Drag/Drop work-around midi note bleeding
During DnD, the region uses the 'old/current' midi_stream_view()'s range and its position/height calculation. Ideally DnD would decouple the midi_stream_view() for the region(s) being dragged and set it to the target's range (or in case of the drop-zone, FullRange). but I don't see how this can be done without major rework. For now, just prevent visual bleeding of events in case the target-track is smaller.
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@ -1498,6 +1498,21 @@ MidiRegionView::apply_note_range (uint8_t min, uint8_t max, bool force)
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const double y0 = 1. + floor (midi_stream_view()->note_to_y(note->note()));
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const double y1 = y0 + std::max(1., floor(midi_stream_view()->note_height()) - 1.);
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if (y0 < 0 || y1 >= _height) {
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/* During DnD, the region uses the 'old/current'
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* midi_stream_view()'s range and its position/height calculation.
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*
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* Ideally DnD would decouple the midi_stream_view() for the
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* region(s) being dragged and set it to the target's range
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* (or in case of the drop-zone, FullRange).
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* but I don't see how this can be done without major rework.
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*
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* For now, just prevent visual bleeding of events in case
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* the target-track is smaller.
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*/
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event->hide();
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continue;
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}
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cnote->set_y0 (y0);
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cnote->set_y1 (y1);
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@ -1754,6 +1769,13 @@ MidiRegionView::update_hit (Hit* ev, bool update_ghost_regions)
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const double diamond_size = std::max(1., floor(midi_stream_view()->note_height()) - 2.);
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const double y = 1.5 + floor(midi_stream_view()->note_to_y(note->note())) + diamond_size * .5;
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// see DnD note in MidiRegionView::apply_note_range() above
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if (y <= 0 || y >= _height) {
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ev->hide();
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} else {
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ev->show();
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}
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ev->set_position (ArdourCanvas::Duple (x, y));
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ev->set_height (diamond_size);
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