Set tempo sections to the exact pulse when snapped to a musical grid.
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@ -3335,29 +3335,22 @@ TempoMarkerDrag::motion (GdkEvent* event, bool first_move)
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show_verbose_cursor_text (strs.str());
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} else if (_movable && !_real_section->locked_to_meter()) {
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TempoMap& map (_editor->session()->tempo_map());
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const bool was_music = _real_section->position_lock_style() == MusicTime;
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const framepos_t pf = adjusted_current_frame (event);
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TempoMap& map (_editor->session()->tempo_map());
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/* cop-out : we really should set the musical position of music-locked tempo sections here, which generally works well.
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The problem is that when the mouse pointer's motion causes the location of the beat to change in a more-or-less
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chaotic way when cross-dragging tempo sections (the beat the pointer is now above could have changed without any pointer motion).
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Until there is a way to deal with this, just pretend the tempo section is audio-locked.
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*/
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if (was_music) {
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_real_section->set_position_lock_style (AudioTime);
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/* snap to beat is -2, snap to bar is -3 (sorry) */
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int sub_num = _editor->get_grid_beat_divisions (0);
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if (_editor->snap_type() == SnapToBar) {
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sub_num = -3;
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} else if (_editor->snap_type() == SnapToBeat) {
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sub_num = -2;
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}
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map.gui_move_tempo (_real_section, pf);
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if (was_music) {
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_real_section->set_position_lock_style (MusicTime);
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}
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map.gui_move_tempo (_real_section, pf, _editor->get_grid_beat_divisions (0));
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show_verbose_cursor_time (_real_section->frame());
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}
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_marker->set_position (adjusted_current_frame (event, false));
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}
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@ -445,7 +445,7 @@ class LIBARDOUR_API TempoMap : public PBD::StatefulDestructible
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framepos_t framepos_minus_beats (framepos_t, Evoral::Beats) const;
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Evoral::Beats framewalk_to_beats (framepos_t pos, framecnt_t distance) const;
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void gui_move_tempo (TempoSection*, const framepos_t& frame);
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void gui_move_tempo (TempoSection*, const framepos_t& frame, const int& sub_num);
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void gui_move_meter (MeterSection*, const framepos_t& frame);
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bool gui_change_tempo (TempoSection*, const Tempo& bpm);
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void gui_dilate_tempo (TempoSection* tempo, const framepos_t& frame, const framepos_t& end_frame, const double& pulse);
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@ -2528,15 +2528,31 @@ TempoMap::predict_tempo_position (TempoSection* section, const BBT_Time& bbt)
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}
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void
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TempoMap::gui_move_tempo (TempoSection* ts, const framepos_t& frame)
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TempoMap::gui_move_tempo (TempoSection* ts, const framepos_t& frame, const int& sub_num)
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{
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Metrics future_map;
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if (ts->position_lock_style() == MusicTime) {
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{
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/* if we're snapping to a musical grid, set the pulse exactly instead of via the supplied frame. */
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Glib::Threads::RWLock::WriterLock lm (lock);
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TempoSection* tempo_copy = copy_metrics_and_point (_metrics, future_map, ts);
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const double pulse = pulse_at_frame_locked (future_map, frame);
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double beat = beat_at_frame_locked (future_map, frame);
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if (sub_num > 0) {
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beat = floor (beat) + (floor (((beat - floor (beat)) * (double) sub_num) + 0.5) / sub_num);
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} else if (sub_num == -2) {
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/* snap to beat */
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beat = floor (beat + 0.5);
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}
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double pulse = pulse_at_beat_locked (future_map, beat);
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if (sub_num == -3) {
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/* snap to bar */
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pulse = floor (pulse + 0.5);
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}
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if (solve_map_pulse (future_map, tempo_copy, pulse)) {
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solve_map_pulse (_metrics, ts, pulse);
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recompute_meters (_metrics);
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