When changing Engine parameters, ardour first stops
the engine and only later when re-etablishing ports
unregisters/re-registers them.
ALSA: silently ignore port unregs and silently accept registrations
Dummy: print a PBD::info message,
* change API to hide unity/default value line
* allow to override vertical scroll [1]
* allow changing button event forwarding [2]
[1] override scrolling in track-headers
[2] dbl-click is needed for BarControllers -> switch to SpinBtn
but a plain Slider on a track-header should not forward
these events to the TAV (they may trigger name-edit)
* update reserve so that round corners don't overlap
* draw complete 1px outline
* add API to hide/show the unity line
* don't show unity line at either end
* allow to shrink when the font-scaling changes
* re-introduce static pattern cache
(cairo's cache is not nearly large enough for A3 + plugins)
* only use cairo_clip on rectangles (not arbitrary paths
-> major performance boost
* re-add fader pixel reserve
* fix mouse + scroll interaction
* fix unity line display (1px wider, brighten by 150%)
* cache text size
* fix various other issues and consistent whitespace
This reverts large parts of commit d439e93b1e.
Also some work towards tolerating automation controls with no automation list,
towards actually doing something for these cases, though not required just to
fix this crash (MidiTrack::set_parameter_automation_state() avoids those
paths).
IFF [xy]thickness is set > 2 for given Entry.
It seems gtk draws a base-color rectangle on
top, after clearlooks_draw_entry() is called.
This fills the complete area and voids previous
rounded rectangles in clearlooks_draw_entry().
setting [xy]thickness decreases the size of the
base rectangle.
see: https://github.com/fundamental/stoat
eventually more functions should be annotated, and
a common header file should be used to
#define REALTIME __attribute__((annotate("realtime")))
Always give ArdourButton a chance to handle Press or Release events if you override them.
This allows ArdourButtons to do the "Pressed" animation
And it now correctly eats the event so button clicks don't select the channelstrip.