transitions: extended transition logic
General code and functionality improvements. Moved more code out of the OpenGL backend for portability. Implemented audio transitions. Implemented basic transition animation curve settings.
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@@ -230,9 +230,20 @@ QVariant RenderWorker::ProcessSamples(const Node *node, const TimeRange &range,
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// Update all non-sample and non-footage inputs
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NodeValueMap::const_iterator j;
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for (j=job.GetValues().constBegin(); j!=job.GetValues().constEnd(); j++) {
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value_db.Insert(j.key(), ProcessInput(j.key(), TimeRange(this_sample_time, this_sample_time)));
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NodeValueTable value;
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NodeInput* corresponding_input = node->GetInputWithID(j.key());
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if (corresponding_input) {
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value = ProcessInput(corresponding_input, TimeRange(this_sample_time, this_sample_time));
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} else {
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value.Push(j.value());
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}
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value_db.Insert(j.key(), value);
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}
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AddGlobalsToDatabase(value_db, TimeRange(this_sample_time, this_sample_time));
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node->ProcessSamples(value_db,
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job.samples(),
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output_buffer,
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