#include "directional-element-interface.hh"
#include "molecule.hh"
#include "bezier-bow.hh"
+#include "stem.hh"
void
Tie::set_head (Direction d, Item * head_l)
Direction
Tie::get_default_dir () const
{
+ Stem * sl = head(LEFT) ? head (LEFT)->stem_l () :0;
+ Stem * sr = head(RIGHT) ? head (RIGHT)->stem_l () :0;
+
+ if (sl && directional_element (sl).get () == UP
+ && sr && directional_element (sr).get () == UP)
+ return DOWN;
+ else
+ return UP;
+
+#if 0
Real p1 = Staff_symbol_referencer_interface (head (LEFT)).position_f () ;
Real p2 = Staff_symbol_referencer_interface (head (RIGHT)).position_f () ;
*/
Direction neutral_dir = (Direction)(int)paper_l ()->get_var ("stem_default_neutral_direction");
return (m == 0) ? other_dir (neutral_dir) : (m < 0) ? DOWN : UP;
+#endif
}
void
return;
}
+ if (!directional_element (this).get ())
+ directional_element (this).set (get_default_dir ());
+
Real staff_space = paper_l ()->get_var ("interline");
Real half_staff_space = staff_space / 2;
Real x_gap_f = paper_l ()->get_var ("tie_x_gap");
Molecule*
Tie::do_brew_molecule_p () const
{
- Real thick = paper_l ()->get_var ("slur_thickness");
+ Real thick = paper_l ()->get_var ("tie_thickness");
Bezier one = get_curve ();
Molecule a;