use strings to connect nodes
This makes the node system somewhat more high-level with the intent of making working with them far more flexible and stable. By making the architecture more abstracted, it becomes far less rigid which should allow us to do even more with it and make it much less crash prone.
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@@ -147,28 +147,25 @@ void TransitionTool::MouseRelease(TimelineViewMouseEvent *event)
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// Connect block to transition
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command->add_child(new NodeEdgeAddCommand(out_block,
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transition->out_block_input(),
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-1));
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NodeInput(transition, TransitionBlock::kOutBlockInput)));
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command->add_child(new NodeEdgeAddCommand(in_block,
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transition->in_block_input(),
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-1));
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NodeInput(transition, TransitionBlock::kInBlockInput)));
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} else {
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Block* block_to_transition = Node::ValueToPtr<Block>(ghost_->GetData(TimelineViewGhostItem::kAttachedBlock));
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NodeInput* transition_input_to_connect;
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QString transition_input_to_connect;
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if (ghost_->GetMode() == Timeline::kTrimIn) {
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transition->set_length_and_media_out(ghost_->GetAdjustedLength());
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transition_input_to_connect = transition->in_block_input();
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transition_input_to_connect = TransitionBlock::kInBlockInput;
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} else {
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transition->set_length_and_media_out(ghost_->GetAdjustedLength());
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transition_input_to_connect = transition->out_block_input();
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transition_input_to_connect = TransitionBlock::kOutBlockInput;
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}
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// Connect block to transition
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command->add_child(new NodeEdgeAddCommand(block_to_transition,
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transition_input_to_connect,
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-1));
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NodeInput(transition, transition_input_to_connect)));
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}
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Core::instance()->undo_stack()->push(command);
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