#include "canvas-simplerect.h"
#include "canvas-curve.h"
#include "crossfade_view.h"
+#include "global_signals.h"
#include "gui_thread.h"
#include "rgb_macros.h"
#include "audio_time_axis.h"
: TimeAxisViewItem ("xfade" /*xf.name()*/, *parent, tv, spu, basic_color, xf->position(),
- xf->length(), false, TimeAxisViewItem::Visibility (TimeAxisViewItem::ShowFrame)),
+ xf->length(), false, false, TimeAxisViewItem::Visibility (TimeAxisViewItem::ShowFrame)),
crossfade (xf),
left_view (lview),
- right_view (rview)
-
+ right_view (rview),
+ _all_in_view (false)
{
_valid = true;
_visible = true;
fade_out->property_fill_color_rgba() = ARDOUR_UI::config()->canvasvar_CrossfadeLine.get();
fade_out->property_width_pixels() = 1;
- set_height (get_time_axis_view().current_height());
-
/* no frame around the xfade or overlap rects */
frame->property_outline_what() = 0;
/* never show the vestigial frame */
-
vestigial_frame->hide();
show_vestigial = false;
crossfade_changed (all_crossfade_properties);
crossfade->PropertyChanged.connect (*this, invalidator (*this), ui_bind (&CrossfadeView::crossfade_changed, this, _1), gui_context());
+ crossfade->FadesChanged.connect (*this, invalidator (*this), ui_bind (&CrossfadeView::crossfade_fades_changed, this), gui_context());
ColorsChanged.connect (sigc::mem_fun (*this, &CrossfadeView::color_handler));
}
}
void
-CrossfadeView::set_height (double height)
+CrossfadeView::set_height (double h)
{
- double h = 0;
- if (height <= TimeAxisView::hSmaller) {
- h = height - 3;
- } else {
- h = height - NAME_HIGHLIGHT_SIZE - 3;
+ if (h > TimeAxisView::preset_height (HeightSmall)) {
+ h -= NAME_HIGHLIGHT_SIZE;
}
TimeAxisViewItem::set_height (h);
- _height = h;
redraw_curves ();
}
}
}
+/** Set up our fade_in and fade_out curves to contain points for the currently visible portion
+ * of the crossfade.
+ */
void
CrossfadeView::redraw_curves ()
{
- Points* points;
- int32_t npoints;
- float* vec;
-
if (!crossfade->following_overlap()) {
/* curves should not be visible */
fade_in->hide ();
return;
}
- npoints = get_time_axis_view().editor().frame_to_pixel (crossfade->length());
- // npoints = std::min (gdk_screen_width(), npoints);
+ PublicEditor& editor = get_time_axis_view().editor ();
+
+ framepos_t const editor_left = editor.leftmost_position ();
+ framepos_t const editor_right = editor_left + editor.current_page_frames ();
+ framepos_t const xfade_left = crossfade->position ();
+ framepos_t const xfade_right = xfade_left + crossfade->length ();
+
+ /* Work out the range of our frames that are visible */
+ framepos_t const min_frames = std::max (editor_left, xfade_left);
+ framepos_t const max_frames = std::min (editor_right, xfade_right);
+ _all_in_view = (editor_left <= xfade_left && editor_right >= xfade_right);
+
+ /* Hence the number of points that we will render */
+ int32_t const npoints = editor.frame_to_pixel (max_frames - min_frames);
+
if (!_visible || !crossfade->active() || npoints < 3) {
fade_in->hide();
fade_out->hide();
fade_out->show();
}
- points = get_canvas_points ("xfade edit redraw", npoints);
- vec = new float[npoints];
+ Points* points = get_canvas_points ("xfade edit redraw", npoints);
+ float* vec = new float[npoints];
+
+ crossfade->fade_in().curve().get_vector (min_frames - crossfade->position(), max_frames - crossfade->position(), vec, npoints);
- crossfade->fade_in().curve().get_vector (0, crossfade->length(), vec, npoints);
+ /* Work out the offset from the start of the crossfade to the visible part, in pixels */
+ double xoff = 0;
+ if (crossfade->position() < editor.leftmost_position()) {
+ xoff = editor.frame_to_pixel (min_frames) - editor.frame_to_pixel (crossfade->position ());
+ }
for (int i = 0, pci = 0; i < npoints; ++i) {
Art::Point &p = (*points)[pci++];
- p.set_x(i);
- p.set_y(2.0 + _height - (_height * vec[i]));
+ p.set_x (xoff + i + 1);
+ p.set_y (_height - ((_height - 2) * vec[i]));
}
+
fade_in->property_points() = *points;
- crossfade->fade_out().curve().get_vector (0, crossfade->length(), vec, npoints);
+ crossfade->fade_out().curve().get_vector (min_frames - crossfade->position(), max_frames - crossfade->position(), vec, npoints);
+
for (int i = 0, pci = 0; i < npoints; ++i) {
Art::Point &p = (*points)[pci++];
- p.set_x(i);
- p.set_y(2.0 + _height - (_height * vec[i]));
+ p.set_x (xoff + i + 1);
+ p.set_y (_height - ((_height - 2) * vec[i]));
}
+
fade_out->property_points() = *points;
delete [] vec;
void
CrossfadeView::show ()
{
- group->show();
_visible = true;
+ group->show();
+ redraw_curves ();
}
void
group->hide();
}
+void
+CrossfadeView::crossfade_fades_changed ()
+{
+ redraw_curves ();
+}
+
+void
+CrossfadeView::horizontal_position_changed ()
+{
+ /* If the crossfade curves are entirely within the editor's visible space, there is
+ no need to redraw them here as they will be completely drawn (as distinct from
+ the other case where the horizontal position change will uncover `undrawn'
+ sections).
+ */
+
+ if (!_all_in_view) {
+ redraw_curves ();
+ }
+}