl.toBeats(time);
return closestPhaseMatch(beat, beat - tl.beatOrigin, quantum);
}
// The inverse of toPhaseEncodedBeats. Given a phase encoded beat
// value from the given timeline and quantum, find the time value that
// it maps to.
inline std::chrono::microseconds fromPhaseEncodedBeats(
const Timeline& tl, const Beats beat, const Beats quantum)
{
const auto fromOrigin = beat - tl.beatOrigin;
const auto originOffset = fromOrigin - phase(fromOrigin, quantum);
// invert the phase calculation so that it always rounds up in the
// middle instead of down like closestPhaseMatch. Otherwise we'll
// end up rounding down twice when a value is at phase quantum/2.
const auto inversePhaseOffset = closestPhaseMatch(
quantum - phase(fromOrigin, quantum), quantum - phase(beat, quantum), quantum);
return tl.fromBeats(tl.beatOrigin + originOffset + quantum - inversePhaseOffset);
}
} // namespace link
} // namespace ableton