#include <gtkmm/image.h>
#include <gtkmm/stock.h>
+
#include "global_port_matrix.h"
#include "utils.h"
#include "ardour/audioengine.h"
#include "ardour/port.h"
-#include "i18n.h"
+#include "pbd/i18n.h"
using namespace std;
using namespace ARDOUR;
+using namespace ARDOUR_UI_UTILS;
GlobalPortMatrix::GlobalPortMatrix (Gtk::Window* p, Session* s, DataType t)
: PortMatrix (p, s, t)
}
_ports[dim].suspend_signals ();
- _ports[dim].gather (_session, type(), dim == IN, false, show_only_bundles ());
+ _ports[dim].gather (_session, type(), dim == FLOW_IN, false, show_only_bundles ());
_ports[dim].resume_signals ();
}
return;
}
- Bundle::PortList const & in_ports = c[IN].bundle->channel_ports (c[IN].channel);
- Bundle::PortList const & out_ports = c[OUT].bundle->channel_ports (c[OUT].channel);
+ Bundle::PortList const & in_ports = c[FLOW_IN].bundle->channel_ports (c[FLOW_IN].channel);
+ Bundle::PortList const & out_ports = c[FLOW_OUT].bundle->channel_ports (c[FLOW_OUT].channel);
for (Bundle::PortList::const_iterator i = in_ports.begin(); i != in_ports.end(); ++i) {
for (Bundle::PortList::const_iterator j = out_ports.begin(); j != out_ports.end(); ++j) {
return PortMatrixNode::NOT_ASSOCIATED;
}
- Bundle::PortList const & in_ports = c[IN].bundle->channel_ports (c[IN].channel);
- Bundle::PortList const & out_ports = c[OUT].bundle->channel_ports (c[OUT].channel);
+ Bundle::PortList const & in_ports = c[FLOW_IN].bundle->channel_ports (c[FLOW_IN].channel);
+ Bundle::PortList const & out_ports = c[FLOW_OUT].bundle->channel_ports (c[FLOW_OUT].channel);
if (in_ports.empty() || out_ports.empty()) {
/* we're looking at a bundle with no parts associated with this channel,
so nothing to connect */
if (!p && !q) {
/* two non-Ardour ports; things are slightly more involved */
- /* XXX: is this the easiest way to do this? */
- /* XXX: isn't this very inefficient? */
+
+ /* get a port handle for one of them .. */
PortEngine::PortHandle ph = AudioEngine::instance()->port_engine().get_port_by_name (*i);
if (!ph) {
return PortMatrixNode::NOT_ASSOCIATED;
}
- if (AudioEngine::instance()->port_engine().connected (ph)) {
+ /* see if it is connected to the other one ... */
+
+ if (AudioEngine::instance()->port_engine().connected_to (ph, *j, false)) {
return PortMatrixNode::ASSOCIATED;
}