Files
oak-editor/app/rust/src/oakui/mod.rs
T
Mike-Solar e563b340ac feat: oakengine facade, oaknode/oakrender impls, worker+CLI, app skeleton
- oaknode Rust crate: full implementation (core engine, sequence/
  track/block/footage, traverser, serializer, 43 node behaviors;
  493 tests green)
- oakrender Rust crate: full implementation incl. wgpu backend
  skeleton, ticket arena, worker pool (136 tests green; fixed
  lost-wakeup and ticket ordering races)
- src/facade/rust (oakfacade): 222 oakengine_* exports over the
  module C ABIs (61 tests green); worker_main + real POSIX shm
  frame-slot transport (SpscRingBuffer/FrameSlotPool, wire-compatible
  with engine/render/ipc)
- cli/rust + worker/rust binaries (29 + 29 tests green)
- oakotio: FCPXML import/export (49 tests green)
- oaktask: OTIO/FCPXML format dispatch (90 tests green)
- app/rust: gpui app skeleton — dock panels (viewers/timeline/
  explorer/inspector/node editor), transport, olive themes,
  i18n (en/zh), 37 tests green
- gpui submodule: menu checkmarks, dock ratios, vertical meter,
  CPU-frame viewer surface, drop-frame timecode
2026-08-10 08:12:08 +08:00

46 lines
1.9 KiB
Rust

// Oak Video Editor - Non-Linear Video Editor
// Copyright (C) 2026 Oak Team
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//! `oakui` — the app layer's engine seam and view-state logic.
//!
//! This module is what the UI talks to when it needs something from "the
//! engine", plus the pure view-state logic the panels build on:
//!
//! * [`engine`] — the [`EngineGateway`](engine::EngineGateway) trait and the
//! project/sequence model. The seam itself: panels and the shell hold an
//! `Entity` whose type implements this trait and never care about the
//! backend.
//! * [`mock`] — [`MockEngine`](mock::MockEngine) and
//! [`MockClock`](mock::MockClock), the demo implementation feeding every
//! widget's data-source trait.
//! * [`transport`] — the play/pause/step/seek state machine (pure, unit
//! tested).
//! * [`timecode`] — timecode / duration / fps / resolution formatting (pure,
//! unit tested).
//!
//! The real engine binding (the `liboakengine` C ABI through
//! `src/facade/rust`) will implement [`EngineGateway`](engine::EngineGateway)
//! later; nothing else in the crate needs to change for the swap.
pub mod engine;
pub mod mock;
pub mod timecode;
pub mod transport;
pub use engine::{EngineGateway, Monitor, Project, Sequence, VideoFormat};
pub use mock::{MockClock, MockEngine};
pub use transport::{PlayState, TransportState};