prevent scene names being cleared on scene launch
parent
0286bff543
commit
14872cad14
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@ -72,9 +72,6 @@ void ClipSelector::setState( int clipNum, GridLogic::State s )
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//cout << "ClipSelector::setState() t = " << ID << " clipNum = " << clipNum << " state = " << s << endl;
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//cout << "ClipSelector::setState() t = " << ID << " clipNum = " << clipNum << " state = " << s << endl;
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#endif
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#endif
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clips[clipNum].setState( s );
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clips[clipNum].setState( s );
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if ( s == GridLogic::STATE_EMPTY ) {
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clips[clipNum].setName("");
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}
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redraw();
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redraw();
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}
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}
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@ -249,6 +249,9 @@ void handleGuiEvents()
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gui->getTrack(ev.track)->getClipSelector()->setState( ev.scene, ev.state );
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gui->getTrack(ev.track)->getClipSelector()->setState( ev.scene, ev.state );
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if ( ev.state == GridLogic::STATE_RECORDING )
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if ( ev.state == GridLogic::STATE_RECORDING )
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gui->getTrack(ev.track)->getRadialStatus()->recording( true );
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gui->getTrack(ev.track)->getRadialStatus()->recording( true );
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else if ( ev.state == GridLogic::STATE_EMPTY )
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// reset clip name if clip gets cleared
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gui->getTrack(ev.track)->getClipSelector()->clips[ ev.scene ].setName("");
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else
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else
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gui->getTrack(ev.track)->getRadialStatus()->recording( false );
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gui->getTrack(ev.track)->getRadialStatus()->recording( false );
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}
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}
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