void MatrixResizer::handleLeftButtonPress(const MatrixMouseEvent *e) { MATRIX_DEBUG << "MatrixResizer::handleLeftButtonPress() : el = " << e->element << endl; if (!e->element) return; m_currentViewSegment = e->viewSegment; m_currentElement = e->element; // Add this element and allow movement // EventSelection* selection = m_scene->getSelection(); Event *event = m_currentElement->event(); if (selection) { EventSelection *newSelection; if ((e->modifiers & Qt::ShiftModifier) || selection->contains(event)) { newSelection = new EventSelection(*selection); } else { newSelection = new EventSelection(m_currentViewSegment->getSegment()); } newSelection->addEvent(event); m_scene->setSelection(newSelection, true); // m_mParentView->canvas()->update(); } else { m_scene->setSingleSelectedEvent(m_currentViewSegment, m_currentElement, true); // m_mParentView->canvas()->update(); } }
void MatrixMover::handleLeftButtonPress(const MatrixMouseEvent *e) { MATRIX_DEBUG << "MatrixMover::handleLeftButtonPress() : snapped time = " << e->snappedLeftTime << ", el = " << e->element << endl; if (!e->element) return; // Check the scene's current segment (apparently not necessarily the same // segment referred to by the scene's current view segment) for this event; // return if not found, indicating that this event is from some other, // non-active segment. // // I think notation just makes whatever segment active when you click an // event outside the active segment, and I think that's what this code // attempted to do too. I couldn't get that to work at all. This is better // than being able to click on non-active elements to create new events by // accident, and will probably fly. Especially since the multi-segment // matrix is new, and we're defining the terms of how it works. Segment *segment = m_scene->getCurrentSegment(); if (!segment) return; bool found = false; for (Segment::iterator i = segment->begin(); i != segment->end(); ++i) { if ((*i) == e->element->event()) found = true; } if (!found) { MATRIX_DEBUG << "Clicked element not owned by active segment. Returning..." << endl; return; } m_currentViewSegment = e->viewSegment; m_currentElement = e->element; m_clickSnappedLeftTime = e->snappedLeftTime; m_quickCopy = (e->modifiers & Qt::ControlModifier); if (!m_duplicateElements.empty()) { for (size_t i = 0; i < m_duplicateElements.size(); ++i) { delete m_duplicateElements[i]->event(); delete m_duplicateElements[i]; } m_duplicateElements.clear(); } // Add this element and allow movement // EventSelection* selection = m_scene->getSelection(); Event *event = m_currentElement->event(); if (selection) { EventSelection *newSelection; if ((e->modifiers & Qt::ShiftModifier) || selection->contains(event)) { newSelection = new EventSelection(*selection); } else { newSelection = new EventSelection(m_currentViewSegment->getSegment()); } // if the selection already contains the event, remove it from the // selection if shift is pressed if (selection->contains(event)) { if (e->modifiers & Qt::ShiftModifier) { newSelection->removeEvent(event); } } else { newSelection->addEvent(event); } m_scene->setSelection(newSelection, true); selection = newSelection; } else { m_scene->setSingleSelectedEvent(m_currentViewSegment, m_currentElement, true); } long velocity = m_widget->getCurrentVelocity(); event->get<Int>(BaseProperties::VELOCITY, velocity); long pitchOffset = m_currentViewSegment->getSegment().getTranspose(); long pitch = 60; event->get<Int>(BaseProperties::PITCH, pitch); // We used to m_scene->playNote() here, but the new concert pitch matrix was // playing chords the first time I clicked a note. Investigation with // KMidiMon revealed two notes firing nearly simultaneously, and with // segments of 0 transpose, they were simply identical to each other. One // of them came from here, and this was the one sounding at the wrong pitch // in transposed segments. I've simply removed it with no apparent ill side // effects, and a problem solved super cheap. m_lastPlayedPitch = pitch; if (m_quickCopy && selection) { for (EventSelection::eventcontainer::iterator i = selection->getSegmentEvents().begin(); i != selection->getSegmentEvents().end(); ++i) { MatrixElement *duplicate = new MatrixElement (m_scene, new Event(**i), m_widget->isDrumMode(), pitchOffset); m_duplicateElements.push_back(duplicate); } } }