New app/playback/playbackcontroller.{h,cpp}: a lazily created
process-wide singleton whose set_playhead() forwards to
oakengine_viewer_set_playhead and re-broadcasts playhead_changed as a
plain Qt signal. Every app-side oakengine_viewer_set_playhead call site
(17 across viewer, timelinewidget, timelineview, import tool,
timebasedwidget, keyframecontrol, export dialog, mainwindow) now goes
through it.
Migrate the first four playhead subscribers off the raw C event
subscription / EngineEventBridge to the controller signal:
- TimeBasedView (issue 1)
- NodeParamViewWidgetBridge (issue 2)
- NodeParamViewKeyframeControl (issue 3)
- NodeParamViewConnectedLabel (issue 4)
Each stores a QMetaObject::Connection filtered on its viewer node and
disconnects on teardown; the viewer_sub_ members are gone. Plan docs
mark issues 0c and 1-4 as done.
Closes#30, closes#31, closes#32, closes#51, closes#52.
- capi: oakengine_node_output_connection_at/_at_ex returned the source
node as the connection destination; the actual destination is
conn.second.node(). Out-edge enumeration was useless, so the node
view could only draw in-edges and randomly lost whichever edges
needed the out-edge path (random per context build order).
Regression test in oakengine_node_test
- project teardown: Project::clear() pre-notifies node removal while
nodes are fully constructed (observers used to crash on
half-destroyed nodes); childEvent suppresses the removal dance while
clearing; Node::disconnect_all/disconnect_edge get a silent mode for
teardown so no invalidation/events touch dying members
(is_being_cleared); ClipBlock marker disconnect guarded against
dead viewer/markers; ProjectCopier and PreviewAutoCacher drop
project references on Project::destroyed instead of disconnecting
dead objects at shutdown
- preview: add oakengine_preview_request_get_audio_sample_count; the
viewer queried sample count by passing nullptr to get_audio_samples
which rejects it, so all playback audio was silently dropped
- app: fix unterminated input-id memcpy in ResolveGroupInput
(nodeparamviewitem, widgetbridge) that corrupted every parameter id
- app: unsubscribe raw C-API event subscriptions in destructors of
NodeParamViewKeyframeControl, NodeParamViewConnectedLabel and
ExportDialog; playhead events used to fire into dead widgets
(crash when dragging the playhead)
- tests: preview request roundtrip (video frame + audio range) and
free-while-active teardown coverage; env-gated OAK_DEBUG_EDGES /
OAK_DEBUG_INVALID_INPUT diagnostics
- docs: investigation notes in docs/zh/
- app/ no longer includes engine C++ headers nor holds engine C++ types:
engine access goes through the oakengine C ABI plus C++ wrappers
(oakutil/oaknode.h, oakutil/oakvideo.h) and app-local mirror types
(tooltypes, trackreferencehandle, timelinecommonapp, keyframetypes,
subtitleapp, serializedlayoutinfoapp, nodevaluehandle, sliderdisplaytypeapp)
- engine: new C ABI functions for block/track/clip/transition navigation
and predicates, links, caches, waveform/playback, disk folder,
sequence_track_list, node_free, footage_is_valid, block_get_track,
get_brush; loadotio/saveotio ported to the current engine API
- OTIO is now a required dependency: CI and CD build it on every
platform, FindOpenTimelineIO fixed for OTIO 0.16/0.19 (the old deps
include requirement silently disabled OTIO everywhere), runtime
libraries are bundled into packages and copied next to macOS binaries
(oak_copy_otio_runtime)
- fix ProjectViewModel drag&drop mime read/write size mismatch (segfault)
- unify color label naming (k_olive -> "Oak") in the app-side mirror
- docs: OTIO required, FFmpeg minimum corrected to 6.0 (en/zh)
- gtest suite: 1925 passed, 0 failed
Every app module now reaches liboakengine exclusively through
oakengine_* C calls, EngineEventBridge subscriptions and app-side
handle headers (cliphandle/keyframehandle/nodevaluehandle/oakvaluehelper).
Direct C++ command construction, engine signal connect()s, and engine
type usage in MOC-visible signatures are gone: 557 -> 0 undefined
olive:: symbols in oak-editor.
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 ;) )
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.