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basics of autoscroll for pianoroll (mostly shared with Editor)
More work to do moving/testing pianoroll autoscroll variant back into EditingContext and sharing it with Editor.
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10 changed files with 526 additions and 171 deletions
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@ -61,6 +61,7 @@ MidiCueEditor::MidiCueEditor()
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, bbt_metric (*this)
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{
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mouse_mode = Editing::MouseContent;
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autoscroll_vertical_allowed = false;
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bindings = Bindings::get_bindings (editor_name());
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@ -103,7 +104,7 @@ MidiCueEditor::get_canvas_viewport() const
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return _canvas_viewport;
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}
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ArdourCanvas::Canvas*
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ArdourCanvas::GtkCanvas*
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MidiCueEditor::get_canvas() const
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{
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return _canvas;
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@ -360,9 +361,9 @@ MidiCueEditor::snap_to_internal (timepos_t& start, Temporal::RoundMode direction
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}
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void
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MidiCueEditor::reset_zoom (samplecnt_t spp)
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MidiCueEditor::set_samples_per_pixel (samplecnt_t spp)
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{
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CueEditor::reset_zoom (spp);
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CueEditor::set_samples_per_pixel (spp);
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if (view) {
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view->set_samples_per_pixel (spp);
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@ -1037,3 +1038,355 @@ MidiCueEditor::get_state () const
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get_common_editing_state (*node);
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return *node;
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}
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/** @param allow_horiz true to allow horizontal autoscroll, otherwise false.
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*
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* @param allow_vert true to allow vertical autoscroll, otherwise false.
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*
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*/
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void
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MidiCueEditor::maybe_autoscroll (bool allow_horiz, bool allow_vert, bool from_headers)
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{
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if (!UIConfiguration::instance().get_autoscroll_editor () || autoscroll_active ()) {
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return;
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}
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/* define a rectangular boundary for scrolling. If the mouse moves
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* outside of this area and/or continue to be outside of this area,
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* then we will continuously auto-scroll the canvas in the appropriate
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* direction(s)
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*
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* the boundary is defined in coordinates relative to canvas' own
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* window since that is what we're going to call ::get_pointer() on
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* during autoscrolling to determine if we're still outside the
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* boundary or not.
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*/
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ArdourCanvas::Rect scrolling_boundary;
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Gtk::Allocation alloc;
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alloc = get_canvas()->get_allocation ();
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if (allow_vert) {
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/* reduce height by the height of the timebars, which happens
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to correspond to the position of the hv_scroll_group.
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*/
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alloc.set_height (alloc.get_height() - hv_scroll_group->position().y);
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alloc.set_y (alloc.get_y() + hv_scroll_group->position().y);
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/* now reduce it again so that we start autoscrolling before we
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* move off the top or bottom of the canvas
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*/
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alloc.set_height (alloc.get_height() - 20);
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alloc.set_y (alloc.get_y() + 10);
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}
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/* the effective width of the autoscroll boundary so
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that we start scrolling before we hit the edge.
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this helps when the window is slammed up against the
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right edge of the screen, making it hard to scroll
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effectively.
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*/
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if (allow_horiz && (alloc.get_width() > 20)) {
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alloc.set_width (alloc.get_width() - 20);
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alloc.set_x (alloc.get_x() + 10);
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}
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scrolling_boundary = ArdourCanvas::Rect (0., 0., alloc.get_width(), alloc.get_height());
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int x, y;
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Gdk::ModifierType mask;
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get_canvas()->get_window()->get_pointer (x, y, mask);
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if ((allow_horiz && ((x < scrolling_boundary.x0 && _leftmost_sample > 0) || x >= scrolling_boundary.x1)) ||
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(allow_vert && ((y < scrolling_boundary.y0 && vertical_adjustment.get_value() > 0)|| y >= scrolling_boundary.y1))) {
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start_canvas_autoscroll (allow_horiz, allow_vert, scrolling_boundary);
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}
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}
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bool
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MidiCueEditor::autoscroll_active () const
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{
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return autoscroll_connection.connected ();
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}
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bool
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MidiCueEditor::autoscroll_canvas ()
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{
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using std::max;
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using std::min;
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int x, y;
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Gdk::ModifierType mask;
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sampleoffset_t dx = 0;
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bool no_stop = false;
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Gtk::Window* toplevel = dynamic_cast<Gtk::Window*>(_canvas_viewport->get_toplevel());
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if (!toplevel) {
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return false;
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}
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get_canvas()->get_window()->get_pointer (x, y, mask);
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VisualChange vc;
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bool vertical_motion = false;
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if (autoscroll_horizontal_allowed) {
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samplepos_t new_sample = _leftmost_sample;
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/* horizontal */
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if (x > autoscroll_boundary.x1) {
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/* bring it back into view */
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dx = x - autoscroll_boundary.x1;
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dx += 10 + (2 * (autoscroll_cnt/2));
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dx = pixel_to_sample (dx);
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dx *= UIConfiguration::instance().get_draggable_playhead_speed();
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if (_leftmost_sample < max_samplepos - dx) {
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new_sample = _leftmost_sample + dx;
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} else {
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new_sample = max_samplepos;
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}
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no_stop = true;
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} else if (x < autoscroll_boundary.x0) {
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dx = autoscroll_boundary.x0 - x;
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dx += 10 + (2 * (autoscroll_cnt/2));
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dx = pixel_to_sample (dx);
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dx *= UIConfiguration::instance().get_draggable_playhead_speed();
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if (_leftmost_sample >= dx) {
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new_sample = _leftmost_sample - dx;
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} else {
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new_sample = 0;
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}
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no_stop = true;
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}
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if (new_sample != _leftmost_sample) {
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vc.time_origin = new_sample;
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vc.add (VisualChange::TimeOrigin);
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}
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}
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if (autoscroll_vertical_allowed) {
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// const double vertical_pos = vertical_adjustment.get_value();
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const int speed_factor = 10;
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/* vertical */
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if (y < autoscroll_boundary.y0) {
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/* scroll to make higher tracks visible */
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if (autoscroll_cnt && (autoscroll_cnt % speed_factor == 0)) {
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// XXX SCROLL UP
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vertical_motion = true;
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}
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no_stop = true;
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} else if (y > autoscroll_boundary.y1) {
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if (autoscroll_cnt && (autoscroll_cnt % speed_factor == 0)) {
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// XXX SCROLL DOWN
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vertical_motion = true;
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}
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no_stop = true;
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}
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}
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if (vc.pending || vertical_motion) {
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/* change horizontal first */
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if (vc.pending) {
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visual_changer (vc);
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}
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/* now send a motion event to notify anyone who cares
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that we have moved to a new location (because we scrolled)
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*/
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GdkEventMotion ev;
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ev.type = GDK_MOTION_NOTIFY;
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ev.state = Gdk::BUTTON1_MASK;
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/* the motion handler expects events in canvas coordinate space */
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/* we asked for the mouse position above (::get_pointer()) via
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* our own top level window (we being the Editor). Convert into
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* coordinates within the canvas window.
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*/
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int cx;
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int cy;
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//toplevel->translate_coordinates (*get_canvas(), x, y, cx,
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//cy);
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cx = x;
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cy = y;
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/* clamp x and y to remain within the autoscroll boundary,
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* which is defined in window coordinates
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*/
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x = min (max ((ArdourCanvas::Coord) cx, autoscroll_boundary.x0), autoscroll_boundary.x1);
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y = min (max ((ArdourCanvas::Coord) cy, autoscroll_boundary.y0), autoscroll_boundary.y1);
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/* now convert from Editor window coordinates to canvas
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* window coordinates
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*/
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ArdourCanvas::Duple d = get_canvas()->window_to_canvas (ArdourCanvas::Duple (cx, cy));
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ev.x = d.x;
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ev.y = d.y;
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ev.state = mask;
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motion_handler (0, (GdkEvent*) &ev, true);
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} else if (no_stop) {
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/* not changing visual state but pointer is outside the scrolling boundary
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* so we still need to deliver a fake motion event
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*/
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GdkEventMotion ev;
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ev.type = GDK_MOTION_NOTIFY;
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ev.state = Gdk::BUTTON1_MASK;
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/* the motion handler expects events in canvas coordinate space */
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/* first convert from Editor window coordinates to canvas
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* window coordinates
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*/
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int cx;
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int cy;
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/* clamp x and y to remain within the visible area. except
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* .. if horizontal scrolling is allowed, always allow us to
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* move back to zero
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*/
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if (autoscroll_horizontal_allowed) {
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x = min (max ((ArdourCanvas::Coord) x, 0.0), autoscroll_boundary.x1);
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} else {
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x = min (max ((ArdourCanvas::Coord) x, autoscroll_boundary.x0), autoscroll_boundary.x1);
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}
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y = min (max ((ArdourCanvas::Coord) y, autoscroll_boundary.y0), autoscroll_boundary.y1);
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// toplevel->translate_coordinates (*get_canvas_viewport(), x,
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// y, cx, cy);
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cx = x;
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cy = y;
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ArdourCanvas::Duple d = get_canvas()->window_to_canvas (ArdourCanvas::Duple (cx, cy));
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ev.x = d.x;
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ev.y = d.y;
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ev.state = mask;
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motion_handler (0, (GdkEvent*) &ev, true);
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} else {
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stop_canvas_autoscroll ();
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return false;
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}
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autoscroll_cnt++;
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return true; /* call me again */
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}
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void
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MidiCueEditor::start_canvas_autoscroll (bool allow_horiz, bool allow_vert, const ArdourCanvas::Rect& boundary)
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{
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if (!_session) {
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return;
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}
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stop_canvas_autoscroll ();
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autoscroll_horizontal_allowed = allow_horiz;
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autoscroll_vertical_allowed = allow_vert;
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autoscroll_boundary = boundary;
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/* do the first scroll right now
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*/
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autoscroll_canvas ();
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/* scroll again at very very roughly 30FPS */
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autoscroll_connection = Glib::signal_timeout().connect (sigc::mem_fun (*this, &MidiCueEditor::autoscroll_canvas), 30);
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}
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void
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MidiCueEditor::stop_canvas_autoscroll ()
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{
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autoscroll_connection.disconnect ();
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autoscroll_cnt = 0;
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}
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void
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MidiCueEditor::visual_changer (const VisualChange& vc)
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{
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/**
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* Changed first so the correct horizontal canvas position is calculated in
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* EditingContext::set_horizontal_position
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*/
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if (vc.pending & VisualChange::ZoomLevel) {
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set_samples_per_pixel (vc.samples_per_pixel);
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}
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if (vc.pending & VisualChange::TimeOrigin) {
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double new_time_origin = sample_to_pixel_unrounded (vc.time_origin);
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set_horizontal_position (new_time_origin);
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}
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if (vc.pending & VisualChange::YOrigin) {
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vertical_adjustment.set_value (vc.y_origin);
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}
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/**
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* Now the canvas is in the final state before render the canvas items that
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* support the Item::prepare_for_render interface can calculate the correct
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* item to visible canvas intersection.
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*/
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if (vc.pending & VisualChange::ZoomLevel) {
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on_samples_per_pixel_changed ();
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// update_tempo_based_rulers ();
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}
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if (!(vc.pending & VisualChange::ZoomLevel)) {
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/* If the canvas is not being zoomed then the canvas items will not change
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* and cause Item::prepare_for_render to be called so do it here manually.
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* Not ideal, but I can't think of a better solution atm.
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*/
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get_canvas()->prepare_for_render();
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}
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/* If we are only scrolling vertically there is no need to update these */
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if (vc.pending != VisualChange::YOrigin) {
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// XXX update_fixed_rulers ();
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// XXX redisplay_grid (true);
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}
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}
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