class SmallRuler;
class DocClipBase;
class MonitorScene;
+class AbstractClipItem;
+class Transition;
+class ClipItem;
class QGraphicsView;
class QGraphicsPixmapItem;
+class AudioSignal;
class MonitorRefresh : public QWidget
{
void resetSize();
bool isActive() const;
void pause();
- void setupMenu(QMenu *goMenu, QAction *playZone, QAction *loopZone, QMenu *markerMenu = NULL);
+ void setupMenu(QMenu *goMenu, QAction *playZone, QAction *loopZone, QMenu *markerMenu = NULL, QAction *loopClip = NULL);
const QString sceneList();
DocClipBase *activeClip();
GenTime position();
KIcon m_pauseIcon;
TimecodeDisplay *m_timePos;
QAction *m_playAction;
+ /** Has to be available so we can enable and disable it. */
+ QAction *m_loopClipAction;
QMenu *m_contextMenu;
QMenu *m_configMenu;
QMenu *m_playMenu;
QPoint m_DragStartPosition;
MonitorScene *m_effectScene;
QGraphicsView *m_effectView;
- bool m_delStage;
+ /** Selected clip/transition in timeline. Used for looping it. */
+ AbstractClipItem *m_selectedClip;
+ /** true if selected clip is transition, false = selected clip is clip.
+ * Necessary because sometimes we get two signals, e.g. we get a clip and we get selected transition = NULL. */
+ bool m_loopClipTransition;
#ifdef Q_WS_MAC
VideoGLWidget *m_glWidget;
#endif
+ AudioSignal *m_audiosignal;
+
GenTime getSnapForPos(bool previous);
private slots:
void slotPlay();
void slotPlayZone();
void slotLoopZone();
+ /** @brief Loops the selected item (clip or transition). */
+ void slotLoopClip();
void slotForward(double speed = 0);
void slotRewind(double speed = 0);
void slotRewindOneFrame(int diff = 1);
void setTimePos(const QString &pos);
QStringList getZoneInfo() const;
void slotEffectScene(bool show = true);
+ bool effectSceneDisplayed();
+
+ /** @brief Sets m_selectedClip to @param item. Used for looping it. */
+ void slotSetSelectedClip(AbstractClipItem *item);
+ void slotSetSelectedClip(ClipItem *item);
+ void slotSetSelectedClip(Transition *item);
signals:
void renderPosition(int);
void adjustMonitorSize();
void zoneUpdated(QPoint);
void saveZone(Render *, QPoint);
+ /** @brief Editing transitions / effects over the monitor requires the renderer to send frames as QImage.
+ * This causes a major slowdown, so we only enable it if required */
+ void requestFrameForAnalysis(bool);
};
#endif