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 ;) )
The nodes now have more control over how their accelerated shaders/sample
functions are run, as well as how items are popped off the value tables.
This allows for various optimizations that we didn't have access to before.
The following sliders now have Alt Click functionality:
- Nodes (What it's initialy set too or 0 if not)
- Export Dialog Dimensions~ (Defaults to Sequence width/height)
- Export Compression Settings~
- Advanced (0)
- Speed/Duration
- Speed (100%)
- Duration (clip length)
- Stream Properties Image sequence
- Start Index (1)
- End Index (sequence length)
Sliders with no default value set ignore an Alt
Click.
Added SliderBase::SetDefaultValue() which sets the
default value of a slider.
Added ValueReset() to SliderBase signals which is
called if a slider is Alt Clicked on. Only updates
if default_value_ is not Null.
A huge optimization that ensures only the parts of a node graph that have
changed get pushed to the renderer. For thread-safety, the node graph is
copied elsewhere so that users can make changes asynchronously and the graph
can update when its threads are ready. Up until now, if an input value changed,
every node's values would be re-copied, or worse, if a connection was changed,
the entire graph would be recopied. This has been negligible in testing since
we've been largely testing with small graphs, but for massive projects, it's
important that this be as optimized as possible.
Also includes general improvements to the slider widget such as an optional
"autotrim" function to cut off trailing zeroes, a "format" string that's easier
to internationalize, and general tidiness.
Prevents unnecessary re-caching caused by the combobox signalling that its
value has changed when we're really just setting the value that the node already
has.
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.
for UI representations
Allows properties to be set without adding explicit extra members to NodeInputs.
Crucially this means parameters like slider value representations (percent,
decibel, etc.) can be set from NodeInputs now.
"toggled"
Only signal a change if the user made one. Toggled would be signalled even when
we set it programmatically (e.g. by simply creating the checkbox widget and
setting its state) causing unnecessary re-caches of the sequence.
When dragging a value in the UI, we use a "single frame update" because we want
to prioritize the currently visible frame to give visual feedback as soon as
possible. Previously, we generated a single frame InvalidateCache() signal
from the widgets themselves, but this had the major downside of not necessarily
emitting the time that the viewer was actually showing (due to either node time
transformations or times differing between the effects panels and the viewer
panels). Now, we send a different signal that viewers can handle themselves to
update the time that they're currently showing. This means the fast updating
will work no matter how many viewers are connected at whatever time each viewer
is set to.
This adds the ability to keyframe more than one value per input (e.g. a vec2,
vec3, etc.) so that you can animate, for example, an X axis separately from a
Y axis.