Physical split: app/{audio,cli,codec,common,config,node,pluginSupport,
render,task,timeline,undo,tool,shaders} plus coreengine, version and
ui/icons+colorcoding move to a new top-level engine/ tree, built as
liboakengine.so (shared). The render backends (oakgl/oakvulkan) move
with it and link the engine library instead of embedding a static
render-core subset (libolive-rendercore is gone).
- oak-render-worker now links liboakengine instead of the whole
libolive-editor object set: 336MB -> 2.9MB, no Qt Widgets UI
- the editor links liboakengine for the engine and keeps only UI
objects in libolive-editor
- install/packaging: GNUInstallDirs libdir on Linux, bundle copy on
macOS, oakengine.dll staged for NSIS, AppImage validation entry
- fix backend lookup for the new layout: DynamicRenderer searched
../app but backends now live in engine/; a stale pre-split liboakgl
in the build tree got dlopened instead, re-initialized and later
destroyed the interposed engine statics (full-suite segfault at
DialogSequenceParameterTab, found via gdb watchpoint)
85 lines
2.3 KiB
C++
85 lines
2.3 KiB
C++
/*
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* Oak Video Editor - Non-Linear Video Editor
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* Copyright (C) 2025 Olive CE Team
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef OAK_PLUGIN_PROGRESS_REPORTER_H
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#define OAK_PLUGIN_PROGRESS_REPORTER_H
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#include <QObject>
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#include <QString>
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#include <functional>
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namespace olive
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{
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namespace plugin
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{
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/**
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* @brief UI-independent interface for reporting plugin progress
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*
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* The engine cannot show UI itself, so OFX progress reporting goes through
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* this interface. The UI layer registers a factory (see
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* set_plugin_progress_reporter_factory()) that creates a reporter wrapping a
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* ProgressDialog; without a factory, a no-op reporter is used instead.
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*/
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class PluginProgressReporter : public QObject {
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Q_OBJECT
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public:
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explicit PluginProgressReporter(QObject *parent = nullptr)
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: QObject(parent)
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{
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}
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virtual ~PluginProgressReporter() override = default;
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virtual void set_progress(double value) = 0;
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virtual void show() = 0;
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virtual void close() = 0;
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signals:
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void cancelled();
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};
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/**
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* @brief Factory creating a PluginProgressReporter for a progress session
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*
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* Registered by the UI layer at startup. The caller takes ownership of the
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* returned reporter.
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*/
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using PluginProgressReporterFactory =
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std::function<PluginProgressReporter *(const QString &message,
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const QString &title)>;
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void set_plugin_progress_reporter_factory(
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PluginProgressReporterFactory factory);
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/**
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* @brief Create a progress reporter through the registered factory
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*
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* Without a factory, returns a no-op reporter so engine code can run
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* headless. The caller takes ownership of the returned reporter.
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*/
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PluginProgressReporter *
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create_plugin_progress_reporter(const QString &message, const QString &title);
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}
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}
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#endif // OAK_PLUGIN_PROGRESS_REPORTER_H
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