Implemented the ability to copy/paste blocks/clips in the timeline. This did
require some large scale changes and reworking of the copy/paste system
introduced a few commits ago, but should be largely functional now.
Since waveforms are generated during the cache process, if clips don't cache,
a waveform isn't generated for them. Therefore for now, this optimization will
be disabled but should be re-enabled later when waveforms are improved to handle
this situation.
Updates drag mime data to include a variable determining which streams are
enabled and which ones aren't (a binary qint64 where the 0s are disabled
and the 1s are enabled) rather than relying solely on the stream->enabled
values which can't be modified as part of the drag process.
after the gaps are made and cleaned
Results in more reliable ripple delete behavior.
Also fixes bug that would cause gaps that were cleaned and then restored in an
undo to crash when selected.
In the previous commit, we added a dialog to give users options when dropping
footage on a sequence-less timeline panel. However some users will have a
preferred behavior that they'd want every time without having to go through
the messagebox, so we add a "don't ask again" option that stores the setting
in the application config.
If there was anything that 0.1.x taught me, it was that a substantial number of
users did not understand that a new sequence was being made by dropping footage
onto an empty timeline and wouldn't know what to do if they wanted parameters
that differed from the footage they dragged in. This dialog makes the operation
clear and gives users an option to set the parameters on drop for convenience.
Cuts down on a lot of duplicate code between
TimelineWidget/ViewerWidget/CurveWidget/NodeParamView
and TimelinePanel/ViewerPanel/CurvePanel/ParamPanel since they all use similar
time functions.
When adjusting a slider, keyframe time, or curve value, it is undesirable to
re-cache the entire affected area while the user is still dragging UI objects.
Since the video is unlikely to be playing, the priority must go to the
currently active frame so the user gets visual feedback on the rendered image
as soon as possible. This was implemented in some areas, but this commit should
have that functionality in all areas.