app: migrate all engine access to the C ABI facade (nm U _ZN5olive = 0)
Every app module now reaches liboakengine exclusively through oakengine_* C calls, EngineEventBridge subscriptions and app-side handle headers (cliphandle/keyframehandle/nodevaluehandle/oakvaluehelper). Direct C++ command construction, engine signal connect()s, and engine type usage in MOC-visible signatures are gone: 557 -> 0 undefined olive:: symbols in oak-editor.
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@@ -21,6 +21,9 @@
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#include "multicamdisplay.h"
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#include "oakengine/display.h"
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#include "oakengine/node.h"
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namespace olive
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{
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@@ -45,15 +48,20 @@ void MulticamDisplay::on_paint()
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p.setBrush(Qt::NoBrush);
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int rows, cols;
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node_->get_rows_and_columns(&rows, &cols);
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oakengine_multicam_get_rows_and_columns(
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oakengine_multicam_get_source_count(
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reinterpret_cast<OakEngineNode *>(node_)),
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&rows, &cols);
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int multi = std::max(rows, cols);
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int cell_width = width() / multi;
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int cell_height = height() / multi;
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int col, row;
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node_->index_to_row_cols(node_->get_current_source(), rows, cols, &row,
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&col);
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int current_source = oakengine_multicam_get_current_source(
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reinterpret_cast<OakEngineNode *>(node_));
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oakengine_multicam_index_to_row_cols(
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current_source, rows, cols, &row, &col);
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QRect r(cell_width * col, cell_height * row, cell_width, cell_height);
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p.drawRect(generate_world_transform().mapRect(r));
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@@ -70,10 +78,13 @@ TexturePtr MulticamDisplay::load_custom_texture_from_frame(const QVariant &v)
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if (v.canConvert<QVector<TexturePtr>>()) {
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QVector<TexturePtr> tex = v.value<QVector<TexturePtr>>();
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TexturePtr main = renderer()->create_texture(this->get_viewport_params());
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TexturePtr main;
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const VideoParams main_params = this->get_viewport_params();
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oakengine_display_renderer_create_texture(renderer(), &main_params,
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nullptr, 0, &main);
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int rows, cols;
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MultiCamNode::get_rows_and_columns(tex.size(), &rows, &cols);
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oakengine_multicam_get_rows_and_columns(tex.size(), &rows, &cols);
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if (shader_.isNull() || rows_ != rows || cols_ != cols) {
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if (!shader_.isNull()) {
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@@ -91,7 +102,7 @@ TexturePtr MulticamDisplay::load_custom_texture_from_frame(const QVariant &v)
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for (int i = 0; i < tex.size(); i++) {
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int c, r;
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MultiCamNode::index_to_row_cols(i, rows, cols, &r, &c);
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oakengine_multicam_index_to_row_cols(i, rows, cols, &r, &c);
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job.insert(QStringLiteral("tex_%1_%2")
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.arg(QString::number(r), QString::number(c)),
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NodeValue(NodeValue::k_texture, tex.at(i)));
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