[Lumiera] Timeline, Timecode-widget and "Quantisation framework"

Michael R Fisher mfisher31 at gmail.com
Thu Oct 20 06:41:01 CEST 2011


> * where do these damn "time grids" come from?
>    I noticed that you extracted the following sequence from some unit-test:
>
> TimeGrid::build("test-time-grid", 25);
> QuTime qVal (when, "test-time-grid");
> FrameNr count (qVal);
>
>    As it stands, this is perfectly valid and correct, but it doesn't
>    make much sense. Because originally, the intention was as follows:
I just copied that in so I had something to work with.  As well as 
connecting the mouse movement to the widget too ;) .  Just temporary 
test type code.
>    * somewhere in the *session* the TimeGrid is built. Probably when
>      we create the model element for the timeline and connect it to
>      some output running with 25fps. If we'd reconnect to another
>      output running with 30fps, than the grid would be redefined
>      or changed.
I see.  When you say 'the model' do you mean a gui proxy model or 
something in the backend?

>    But actually at that point, I realised that we need something different here.
>    And we need the same thing on the Player interface I am working on right now.
>    What we need is not feeding a single change. Rather, we need a "live"
>    connection, so we can feed continuous changes to a target timespan. In your
>    case the target would be the current selection timespan. In the cases relevant
>    for the player, this would be the connection to the current "playhead"
>    position and the connection to the running timecode display.
Lets go for it!



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