From f4447733b466b9ba6f8f126e390a953d7a22a328 Mon Sep 17 00:00:00 2001 From: Paul Walker Date: Fri, 11 Jan 2019 16:44:05 -0500 Subject: [PATCH] Fix two menu reset problems As reported in #268, the menu reset i put was too heavy handed. Make it so it cant reset "Timbre and the like". As reported in #261, if you are in auto-name mode and remove your first mapping you shoudl change the name. Comment this since the logic required more than 10 seconds thought. --- src/common/gui/SurgeGUIEditor.cpp | 65 ++++++++++++++++++++++++++----- 1 file changed, 55 insertions(+), 10 deletions(-) diff --git a/src/common/gui/SurgeGUIEditor.cpp b/src/common/gui/SurgeGUIEditor.cpp index 49f42397b12..cd7e0821470 100644 --- a/src/common/gui/SurgeGUIEditor.cpp +++ b/src/common/gui/SurgeGUIEditor.cpp @@ -1320,6 +1320,9 @@ int32_t SurgeGUIEditor::controlModifierClicked(CControl* control, CButtonState b } long tag = control->getTag(); + int firstEIDForFirstClear = -1; + std::vector< std::string > clearControlTargetNames; + if (button & kDoubleClick) button |= kControl; @@ -1475,8 +1478,11 @@ int32_t SurgeGUIEditor::controlModifierClicked(CControl* control, CButtonState b synth->storage.getPatch().param_ptr[md]->get_full_name(), synth->getModDepth(md, modsource)); clear_md[md] = eid; - contextMenu->addEntry(tmptxt, eid++); + if (firstEIDForFirstClear < 0) + firstEIDForFirstClear = eid; + clearControlTargetNames.push_back(synth->storage.getPatch().param_ptr[md]->get_name()); + contextMenu->addEntry(tmptxt, eid++); n_md++; } } @@ -1584,15 +1590,17 @@ int32_t SurgeGUIEditor::controlModifierClicked(CControl* control, CButtonState b refresh_mod(); // Also blank out the name and rebuild the UI - synth->storage.getPatch().CustomControllerLabel[ccid][0] = '-'; - synth->storage.getPatch().CustomControllerLabel[ccid][1] = 0; - ((CModulationSourceButton*)control) - ->setlabel(synth->storage.getPatch().CustomControllerLabel[ccid]); - - control->setDirty(); - control->invalid(); - - synth->updateDisplay(); + if (within_range(ms_ctrl1, modsource, ms_ctrl1 + n_customcontrollers - 1)) + { + synth->storage.getPatch().CustomControllerLabel[ccid][0] = '-'; + synth->storage.getPatch().CustomControllerLabel[ccid][1] = 0; + ((CModulationSourceButton*)control) + ->setlabel(synth->storage.getPatch().CustomControllerLabel[ccid]); + control->setDirty(); + control->invalid(); + + synth->updateDisplay(); + } } else if (command == id_learnctrl) { @@ -1644,10 +1652,47 @@ int32_t SurgeGUIEditor::controlModifierClicked(CControl* control, CButtonState b } for (int md = 0; md < n_total_md; md++) { + /* In the case where you have modulations like "Attack", "Pitch" and "Release" the default name + of the modulation will be "Attack". So if you clear "Attack" you and you haven't renamed + you want to change the name to "Pitch". But you have to do quite a bit of work to recreate what + the next parameter short name is and comapre it in the same way it is done. So that's + what this splat of code does. + */ if (clear_md[md] == command) { + bool resetName = false; // Should I reset the name? + std::string newName = ""; // And to what? + + if (clear_md[md]==firstEIDForFirstClear) + { + if (strncmp(synth->storage.getPatch().CustomControllerLabel[ccid], + clearControlTargetNames[0].c_str(), + 15) == 0 ) + { + // So my modulator is named after my short name. I haven't been renamed. So I want to + // reset at least to "-" unless someone is after me + resetName = true; + newName = "-"; + if (clearControlTargetNames.size() > 1) + newName = clearControlTargetNames[1]; + } + } + synth->clearModulation(md, modsource); refresh_mod(); + + if (resetName) + { + // And this is where we apply the name refresh, of course. + strncpy(synth->storage.getPatch().CustomControllerLabel[ccid], newName.c_str(), 15); + synth->storage.getPatch().CustomControllerLabel[ccid][ 15 ] = 0; + ((CModulationSourceButton*)control) + ->setlabel(synth->storage.getPatch().CustomControllerLabel[ccid]); + control->setDirty(); + control->invalid(); + synth->updateDisplay(); + } + } } }