track;
track = track->next)
{
+ if( track->is_hidden() ) continue;
int y = track->y_pixel - mwindow->edl->local_session->track_start[pane->number];
int h = track->vertical_span(mwindow->theme);
if(cursor_y >= y && cursor_y < y + h)
}
break;
case Tracks::RECORD:
- if(track->record != new_status)
+ if(track->armed != new_status)
{
- track->record = new_status;
+ track->armed = new_status;
update_gui = 1;
}
break;
case Tracks::GANG:
- if(track->gang != new_status)
+ if(track->ganged != new_status)
{
- track->gang = new_status;
+ track->ganged = new_status;
update_gui = 1;
}
break;
// Every patch has a GUI regardless of whether or not it is visible.
// Make sure GUI's are allocated for every patch and deleted for non-existant
// patches.
- for(Track *current = mwindow->edl->tracks->first;
- current;
- current = NEXT, patch_count++)
+ for(Track *current = mwindow->edl->tracks->first; current; current = NEXT)
{
+ if( current->is_hidden() ) continue;
PatchGUI *patchgui = 0;
int y = current->y_pixel;
y -= mwindow->edl->local_session->track_start[pane->number];
patches.append(patchgui);
patchgui->create_objects();
}
+ ++patch_count;
}
while(patches.total > patch_count)
current = NEXT)
{
if(current->data_type == data_type &&
- current->gang &&
- current->record &&
+ current->armed_gang(skip) &&
+ current->is_armed() &&
current != skip)
{
FloatAutos *fade_autos = (FloatAutos*)current->automation->autos[AUTOMATION_FADE];
void PatchBay::synchronize_nudge(int64_t value, Track *skip)
{
- for(Track *current = mwindow->edl->tracks->first;
- current;
- current = NEXT)
- {
- if(current->data_type == skip->data_type &&
- current->gang &&
- current->record &&
- current != skip)
- {
+ Track *current = mwindow->edl->tracks->first;
+ for( ; current; current = NEXT ) {
+ if( current->data_type == skip->data_type &&
+ current->armed_gang(skip) && current->is_armed() &&
+ current != skip ) {
current->nudge = value;
PatchGUI *patch = get_patch_of(current);
if(patch) patch->update(patch->x, patch->y);