};
Location (Session &);
- Location (Session &, framepos_t, framepos_t, const std::string &, Flags bits = Flags(0));
+ Location (Session &, framepos_t, framepos_t, const std::string &, Flags bits = Flags(0), const uint32_t sub_num = 0);
Location (const Location& other);
Location (Session &, const XMLNode&);
Location* operator= (const Location& other);
framepos_t end() const { return _end; }
framecnt_t length() const { return _end - _start; }
- int set_start (framepos_t s, bool force = false, bool allow_bbt_recompute = true);
- int set_end (framepos_t e, bool force = false, bool allow_bbt_recompute = true);
- int set (framepos_t start, framepos_t end, bool allow_bbt_recompute = true);
+ int set_start (framepos_t s, bool force = false, bool allow_beat_recompute = true, const uint32_t sub_num = 0);
+ int set_end (framepos_t e, bool force = false, bool allow_beat_recompute = true, const uint32_t sub_num = 0);
+ int set (framepos_t start, framepos_t end, bool allow_beat_recompute = true, const uint32_t sub_num = 0);
- int move_to (framepos_t pos);
+ int move_to (framepos_t pos, const uint32_t sub_num);
const std::string& name() const { return _name; }
void set_name (const std::string &str);
PositionLockStyle position_lock_style() const { return _position_lock_style; }
void set_position_lock_style (PositionLockStyle ps);
- void recompute_frames_from_bbt ();
+ void recompute_frames_from_beat ();
static PBD::Signal0<void> scene_changed; /* for use by backend scene change management, class level */
PBD::Signal0<void> SceneChangeChanged; /* for use by objects interested in this object */
private:
std::string _name;
framepos_t _start;
- double _bbt_start;
+ double _start_beat;
framepos_t _end;
- double _bbt_end;
+ double _end_beat;
Flags _flags;
bool _locked;
PositionLockStyle _position_lock_style;
void set_mark (bool yn);
bool set_flag_internal (bool yn, Flags flag);
- void recompute_bbt_from_frames ();
+ void recompute_beat_from_frames (const uint32_t sub_num);
};
/** A collection of session locations including unique dedicated locations (loop, punch, etc) */