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Set tempo sections to the exact pulse when snapped to a musical grid.

This commit is contained in:
nick_m 2016-06-12 00:42:43 +10:00
parent ec8a4de015
commit e973e39f06
3 changed files with 28 additions and 19 deletions

View File

@ -3335,29 +3335,22 @@ TempoMarkerDrag::motion (GdkEvent* event, bool first_move)
show_verbose_cursor_text (strs.str());
} else if (_movable && !_real_section->locked_to_meter()) {
TempoMap& map (_editor->session()->tempo_map());
const bool was_music = _real_section->position_lock_style() == MusicTime;
const framepos_t pf = adjusted_current_frame (event);
TempoMap& map (_editor->session()->tempo_map());
/* cop-out : we really should set the musical position of music-locked tempo sections here, which generally works well.
The problem is that when the mouse pointer's motion causes the location of the beat to change in a more-or-less
chaotic way when cross-dragging tempo sections (the beat the pointer is now above could have changed without any pointer motion).
Until there is a way to deal with this, just pretend the tempo section is audio-locked.
*/
if (was_music) {
_real_section->set_position_lock_style (AudioTime);
/* snap to beat is -2, snap to bar is -3 (sorry) */
int sub_num = _editor->get_grid_beat_divisions (0);
if (_editor->snap_type() == SnapToBar) {
sub_num = -3;
} else if (_editor->snap_type() == SnapToBeat) {
sub_num = -2;
}
map.gui_move_tempo (_real_section, pf);
if (was_music) {
_real_section->set_position_lock_style (MusicTime);
}
map.gui_move_tempo (_real_section, pf, _editor->get_grid_beat_divisions (0));
show_verbose_cursor_time (_real_section->frame());
}
_marker->set_position (adjusted_current_frame (event, false));
}

View File

@ -445,7 +445,7 @@ class LIBARDOUR_API TempoMap : public PBD::StatefulDestructible
framepos_t framepos_minus_beats (framepos_t, Evoral::Beats) const;
Evoral::Beats framewalk_to_beats (framepos_t pos, framecnt_t distance) const;
void gui_move_tempo (TempoSection*, const framepos_t& frame);
void gui_move_tempo (TempoSection*, const framepos_t& frame, const int& sub_num);
void gui_move_meter (MeterSection*, const framepos_t& frame);
bool gui_change_tempo (TempoSection*, const Tempo& bpm);
void gui_dilate_tempo (TempoSection* tempo, const framepos_t& frame, const framepos_t& end_frame, const double& pulse);

View File

@ -2528,15 +2528,31 @@ TempoMap::predict_tempo_position (TempoSection* section, const BBT_Time& bbt)
}
void
TempoMap::gui_move_tempo (TempoSection* ts, const framepos_t& frame)
TempoMap::gui_move_tempo (TempoSection* ts, const framepos_t& frame, const int& sub_num)
{
Metrics future_map;
if (ts->position_lock_style() == MusicTime) {
{
/* if we're snapping to a musical grid, set the pulse exactly instead of via the supplied frame. */
Glib::Threads::RWLock::WriterLock lm (lock);
TempoSection* tempo_copy = copy_metrics_and_point (_metrics, future_map, ts);
const double pulse = pulse_at_frame_locked (future_map, frame);
double beat = beat_at_frame_locked (future_map, frame);
if (sub_num > 0) {
beat = floor (beat) + (floor (((beat - floor (beat)) * (double) sub_num) + 0.5) / sub_num);
} else if (sub_num == -2) {
/* snap to beat */
beat = floor (beat + 0.5);
}
double pulse = pulse_at_beat_locked (future_map, beat);
if (sub_num == -3) {
/* snap to bar */
pulse = floor (pulse + 0.5);
}
if (solve_map_pulse (future_map, tempo_copy, pulse)) {
solve_map_pulse (_metrics, ts, pulse);
recompute_meters (_metrics);