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libopenshot/src/Frame.cpp

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/**
* \file
* \brief Source code for the Frame class
* \author Copyright (c) 2011 Jonathan Thomas
*/
#include "../include/Frame.h"
using namespace std;
using namespace openshot;
// Constructor - blank frame (300x200 blank image, 48kHz audio silence)
Frame::Frame() : number(1), image(0), audio(0)
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{
// Init the image magic and audio buffer
image = new Magick::Image(Magick::Geometry(300,200), Magick::Color("red"));
audio = new juce::AudioSampleBuffer(2,1600);
// initialize the audio samples to zero (silence)
audio->clear();
};
// Constructor - image only (48kHz audio silence)
Frame::Frame(int number, int width, int height, string color) : number(number), image(0), audio(0)
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{
// Init the image magic and audio buffer
image = new Magick::Image(Magick::Geometry(width, height), Magick::Color(color));
audio = new juce::AudioSampleBuffer(2,1600);
// initialize the audio samples to zero (silence)
audio->clear();
};
// Constructor - image only from pixel array (48kHz audio silence)
Frame::Frame(int number, int width, int height, const string map, const Magick::StorageType type, const void *pixels)
: number(number), image(0), audio(0)
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{
// Init the image magic and audio buffer
image = new Magick::Image(width, height, map, type, pixels);
audio = new juce::AudioSampleBuffer(2,1600);
// initialize the audio samples to zero (silence)
audio->clear();
};
// Constructor - audio only (300x200 blank image)
Frame::Frame(int number, int samples, int channels) : number(number), image(0), audio(0)
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{
// Init the image magic and audio buffer
image = new Magick::Image(Magick::Geometry(300, 200), Magick::Color("white"));
audio = new juce::AudioSampleBuffer(channels, samples);
// initialize the audio samples to zero (silence)
audio->clear();
};
// Constructor - image & audio
Frame::Frame(int number, int width, int height, string color, int samples, int channels) : number(number), image(0), audio(0)
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{
// Init the image magic and audio buffer
image = new Magick::Image(Magick::Geometry(width, height), Magick::Color(color));
audio = new juce::AudioSampleBuffer(channels, samples);
// initialize the audio samples to zero (silence)
audio->clear();
};
// Destructor
Frame::~Frame()
{
// deallocate image and audio memory
DeletePointers();
}
// Copy constructor
Frame::Frame ( const Frame &other )
{
// copy pointers and data
DeepCopy(other);
}
// Assignment operator
Frame& Frame::operator= (const Frame& other)
{
if (this != &other) {
// deallocate image and audio memory
DeletePointers();
// copy pointers and data
DeepCopy(other);
}
// return this instance
return *this;
}
// Copy data and pointers from another Frame instance
void Frame::DeepCopy(const Frame& other)
{
// ignore copy if objects are the same
number = other.number;
image = new Magick::Image(*(other.image));
audio = new juce::AudioSampleBuffer(*(other.audio));
}
// Deallocate image and audio memory
void Frame::DeletePointers()
{
// deallocate image memory
delete image;
image = NULL;
// deallocate audio memory
delete audio;
audio = NULL;
}
// Display the frame image to the screen (primarily used for debugging reasons)
void Frame::Display()
{
// display the image
image->display();
}
// Get pixel data (as packets)
const Magick::PixelPacket* Frame::GetPixels()
{
// Return arry of pixel packets
return image->getConstPixels(0,0, image->columns(), image->rows());
}
// Get pixel data (for only a single scan-line)
const Magick::PixelPacket* Frame::GetPixels(int row)
{
// Return arry of pixel packets
return image->getConstPixels(0,row, image->columns(), 1);
}
// Get pixel data (for a resized image)
const Magick::PixelPacket* Frame::GetPixels(unsigned int width, unsigned int height, int frame)
{
// Create a new resized image
//Magick::Image newImage = *image;
small_image = new Magick::Image(*(image));
small_image->resize(Magick::Geometry(width, height));
small_image->colorize(255, 0, 0, Magick::Color(0,0,255));
small_image->blur(5.0, 5.0);
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stringstream file;
file << "frame" << frame << ".png";
small_image->write(file.str());
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// Return arry of pixel packets
return small_image->getConstPixels(0,0, small_image->columns(), small_image->rows());
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}
// Get height of image
int Frame::GetHeight()
{
// return height
return image->rows();
}
// Get height of image
int Frame::GetWidth()
{
// return width
return image->columns();
}
// Save the frame image
void Frame::Save()
{
// save the image
stringstream file;
file << "frame" << number << ".png";
image->write(file.str());
}
// Add (or replace) pixel data to the frame
void Frame::AddImage(int width, int height, const string map, const Magick::StorageType type, const void *pixels)
{
// Deallocate image memory
delete image;
image = NULL;
// Create new image object, and fill with pixel data
image = new Magick::Image(width, height, map, type, pixels);
}
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// Add audio samples to a specific channel
void Frame::AddAudio(int destChannel, int destStartSample, const float* source, int numSamples, float gainToApplyToSource = 1.0f)
{
// Add samples to frame's audio buffer
audio->addFrom(destChannel, destStartSample, source, numSamples, gainToApplyToSource);
}
// Play audio samples for this frame
void Frame::Play()
{
AudioDeviceManager deviceManager;
deviceManager.initialise (0, /* number of input channels */
audio->getNumChannels(), /* number of output channels */
0, /* no XML settings.. */
true /* select default device on failure */);
AudioFormatManager formatManager;
formatManager.registerBasicFormats();
AudioSourcePlayer audioSourcePlayer;
deviceManager.addAudioCallback (&audioSourcePlayer);
ScopedPointer<AudioBufferSource> my_source;
my_source = new AudioBufferSource(audio->getNumSamples(), audio->getNumChannels());
cout << "audio->getNumSamples(): " << audio->getNumSamples() << endl;
// Add audio to AudioBufferSource
for (int channel = 0; channel < audio->getNumChannels(); channel++)
{
// Add audio for each channel
my_source->AddAudio(channel, 0, audio->getSampleData(channel), audio->getNumSamples(), 1.0f);
}
AudioTransportSource transport1;
transport1.setSource (my_source,
5000, // tells it to buffer this many samples ahead
(double) 8000);
transport1.setPosition (0);
transport1.setGain(1.0);
// Create MIXER
MixerAudioSource mixer;
mixer.addInputSource(&transport1, false);
audioSourcePlayer.setSource (&mixer);
// Start transports
transport1.start();
while (transport1.isPlaying())
{
cout << "playing" << endl;
sleep(1);
}
cout << "DONE!!!" << endl;
transport1.stop();
transport1.setSource (0);
audioSourcePlayer.setSource (0);
deviceManager.removeAudioCallback (&audioSourcePlayer);
deviceManager.closeAudioDevice();
deviceManager.removeAllChangeListeners();
deviceManager.dispatchPendingMessages();
cout << "End of Play()" << endl;
}