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 ;) )
General code and functionality improvements. Moved more code out of the
OpenGL backend for portability. Implemented audio transitions.
Implemented basic transition animation curve settings.
This functions more or less identically to using a media out value, but the
desired speed is preserved through block length changes, even if the block's
length is reduced to zero (i.e. no rounding errors).
Since all NodeInputs will generally only need their data type and default
value set once, we place it all into the constructor for cleaner and easier
to manage code.
Like the base "Block" type, the "Transition" type will not be a node used on its
own, it will have to be derived. This type defines some basic behavior for a
transition (e.g. how much it overlaps its "from" and "to" blocks).