timeline: various work to improve timeline behavior, particularly when dealing with transitions

This commit is contained in:
itsmattkc
2020-07-22 18:09:57 +10:00
parent 73769d9e85
commit ce353ccbed
16 changed files with 737 additions and 467 deletions
+33
View File
@@ -256,6 +256,39 @@ NodeValueTable TransitionBlock::Value(NodeValueDatabase &value) const
return table;
}
TransitionBlock *GetBlockTransitionInternal(Block *block, Timeline::MovementMode mode)
{
// See if this block outputs to a transition
foreach (NodeEdgePtr edge, block->output()->edges()) {
Node* connected_node = edge->input()->parentNode();
if (connected_node->IsBlock()) {
Block* connected_block = static_cast<Block*>(connected_node);
if (connected_block->type() == Block::kTransition) {
TransitionBlock* connected_transition = static_cast<TransitionBlock*>(connected_block);
if ((mode == Timeline::kTrimIn && edge->input() == connected_transition->in_block_input())
|| (mode == Timeline::kTrimOut && edge->input() == connected_transition->out_block_input())) {
return connected_transition;
}
}
}
}
return nullptr;
}
TransitionBlock *TransitionBlock::GetBlockInTransition(Block *block)
{
return GetBlockTransitionInternal(block, Timeline::kTrimIn);
}
TransitionBlock *TransitionBlock::GetBlockOutTransition(Block *block)
{
return GetBlockTransitionInternal(block, Timeline::kTrimOut);
}
void TransitionBlock::ShaderJobEvent(NodeValueDatabase &value, ShaderJob &job) const
{
Q_UNUSED(value)