Timeline: Add blinker to indicate that one or more sequence widgets is selected.
Conflicts: Timeline/TLE.fl
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@ -163,7 +163,7 @@ public:
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virtual Sequence_Widget *clone ( void ) const = 0;
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bool selected ( void ) const;
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int nselected ( void ) const
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static int nselected ( void )
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{ return _selection.size(); }
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void select ( void );
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void deselect ( void );
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@ -131,8 +131,7 @@ if ( Project::open() )
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update_menu();
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project_name->redraw();} {selected
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}
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project_name->redraw();} {}
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}
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Function {run()} {} {
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code {update_menu();
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@ -683,6 +682,12 @@ ab.run();}
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code0 {\#include "FL/Fl_Blinker.H"}
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class Fl_Blinker
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}
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Fl_Button selected_blinker {
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label SEL
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xywh {695 50 50 15} box ROUNDED_BOX down_box ROUNDED_BOX color 13 selection_color 5 labelfont 2 labelcolor 39 deactivate
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code0 {\#include "FL/Fl_Blinker.H"}
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class Fl_Blinker
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}
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Fl_Box stats_box {
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label {<stats>}
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xywh {810 1 215 21} labelsize 13 labelcolor 53 align 88
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@ -789,7 +794,9 @@ if ( engine->zombified() && ! zombie )
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solo_blinker->value( Track::soloing() );
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rec_blinker->value( transport->rolling && transport->rec_enabled() );
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lash_blinker->value( lash->enabled() );} {}
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lash_blinker->value( lash->enabled() );
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selected_blinker->value( timeline->nselected() );} {selected
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}
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}
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Function {update_cb( void *v )} {open private return_type {static void}
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} {
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@ -1129,6 +1129,12 @@ Timeline::select_none ( void )
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Sequence_Widget::select_none();
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}
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int
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Timeline::nselected ( void ) const
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{
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return Sequence_Widget::nselected();
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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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@ -185,7 +185,7 @@ public:
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void select( const Rectangle &r );
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Track * track_under ( int Y );
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int nselected ( void ) const;
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void delete_selected ( void );
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void select_none ( void );
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