various: implemented multiple project support
This required various changes to various parts of the infrastructure (mostly using paths to finding the "root project" of any given object throughout). Now theoretically infinite projects can be opened and accounted for at any given time.
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@@ -20,6 +20,10 @@
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#include "keyframeviewundo.h"
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#include "node/input.h"
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#include "node/node.h"
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#include "project/item/sequence/sequence.h"
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OLIVE_NAMESPACE_ENTER
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KeyframeSetTypeCommand::KeyframeSetTypeCommand(NodeKeyframePtr key, NodeKeyframe::Type type, QUndoCommand *parent) :
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@@ -30,6 +34,11 @@ KeyframeSetTypeCommand::KeyframeSetTypeCommand(NodeKeyframePtr key, NodeKeyframe
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{
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}
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Project *KeyframeSetTypeCommand::GetRelevantProject() const
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{
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return static_cast<Sequence*>(key_->parent()->parentNode()->parent())->project();
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}
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void KeyframeSetTypeCommand::redo_internal()
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{
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key_->set_type(new_type_);
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@@ -58,6 +67,11 @@ KeyframeSetBezierControlPoint::KeyframeSetBezierControlPoint(NodeKeyframePtr key
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{
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}
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Project *KeyframeSetBezierControlPoint::GetRelevantProject() const
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{
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return static_cast<Sequence*>(key_->parent()->parentNode()->parent())->project();
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}
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void KeyframeSetBezierControlPoint::redo_internal()
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{
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key_->set_bezier_control(mode_, new_point_);
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