static void
set_column_rods (vector<Grob *> const &cols, Real padding)
{
- /* distances[i] will be the minimum distance between column i and column i+1 */
- vector<Real> distances;
+ /* distances[i] will be the distance betwen cols[i-1] and cols[i]
+ when each column is placed as far to the left as possible. */
+ vector<Real> distances (cols.size ());
for (vsize i = 1; i < cols.size (); i++)
{
- assert (distances.size () == i - 1);
-
Item *r = dynamic_cast<Item *> (cols[i]);
Item *rb = r->find_prebroken_piece (LEFT);
if (Separation_item::is_empty (r) && (!rb || Separation_item::is_empty (rb)))
- {
- distances.push_back (0);
- continue;
- }
+ continue;
Skyline_pair *skys = Skyline_pair::unsmob (r->get_property ("horizontal-skylines"));
- Real right_stickout = skys ? (*skys)[LEFT].max_height () : 0.0;
- /* min rather than max because right-stickout will be negative if the right-hand column
+ /* min rather than max because stickout_i will be negative if the right-hand column
sticks out a lot to the left */
- right_stickout = min (right_stickout,
- Separation_item::conditional_skyline (r, cols[i - 1]).max_height ());
+ Real stickout_i = min (skys ? (*skys)[LEFT].max_height () : 0.0,
+ Separation_item::conditional_skyline (r, cols[i - 1]).max_height ());
- Drul_array<Item *> r_cols (r, rb);
- Drul_array<Real> cur_dist (0.0, 0.0);
+ Real prev_distances = 0.0;
/* This is an inner loop and hence it is potentially quadratic. However, we only continue
as long as there is a rod to insert. Therefore, this loop will usually only execute
Item *l = dynamic_cast<Item *> (cols[j]);
Item *lb = l->find_prebroken_piece (RIGHT);
Skyline_pair *skys = Skyline_pair::unsmob (l->get_property ("horizontal-skylines"));
- Real left_stickout = skys ? (*skys)[RIGHT].max_height () : 0.0;
- bool done = true;
-
- for (LEFT_and_RIGHT (d))
- {
- if (j < i - 1)
- cur_dist[d] += distances[j];
-
- Item *r_col = r_cols[d];
- bool touches = right_stickout - left_stickout + cur_dist[d] < 0.0;
- Real dist = 0.0;
+ Real stickout_j = skys ? (*skys)[RIGHT].max_height () : 0.0;
- /* we set a distance for the line-starter column even if its non-broken counterpart
- doesn't touch the right column. */
- if (lb)
- Separation_item::set_distance (lb, r_col, padding);
+ bool touches = stickout_i - stickout_j + prev_distances + distances[i] < 0.0;
+ Real dist = 0.0;
- if (touches || j == i - 1)
- dist = Separation_item::set_distance (l, r_col, padding);
-
- if (j == i - 1 && d == LEFT)
- distances.push_back (dist);
-
- if (j == i - 1)
- cur_dist[d] = distances[j];
-
- cur_dist[d] = max (cur_dist[d], dist);
- done = done && !touches;
-
- if (!rb)
- break;
+ if (touches || j == i - 1)
+ {
+ dist = Separation_item::set_distance (l, r, padding);
+ if (rb)
+ Separation_item::set_distance (l, rb, padding);
}
+ distances[i] = max (distances[i], dist - prev_distances);
+
+ /* we set a distance for the line-starter column even if its non-broken counterpart
+ doesn't touch the right column. */
+ if (lb)
+ Separation_item::set_distance (lb, r, padding);
+ if (lb && rb)
+ Separation_item::set_distance (lb, rb, padding);
+ prev_distances += distances[j];
/* we need the empty check for gregorian notation, where there are a lot of
extraneous paper-columns that we need to skip over */
- if (done && !Separation_item::is_empty (l))
+ if (!touches && !Separation_item::is_empty (l))
break;
}
}