That's one ui design idea out the window ...
So basically I am forced to use an actionbar, and seeing how that is the case I decided to get rid of everything else and just use the actionbar for the buttons. Goodbye jog-wheel, it wasn't really doing anything useful on that screen anyway (unless I added a preview window, but that's going to be too slow/take up too much room on a phone). I also moved the scale/scrollbar thing to the bottom of the screen which is much more usable on a phone as otherwise you accidentally hit the action bar or the notification pull-down too easily.
It creates a more uncluttered view so I suppose it was a better idea anyway.
I fixed a few other little things, played with hooking up buttons to focus/action, and experimented with a 'fling' animator, but at this point some bits of the prototype hacked-up code is starting to collapse in upon itself. It's not really worth spending much more time trying to get it to do other things without a good reorganisation and clean up of some fairly sizeable sections.
I need a model for the time scale pan/zoom although I could live without that for the time being. A model for the sequencer is probably more necessary otherwise adding basic operations such as delete get messier and messier. There's still a bunch of basic interface required too; setting project and rendering particulars, and basic clip details such as transition time and effects.
So this is basically where the prototype development ends and the application development begins. 90% of the effort left? Yes probably. 6 days of prototype to 2 months of application development ... hmm, sounds fairly reasonable if a little on the optimistic side, generally it takes 3 writes to get something right.
I guess i'll find out if I keep poking at it ...