Completed the effects integration into the Timeline class. An effect is limited to a single layer on the timeline, but can affect many clips (based on it's position and duration)

This commit is contained in:
Jonathan Thomas
2013-10-06 18:11:33 -05:00
parent ffe3be756e
commit 642bfc659d
4 changed files with 130 additions and 36 deletions

View File

@@ -46,42 +46,85 @@ using namespace tr1;
int main(int argc, char* argv[])
{
// Create a empty clip
Timeline t1(720, 480, Framerate(24,1), 44100, 2);
DummyReader dr1(Framerate(24,1),720,480, 41000, 2, 10.0);
Timeline timeline_animation(720, 480, Framerate(24,1), 44100, 2);
// Change some properties
Clip c1a(&dr1);
c1a.Layer(1);
c1a.Position(5.0);
c1a.Start(5);
c1a.End(10.5);
t1.AddClip(&c1a);
// Add Sky Layer
ImageReader sky_reader("/home/jonathan/Animation/sky.png");
Clip clip_sky(&sky_reader);
clip_sky.Layer(0);
clip_sky.Position(0.0);
clip_sky.End(30);
timeline_animation.AddClip(&clip_sky);
Clip c2a(&dr1);
c2a.Layer(1);
c2a.Position(5.0);
c2a.Start(1);
c2a.End(10.5);
t1.AddClip(&c2a);
// Add Hills Layer
ImageReader hills_reader("/home/jonathan/Animation/hills.png");
Clip clip_hills(&hills_reader);
clip_hills.Layer(2);
clip_hills.Position(0.0);
clip_hills.End(30);
clip_hills.gravity = GRAVITY_BOTTOM;
clip_hills.scale = SCALE_CROP;
clip_hills.location_y = Keyframe(0.40);
timeline_animation.AddClip(&clip_hills);
Clip c3a(&dr1);
c3a.Layer(1);
c3a.Position(5.0);
c3a.Start(3);
c3a.End(10.5);
t1.AddClip(&c3a);
// Add Sun Layer
ImageReader sun_reader("/home/jonathan/Animation/sun.png");
Clip clip_sun(&sun_reader);
clip_sun.Layer(3);
clip_sun.Position(0.0);
clip_sun.End(30);
clip_sun.gravity = GRAVITY_TOP_RIGHT;
clip_sun.scale = SCALE_NONE;
clip_sun.location_y = Keyframe(0.025);
clip_sun.location_x = Keyframe(-0.025);
timeline_animation.AddClip(&clip_sun);
// Add Cloud 1 Layer
ImageReader cloud_reader("/home/jonathan/Animation/cloud.png");
Clip clip_cloud(&cloud_reader);
clip_cloud.Layer(4);
clip_cloud.Position(0.0);
clip_cloud.End(30);
clip_cloud.gravity = GRAVITY_TOP_LEFT;
clip_cloud.scale = SCALE_NONE;
clip_cloud.location_y = Keyframe(0.025);
clip_cloud.location_x = Keyframe(0.025);
timeline_animation.AddClip(&clip_cloud);
list<Clip*>::iterator clip_itr;
list<Clip*> myClips = t1.Clips();
for (clip_itr=myClips.begin(); clip_itr != myClips.end(); ++clip_itr)
{
// Get clip object from the iterator
Clip *clip = (*clip_itr);
// Add Cloud 2 Layer
ImageReader cloud_reader2("/home/jonathan/Animation/cloud.png");
Clip clip_cloud2(&cloud_reader2);
clip_cloud2.Layer(4);
clip_cloud2.Position(0.0);
clip_cloud2.End(30);
clip_cloud2.gravity = GRAVITY_TOP_LEFT;
clip_cloud2.scale = SCALE_NONE;
clip_cloud2.location_y = Keyframe(0.2);
clip_cloud2.location_x = Keyframe(0.25);
timeline_animation.AddClip(&clip_cloud2);
// Open or Close this clip, based on if it's intersecting or not
cout << clip->Start() << endl;
}
// Add Cloud 3 Layer
ImageReader cloud_reader3("/home/jonathan/Animation/cloud.png");
Clip clip_cloud3(&cloud_reader3);
clip_cloud3.Layer(4);
clip_cloud3.Position(0.0);
clip_cloud3.End(30);
clip_cloud3.gravity = GRAVITY_TOP_LEFT;
clip_cloud3.scale = SCALE_NONE;
clip_cloud3.alpha = Keyframe(0.2);
clip_cloud3.location_y = Keyframe(0.025);
clip_cloud3.location_x = Keyframe(0.65);
timeline_animation.AddClip(&clip_cloud3);
// Add Effect to cloud layer
Negate effect;
effect.Position(0);
effect.End(30.0);
effect.Layer(3);
timeline_animation.AddEffect(&effect);
// View frames
timeline_animation.GetFrame(1)->Display();
return 0;