inspiration.
*/
vector<Column_x_positions>
-Gourlay_breaking::do_solve () const
+Gourlay_breaking::solve ()
{
vector<Break_node> optimal_paths;
vector<Grob*> all
= pscore_->root_system ()->columns ();
- vector<int> breaks = find_break_indices ();
+ vector<int> breaks = pscore_->find_break_indices ();
Break_node first_node;
optimal_paths.push_back (first_node);
bool ragged_right = to_boolean (pscore_->layout ()->c_variable ("ragged-right"));
- bool ragged_last = to_boolean (pscore_->layout ()->c_variable ("raggedlast"));
+ bool ragged_last = to_boolean (pscore_->layout ()->c_variable ("ragged-last"));
Real worst_force = 0.0;
for (vsize break_idx = 1; break_idx < breaks.size (); break_idx++)