asynchronously load animations for bigly performant gainz
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				@ -8,6 +8,8 @@
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#include <QTimer>
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#include <QBitmap>
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#include <QtConcurrent/QtConcurrentRun>
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#include <QMutex>
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#include <QWaitCondition>
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class AOApplication;
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class VPath;
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@ -140,11 +142,17 @@ protected:
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  // Center the QLabel in the viewport based on the dimensions of f_pixmap
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  void center_pixmap(QPixmap f_pixmap);
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  // Populates the frame and delay vectors with the next frame's data.
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  void load_next_frame();
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private:
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  // Populates the frame and delay vectors.
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  void populate_vectors();
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  // used in populate_vectors
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  void load_next_frame();
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  bool exit_loop; //awful solution but i'm not fucking using QThread
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  QFuture<void> frame_loader;
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  QMutex mutex;
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  QWaitCondition frameAdded;
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  // used in load_next_frame
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  QFuture<void> future;
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signals:
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  void done();
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@ -243,4 +251,5 @@ public:
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  StickerLayer(QWidget *p_parent, AOApplication *p_ao_app);
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  void load_image(QString p_charname);
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};
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#endif // AOLAYER_H
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@ -269,6 +269,9 @@ void CharLayer::start_playback(QString p_image)
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void AOLayer::start_playback(QString p_image)
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{
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  QMutexLocker locker(&mutex);
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  if (frame_loader.isRunning())
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    exit_loop = true; // tell the loader to stop, we have a new image to load
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  this->show();
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  if (!ao_app->is_continuous_enabled()) {
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@ -276,7 +279,7 @@ void AOLayer::start_playback(QString p_image)
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    force_continuous = true;
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  }
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  if ((last_path == p_image) && (!force_continuous))
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  if (((last_path == p_image) && (!force_continuous)) || p_image == "")
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    return;
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#ifdef DEBUG_MOVIE
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@ -296,7 +299,7 @@ void AOLayer::start_playback(QString p_image)
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    stretch = stretch_override.startsWith("true");
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#ifdef DEBUG_MOVIE
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  qDebug() << "stretch:" << stretch << "filename:" << p_image;
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  qDebug() << "[AOLayer::start_playback] Stretch:" << stretch << "Filename:" << p_image;
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#endif
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  m_reader.setFileName(p_image);
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  if (m_reader.loopCount() == 0)
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@ -309,39 +312,22 @@ void AOLayer::start_playback(QString p_image)
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    frame = 0;
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    continuous = false;
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  }
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  // CANTFIX: this causes a hitch
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  // The correct way of doing this would be to use QImageReader::jumpToImage()
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  // and populate missing data in the movie ticker when it's needed. This is
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  // unfortunately completely impossible, because QImageReader::jumpToImage() is
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  // not implemented in any image format AO2 is equipped to use. Instead, the
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  // default behavior is used - that is, absolutely nothing.
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  // This is why continuous playback can be toggled off.
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  if (continuous) {
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    for (int i = frame; i--;) {
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      if (i <= -1)
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        break;
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      load_next_frame();
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    }
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  }
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  frame_loader = QtConcurrent::run(this, &AOLayer::populate_vectors);
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  last_path = p_image;
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  QPixmap f_pixmap = this->get_pixmap(m_reader.read());
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  int f_delay = m_reader.nextImageDelay();
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  while (movie_frames.size() <= frame)
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    frameAdded.wait(&mutex);
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  this->set_frame(movie_frames[frame]);
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  this->set_frame(f_pixmap);
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  if (max_frames > 1) {
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    movie_frames.append(f_pixmap);
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    movie_delays.append(f_delay);
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  }
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  else if (max_frames <= 1) {
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  if (max_frames <= 1) {
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    duration = static_duration;
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#ifdef DEBUG_MOVIE
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    qDebug() << "max_frames is <= 1, using static duration";
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    qDebug() << "[AOLayer::start_playback] max_frames is <= 1, using static duration";
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#endif
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  }
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  if (duration > 0 && cull_image == true)
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    shfx_timer->start(duration);
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#ifdef DEBUG_MOVIE
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  qDebug() << max_frames << "Setting image to " << p_image
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  qDebug() << "[AOLayer::start_playback] Max frames:" << max_frames << "Setting image to " << p_image
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           << "Time taken to process image:" << actual_time.elapsed();
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  actual_time.restart();
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@ -372,9 +358,13 @@ void AOLayer::play()
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    else
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      this->freeze();
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  }
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  else
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  else {
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      while (movie_delays.size() <= frame) {
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          frameAdded.wait(&mutex);
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      }
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    ticker->start(this->get_frame_delay(movie_delays[frame]));
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  }
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}
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void AOLayer::set_play_once(bool p_play_once) { play_once = p_play_once; }
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void AOLayer::set_cull_image(bool p_cull_image) { cull_image = p_cull_image; }
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@ -451,7 +441,7 @@ void CharLayer::load_network_effects()
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                                // data, let's yank it in.
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            effect += f_data;
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#ifdef DEBUG_MOVIE
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          qDebug() << effect << f_data << "frame" << f_frame << "for"
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          qDebug() << "[CharLayer::load_network_effects]" << effect << f_data << "frame" << f_frame << "for"
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                   << m_emote;
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#endif
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          movie_effects[f_frame].append(effect);
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@ -472,14 +462,14 @@ void CharLayer::play_frame_effect(int p_frame)
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      if (effect == "shake") {
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        shake();
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#ifdef DEBUG_MOVIE
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        qDebug() << "Attempting to play shake on frame" << frame;
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        qDebug() << "[CharLayer::play_frame_effect] Attempting to play shake on frame" << frame;
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#endif
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      }
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      if (effect == "flash") {
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        flash();
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#ifdef DEBUG_MOVIE
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        qDebug() << "Attempting to play flash on frame" << frame;
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        qDebug() << "[CharLayer::play_frame_effect] Attempting to play flash on frame" << frame;
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#endif
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      }
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@ -487,7 +477,7 @@ void CharLayer::play_frame_effect(int p_frame)
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        QString sfx = effect.section("^", 1);
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        play_sfx(sfx);
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#ifdef DEBUG_MOVIE
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        qDebug() << "Attempting to play sfx" << sfx << "on frame" << frame;
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        qDebug() << "[CharLayer::play_frame_effect] Attempting to play sfx" << sfx << "on frame" << frame;
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#endif
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      }
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    }
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@ -529,11 +519,12 @@ void CharLayer::movie_ticker()
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void AOLayer::movie_ticker()
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{
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  ++frame;
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  if (frame >= movie_frames.size() && frame < max_frames) { // need to load the image
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      future.waitForFinished(); // Do Not want this to be running twice
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      future = QtConcurrent::run(this, &AOLayer::load_next_frame);
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  mutex.lock();
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  while (frame >= movie_frames.size() && frame < max_frames) { // oops! our frame isn't ready yet
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      frameAdded.wait(&mutex);
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  }
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  else if (frame >= max_frames) {
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  mutex.unlock();
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  if (frame >= max_frames) {
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    if (play_once) {
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      if (cull_image)
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        this->stop();
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@ -545,21 +536,31 @@ void AOLayer::movie_ticker()
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    else
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      frame = 0;
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  }
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  future.waitForFinished(); // don't set the frame before we definitely have it in memory
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#ifdef DEBUG_MOVIE
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  qDebug() << frame << movie_delays[frame]
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           << "actual time taken from last frame:" << actual_time.restart();
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  qDebug() << "[AOLayer::movie_ticker] Frame:" << frame << "Delay:" << movie_delays[frame]
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           << "Actual time taken from last frame:" << actual_time.restart();
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#endif
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  this->set_frame(movie_frames[frame]);
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  ticker->setInterval(this->get_frame_delay(movie_delays[frame]));
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  if (frame + 1 >= movie_frames.size() && frame + 1 < max_frames) { // load the next frame before we tick again
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      future = QtConcurrent::run(this, &AOLayer::load_next_frame);
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}
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void AOLayer::populate_vectors() {
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    while (movie_frames.size() < max_frames && !exit_loop) {
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        load_next_frame();
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#ifdef DEBUG_MOVIE
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        qDebug() << "[AOLayer::populate_vectors] Loaded frame" << movie_frames.size();
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#endif
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    }
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    exit_loop = false;
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}
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void AOLayer::load_next_frame() {
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    //QMutexLocker locker(&mutex);
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    mutex.lock();
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    movie_frames.append(this->get_pixmap(m_reader.read()));
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    movie_delays.append(m_reader.nextImageDelay());
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    mutex.unlock();
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    frameAdded.wakeAll();
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}
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void CharLayer::preanim_done()
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