architecture: move loop modes to clips
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+12
-2
@@ -21,6 +21,7 @@
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#include "traverser.h"
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#include "node.h"
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#include "node/block/clip/clip.h"
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#include "render/job/footagejob.h"
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#include "render/rendermanager.h"
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@@ -30,6 +31,12 @@ NodeValueDatabase NodeTraverser::GenerateDatabase(const Node* node, const TimeRa
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{
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NodeValueDatabase database;
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// HACK: Pick up loop mode from clips
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Decoder::LoopMode old_loop_mode = loop_mode_;
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if (const ClipBlock *clip = dynamic_cast<const ClipBlock*>(node)) {
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loop_mode_ = clip->loop_mode();
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}
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// We need to insert tables into the database for each input
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foreach (const QString& input, node->inputs()) {
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if (IsCancelled()) {
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@@ -39,6 +46,8 @@ NodeValueDatabase NodeTraverser::GenerateDatabase(const Node* node, const TimeRa
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database.Insert(input, ProcessInput(node, input, range));
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}
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loop_mode_ = old_loop_mode;
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return database;
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}
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@@ -260,7 +269,8 @@ NodeValueTable NodeTraverser::ProcessInput(const Node* node, const QString& inpu
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NodeTraverser::NodeTraverser() :
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cancel_(nullptr),
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transform_(nullptr)
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transform_(nullptr),
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loop_mode_(Decoder::kLoopModeOff)
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{
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}
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@@ -436,7 +446,7 @@ void NodeTraverser::ResolveJobs(NodeValue &val, const TimeRange &range)
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if (job.type() == Track::kVideo) {
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rational footage_time = Footage::AdjustTimeByLoopMode(range.in(), job.loop_mode(), job.length(), job.video_params().video_type(), job.video_params().frame_rate_as_time_base());
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rational footage_time = Footage::AdjustTimeByLoopMode(range.in(), loop_mode_, job.length(), job.video_params().video_type(), job.video_params().frame_rate_as_time_base());
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TexturePtr tex;
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