refactored some classes
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@@ -78,7 +78,7 @@ void EffectsPanel::Load() {
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Clip* c = selected_clips_.at(i);
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// Create a list of the effects we'll open
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QVector<Node*> effects_to_open;
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QVector<OldEffectNode*> effects_to_open;
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// Determine based on the current selections whether to load all effects or just the transitions
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bool whole_clip_is_selected = c->IsSelected();
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@@ -121,7 +121,7 @@ void EffectsPanel::Load() {
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// to clear the graph editor later.
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if (!graph_editor_row_is_still_active) {
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for (int k=0;k<effects_to_open.at(j)->row_count();k++) {
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EffectRow* row = effects_to_open.at(j)->row(k);
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NodeIO* row = effects_to_open.at(j)->row(k);
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if (row == panel_graph_editor->get_row()) {
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graph_editor_row_is_still_active = true;
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break;
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@@ -139,7 +139,7 @@ void EffectsPanel::Load() {
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LoadEvent();
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}
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bool EffectsPanel::IsEffectSelected(Node *e)
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bool EffectsPanel::IsEffectSelected(OldEffectNode *e)
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{
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for (int i=0;i<open_effects_.size();i++) {
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if (open_effects_.at(i)->GetEffect() == e && open_effects_.at(i)->IsSelected()) {
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@@ -176,7 +176,7 @@ void EffectsPanel::copy(bool del) {
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for (int i=0;i<open_effects_.size();i++) {
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if (open_effects_.at(i)->IsSelected()) {
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Node* e = open_effects_.at(i)->GetEffect();
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OldEffectNode* e = open_effects_.at(i)->GetEffect();
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if (e->type() == EFFECT_TYPE_EFFECT) {
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@@ -211,7 +211,7 @@ void EffectsPanel::AboutToClearEvent()
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{
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}
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void EffectsPanel::DeleteEffect(ComboAction* ca, Node* effect_ref) {
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void EffectsPanel::DeleteEffect(ComboAction* ca, OldEffectNode* effect_ref) {
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if (effect_ref->type() == EFFECT_TYPE_EFFECT) {
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ca->append(new EffectDeleteCommand(effect_ref));
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@@ -264,7 +264,7 @@ void EffectsPanel::DeleteSelectedEffects() {
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}
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}
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void EffectsPanel::open_effect(Node* e) {
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void EffectsPanel::open_effect(OldEffectNode* e) {
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EffectUI* container = new EffectUI(e);
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connect(container, SIGNAL(CutRequested()), this, SLOT(cut()));
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