Fix several other cases where a single mouse click could cause several
(not nested) selection ops.
Fix missing selection memento for midi notes and midi commands.
Rename some variables.
Fix random style issues.
Idea here is for importing large multi-track MIDI files to be immediately
listenable upon play without tediously adding a ton of instrument plugins
manually.
combines selection related editor properties with the current editor selection.
The related editor properties are:
mouse mode,
zoom setting,
left frame of the canvas,
y origin of the canvas.
Selection state now includes region views (storing the underlying region id)
and time.
This patch also fixes a region mute undo bug.
No functional changes in this one (for easier auditing), but towards having
round up/down only if necessary modes, rather than kludging around that
situation with a double round as we do currently.
The idea here is that pasting several times to the same location doesn't make
sense. Instead, the paste is appended past the last paste, snapped to the
grid. This make it simple to replicate a given section a number of times,
simply by copying once and pasting several times.
This behaviour only appears when successive pastes are done to the same
location (whatever the edit point is). When the paste point changes, the
"multi-paste" state is reset.
Boots 'n cats 'n boots 'n cats.
Remove Canvas::Layout, use Canvas::Container for the same purpose, move child-rendering into Item::render_children() so that it
could theoretically be used by any derived type.
Dragging regions vertically does the quantization BUT speed control is lacking and the region ends up on
a track that is still invisible ... to be fixed as the sun rises.
Many more changes than I would typically like in a single commit, but this was all very intertwined.
Vertical scrolling using track-stepping still to follow.
Best guess right now is that optimization does something bad when ceil() is called twice on a very large dbl-precision number,
which results in a zero (empty) redraw area. Without the removal of the redundant ceil & floor functions, no expose events
would be delivered to the canvas in an optimized build during drags (and maybe more).