activateMonitor();
if (render == NULL) return;
render->seekToFrame(pos);
- emit renderPosition(render->seekFramePosition());
}
void Monitor::checkOverlay()
activateMonitor();
render->play(0);
render->seekToFrame(0);
- //emit renderPosition(0);
}
void Monitor::slotEnd()
activateMonitor();
render->play(0);
render->seekToFrame(render->getLength());
- //emit renderPosition(render->seekFramePosition());
}
void Monitor::slotZoneStart()
activateMonitor();
render->play(0);
render->seekToFrame(m_ruler->zone().x());
- emit renderPosition(render->seekFramePosition());
}
void Monitor::slotZoneEnd()
activateMonitor();
render->play(0);
render->seekToFrame(m_ruler->zone().y());
- emit renderPosition(render->seekFramePosition());
}
void Monitor::slotRewind(double speed)
activateMonitor();
render->play(0);
render->seekToFrameDiff(-diff);
- emit renderPosition(render->seekFramePosition());
}
void Monitor::slotForwardOneFrame(int diff)
activateMonitor();
render->play(0);
render->seekToFrameDiff(diff);
- emit renderPosition(render->seekFramePosition());
}
void Monitor::seekCursor(int pos)