Quit using FLTK's weird DND system for inter-track drags.
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84a2bdcb17
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@ -142,21 +142,10 @@ Audio_Sequence::handle ( int m )
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{
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{
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switch ( m )
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switch ( m )
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{
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{
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case FL_DND_DRAG:
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return Sequence::handle( m ) | 1;
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/* case FL_DND_ENTER: */
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/* case FL_DND_LEAVE: */
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case FL_DND_RELEASE:
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return 1;
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case FL_PASTE:
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case FL_PASTE:
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{
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{
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const char *text = Fl::event_text();
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const char *text = Fl::event_text();
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if ( ! strcmp( text, "Region" ) )
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if ( ! strcmp( text, "Region" ) )
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return 1;
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return 1;
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@ -407,7 +407,6 @@ Region::handle ( int m )
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break;
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break;
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}
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}
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case FL_RELEASE:
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case FL_RELEASE:
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{
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{
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Sequence_Widget::handle( m );
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Sequence_Widget::handle( m );
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@ -466,19 +465,22 @@ Region::handle ( int m )
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}
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}
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}
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}
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/* track jumping */
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/* track jumping */
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if ( ! selected() )
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if ( ! selected() )
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{
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{
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if ( Y > y() + h() )
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if ( Y > y() + h() || Y < y() )
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{
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{
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Fl::copy( class_name(), strlen( class_name() ), 0 );
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printf( "wants to jump tracks\n" );
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Fl::dnd();
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}
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Track *t = timeline->track_under( Y );
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else
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if ( Y < y() )
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fl_cursor( (Fl_Cursor)1 );
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{
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Fl::copy( class_name(), strlen( class_name() ), 0 );
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if ( t )
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Fl::dnd();
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t->handle( FL_ENTER );
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return 0;
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}
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}
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}
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}
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@ -255,20 +255,28 @@ Sequence::handle ( int m )
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switch ( m )
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switch ( m )
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{
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{
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case FL_FOCUS:
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case FL_FOCUS:
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return 1;
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case FL_UNFOCUS:
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case FL_UNFOCUS:
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case FL_LEAVE:
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case FL_DND_DRAG:
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return 1;
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return 1;
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case FL_ENTER:
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case FL_ENTER:
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case FL_LEAVE:
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if ( Sequence_Widget::pushed() )
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return 1;
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case FL_DND_ENTER:
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printf( "enter\n" );
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if ( Sequence_Widget::pushed() && Sequence_Widget::pushed()->track()->class_name() == class_name() )
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{
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{
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if ( Sequence_Widget::pushed()->track()->class_name() == class_name() )
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{
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/* accept objects dragged from other sequences of this type */
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add( Sequence_Widget::pushed() );
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add( Sequence_Widget::pushed() );
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redraw();
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redraw();
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fl_cursor( FL_CURSOR_MOVE );
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}
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}
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else
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fl_cursor( (Fl_Cursor)1 );
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}
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case FL_DND_ENTER:
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case FL_DND_LEAVE:
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case FL_DND_LEAVE:
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case FL_DND_RELEASE:
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return 1;
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return 1;
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case FL_MOVE:
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case FL_MOVE:
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{
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{
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@ -854,6 +854,22 @@ Timeline::select_none ( void )
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Sequence_Widget::select_none();
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Sequence_Widget::select_none();
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}
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}
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/** An unfortunate necessity for implementing our own DND aside from
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* the (bogus) native FLTK system */
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Track *
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Timeline::track_under ( int Y )
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{
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for ( int i = tracks->children(); i-- ; )
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{
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Track *t = (Track*)tracks->child( i );
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if ( ! ( t->y() > Y || t->y() + t->h() < Y ) )
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return t;
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}
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}
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int
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int
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Timeline::handle ( int m )
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Timeline::handle ( int m )
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{
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{
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@ -160,6 +160,7 @@ public:
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static void update_cb ( void *arg );
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static void update_cb ( void *arg );
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void select( const Rectangle &r );
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void select( const Rectangle &r );
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Track * track_under ( int Y );
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void delete_selected ( void );
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void delete_selected ( void );
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