timeline: various work to improve timeline behavior, particularly when dealing with transitions
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@@ -256,6 +256,39 @@ NodeValueTable TransitionBlock::Value(NodeValueDatabase &value) const
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return table;
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}
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TransitionBlock *GetBlockTransitionInternal(Block *block, Timeline::MovementMode mode)
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{
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// See if this block outputs to a transition
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foreach (NodeEdgePtr edge, block->output()->edges()) {
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Node* connected_node = edge->input()->parentNode();
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if (connected_node->IsBlock()) {
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Block* connected_block = static_cast<Block*>(connected_node);
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if (connected_block->type() == Block::kTransition) {
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TransitionBlock* connected_transition = static_cast<TransitionBlock*>(connected_block);
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if ((mode == Timeline::kTrimIn && edge->input() == connected_transition->in_block_input())
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|| (mode == Timeline::kTrimOut && edge->input() == connected_transition->out_block_input())) {
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return connected_transition;
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}
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}
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}
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}
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return nullptr;
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}
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TransitionBlock *TransitionBlock::GetBlockInTransition(Block *block)
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{
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return GetBlockTransitionInternal(block, Timeline::kTrimIn);
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}
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TransitionBlock *TransitionBlock::GetBlockOutTransition(Block *block)
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{
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return GetBlockTransitionInternal(block, Timeline::kTrimOut);
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}
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void TransitionBlock::ShaderJobEvent(NodeValueDatabase &value, ShaderJob &job) const
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{
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Q_UNUSED(value)
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