Simplify grid next/prev logic
Round[Up/Down]Always does not need an offset to avoid snapping to the same position.
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@ -7817,11 +7817,8 @@ Editor::playhead_forward_to_grid ()
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_session->request_locate (0);
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}
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} else {
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if (pos < timepos_t::max (pos.time_domain()).earlier (timepos_t (samplepos_t (3)))) {
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pos += timepos_t (samplepos_t (2));
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pos = snap_to_grid (pos, Temporal::RoundUpAlways, SnapToGrid_Scaled);
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_session->request_locate (pos.samples());
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}
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pos = snap_to_grid (pos, Temporal::RoundUpAlways, SnapToGrid_Scaled);
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_session->request_locate (pos.samples());
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}
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/* keep PH visible in window */
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@ -7849,12 +7846,10 @@ Editor::playhead_backward_to_grid ()
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_session->request_locate (0);
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}
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} else {
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if (pos.samples() > 2) {
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pos.shift_earlier (timepos_t (samplepos_t (2)));
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pos = snap_to_grid (pos, Temporal::RoundDownAlways, SnapToGrid_Scaled);
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} else {
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pos = timepos_t (samplepos_t (0));
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if (pos.samples() == 0) {
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return;
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}
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pos = snap_to_grid (pos, Temporal::RoundDownAlways, SnapToGrid_Scaled);
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/* handle the case where we are rolling, and we're less than one-half second past the mark,
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* we want to go to the prior mark...
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