Code is much better. Less hacky queuing, implements cooldowns to improve navigation, and introduces a framework so that subclasses can make use of catchup/cooldown code too with any scrollbar they want
Project items are now represented directly in nodes opening up more versatility and possibilities. This is the first iteration of this and will be buggy. Need to test thoroughly.
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.
Yep, this is another one of my "famous" sweeping rewrites. Expect things to break.
Goals for this are:
- Greatly simplify node connections (particularly with arrays) so the code requires less maintenance/is more stable
- Redesign node structure to address issues where UI would stall for lengthy periods of time
- Less reliance on shared ptrs/greater reliance on QObject system for inheritance/memory management
- General code cleanup and improvements
The macro defined namespaces confused the hell out of lupdate and more or less broke translations permanently. Looks like the only way we can do it is to have a hardcoded namespace, which goes against my instinct, but honestly how likely is it that we'll change the namespace anyway (I guess forks might want to do it, but that's their problem ;) )
* Implements "auto-fit" setting for curve view and sets it on open.
* Improves scroll zooming on all TimelineViewBase derivatives.
* Improves code sharing for better maintenance.
Since the node graph can have transform cross nodes, input keyframes may occur
at a different times requiring transforming between sequence time and media
time. This commit implements such a mechanism in all UI classes that need it.