Real p = Staff_symbol_referencer::get_position (head);
Interval y ((p - 1) * 0.5 * staff_space,
Real p = Staff_symbol_referencer::get_position (head);
Interval y ((p - 1) * 0.5 * staff_space,
stem_end_position = stem->extent (stem, Y_AXIS)[get_grob_direction (stem)];
else
// May want to change this to the stem's pure height...
stem_end_position = stem->extent (stem, Y_AXIS)[get_grob_direction (stem)];
else
// May want to change this to the stem's pure height...
- /* todo: the horizon_padding is somewhat arbitrary */
- chord_outlines_[key] = Skyline (boxes, details_.skyline_padding_, Y_AXIS, -dir);
+ chord_outlines_[key] = Skyline (boxes, Y_AXIS, -dir).padded (details_.skyline_padding_);
if (bounds[0]->break_status_dir ())
{
Interval iv (Axis_group_interface::staff_extent (bounds[0], x_refpoint_, X_AXIS, y_refpoint_, Y_AXIS));
if (bounds[0]->break_status_dir ())
{
Interval iv (Axis_group_interface::staff_extent (bounds[0], x_refpoint_, X_AXIS, y_refpoint_, Y_AXIS));
if (head_positions_slice (columns[LEFT]).contains (pos)
|| head_positions_slice (columns[RIGHT]).contains (pos)
|| within_staff)
if (head_positions_slice (columns[LEFT]).contains (pos)
|| head_positions_slice (columns[RIGHT]).contains (pos)
|| within_staff)
Real top_y = tip_y + conf->dir_ * height;
Real top_pos = 2 * top_y / details_.staff_space_;
Real round_top_pos = rint (top_pos);
Real top_y = tip_y + conf->dir_ * height;
Real top_pos = 2 * top_y / details_.staff_space_;
Real round_top_pos = rint (top_pos);
if (Staff_symbol_referencer::on_line (details_.staff_symbol_referencer_,
int (round_top_pos))
&& staff_span[UP] * 0.5 > top_y)
if (Staff_symbol_referencer::on_line (details_.staff_symbol_referencer_,
int (round_top_pos))
&& staff_span[UP] * 0.5 > top_y)