/** * @file * @brief Header file for Timeline class * @author Jonathan Thomas * * @section LICENSE * * Copyright (c) 2008-2013 OpenShot Studios, LLC * (http://www.openshotstudios.com). This file is part of * OpenShot Library (http://www.openshot.org), an open-source project * dedicated to delivering high quality video editing and animation solutions * to the world. * * OpenShot Library is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * OpenShot Library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with OpenShot Library. If not, see . */ #ifndef OPENSHOT_TIMELINE_H #define OPENSHOT_TIMELINE_H // Defining some ImageMagic flags... for Mac (since they appear to be unset) #ifndef MAGICKCORE_QUANTUM_DEPTH #define MAGICKCORE_QUANTUM_DEPTH 16 #endif #ifndef MAGICKCORE_HDRI_ENABLE #define MAGICKCORE_HDRI_ENABLE 0 #endif #include #include #include #include "Magick++.h" #include "Cache.h" #include "Color.h" #include "Clip.h" #include "EffectBase.h" #include "ReaderBase.h" #include "Fraction.h" #include "Frame.h" #include "FrameRate.h" #include "KeyFrame.h" using namespace std; using namespace openshot; namespace openshot { /// Comparison method for sorting clip pointers (by Position and Layer) struct CompareClips{ bool operator()( Clip* lhs, Clip* rhs){ if( lhs->Position() < rhs->Position() ) return true; if( lhs->Position() == rhs->Position() ) return lhs->Layer() < rhs->Layer(); return false; }}; /// Comparison method for sorting effect pointers (by Position, Layer, and Order) struct CompareEffects{ bool operator()( EffectBase* lhs, EffectBase* rhs){ if( lhs->Position() < rhs->Position() ) return true; if( lhs->Position() == rhs->Position() ) return lhs->Layer() < rhs->Layer(); if( lhs->Position() == rhs->Position() && lhs->Layer() == rhs->Layer() ) return lhs->Order() < rhs->Order(); return false; }}; /** * @brief This class represents a timeline * * The timeline is one of the most important features of a video editor, and controls all * aspects of how video, image, and audio clips are combined together, and how the final * video output will be rendered. It has a collection of layers and clips, that arrange, * sequence, and generate the final video output. * * The following graphic displays a timeline, and how clips can be arranged, scaled, and layered together. It * also demonstrates how the viewport can be scaled smaller than the canvas, which can be used to zoom and pan around the * canvas (i.e. pan & scan). * \image html /doc/images/Timeline_Layers.png * * The following graphic displays how the playhead determines which frames to combine and layer. * \image html /doc/images/Playhead.png * * Lets take a look at what the code looks like: * @code * // Create a Timeline * Timeline t(1280, // width * 720, // height * Framerate(25,1), // framerate * 44100, // sample rate * 2 // channels * ); * * // Create some clips * Clip c1(new ImageReader("MyAwesomeLogo.jpeg")); * Clip c2(new FFmpegReader("BackgroundVideo.webm")); * * // CLIP 1 (logo) - Set some clip properties (with Keyframes) * c1.Position(0.0); // Set the position or location (in seconds) on the timeline * c1.gravity = GRAVITY_LEFT; // Set the alignment / gravity of the clip (position on the screen) * c1.scale = SCALE_CROP; // Set the scale mode (how the image is resized to fill the screen) * c1.Layer(1); // Set the layer of the timeline (higher layers cover up images of lower layers) * c1.Start(0.0); // Set the starting position of the video (trim the left side of the video) * c1.End(16.0); // Set the ending position of the video (trim the right side of the video) * c1.alpha.AddPoint(1, 0.0); // Set the alpha to transparent on frame #1 * c1.alpha.AddPoint(500, 0.0); // Keep the alpha transparent until frame #500 * c1.alpha.AddPoint(565, 1.0); // Animate the alpha from transparent to visible (between frame #501 and #565) * * // CLIP 2 (background video) - Set some clip properties (with Keyframes) * c2.Position(0.0); // Set the position or location (in seconds) on the timeline * c2.Start(10.0); // Set the starting position of the video (trim the left side of the video) * c2.Layer(0); // Set the layer of the timeline (higher layers cover up images of lower layers) * c2.alpha.AddPoint(1, 1.0); // Set the alpha to visible on frame #1 * c2.alpha.AddPoint(150, 0.0); // Animate the alpha to transparent (between frame 2 and frame #150) * c2.alpha.AddPoint(360, 0.0, LINEAR); // Keep the alpha transparent until frame #360 * c2.alpha.AddPoint(384, 1.0); // Animate the alpha to visible (between frame #360 and frame #384) * * // Add clips to timeline * t.AddClip(&c1); * t.AddClip(&c2); * * // Open the timeline reader * t.Open(); * * // Get frame number 1 from the timeline (This will generate a new frame, made up from the previous clips and settings) * tr1::shared_ptr f = t.GetFrame(1); * * // Now that we have an openshot::Frame object, lets have some fun! * f->Display(); // Display the frame on the screen * * // Close the timeline reader * t.Close(); * @endcode */ class Timeline : public ReaderBase { private: int width; /// clips; /// closing_clips; /// open_clips; /// effects; /// new_frame, Clip* source_clip, int clip_frame_number, int timeline_frame_number); /// Calculate time of a frame number, based on a framerate float calculate_time(int number, Framerate rate); /// Apply effects to the source frame (if any) tr1::shared_ptr apply_effects(tr1::shared_ptr frame, int timeline_frame_number, int layer); /// Calculate the # of samples per video frame (for a specific frame number) int GetSamplesPerFrame(int frame_number); /// Compare 2 floating point numbers for equality bool isEqual(double a, double b); /// Update the list of 'opened' clips void update_open_clips(Clip *clip, bool is_open); /// Update the list of 'closed' clips void update_closed_clips(); public: /// @brief Default Constructor for the timeline (which sets the canvas width and height and FPS) /// @param width The width of the timeline (and thus, the generated openshot::Frame objects) /// @param height The height of the timeline (and thus, the generated openshot::Frame objects) /// @param fps The frames rate of the timeline /// @param sample_rate The sample rate of the timeline's audio /// @param channels The number of audio channels of the timeline Timeline(int width, int height, Framerate fps, int sample_rate, int channels); /// @brief Add an openshot::Clip to the timeline /// @param clip Add an openshot::Clip to the timeline. A clip can contain any type of Reader. void AddClip(Clip* clip) throw(ReaderClosed); /// @brief Add an effect to the timeline /// @param effect Add an effect to the timeline. An effect can modify the audio or video of an openshot::Frame. void AddEffect(EffectBase* effect); /// Return a list of clips on the timeline list Clips() { return clips; }; /// Close the timeline reader (and any resources it was consuming) void Close(); /// Return the list of effects on the timeline list Effects() { return effects; }; /// Get the framerate of this timeline Framerate FrameRate() { return fps; }; /// @brief Set the framerate for this timeline /// @param new_fps The new frame rate to set for this timeline void FrameRate(Framerate new_fps) { fps = new_fps; }; /// Get an openshot::Frame object for a specific frame number of this timeline. /// /// @returns The requested frame (containing the image) /// @param requested_frame The frame number that is requested. tr1::shared_ptr GetFrame(int requested_frame) throw(ReaderClosed); /// Get the height of canvas and viewport int Height() { return height; } /// @brief Set the height of canvas and viewport /// @param new_height The new height to set for this timeline void Height(int new_height) { height = new_height; } // Curves for the viewport Keyframe viewport_scale; ///