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281 lines
12 KiB
C++
281 lines
12 KiB
C++
/**
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* @file
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* @brief Header file for Timeline class
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* @author Jonathan Thomas <jonathan@openshot.org>
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*
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* @section LICENSE
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*
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* Copyright (c) 2008-2014 OpenShot Studios, LLC
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* <http://www.openshotstudios.com/>. This file is part of
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* OpenShot Library (libopenshot), an open-source project dedicated to
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* delivering high quality video editing and animation solutions to the
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* world. For more information visit <http://www.openshot.org/>.
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*
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* OpenShot Library (libopenshot) is free software: you can redistribute it
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* and/or modify it under the terms of the GNU Lesser General Public License
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* as published by the Free Software Foundation, either version 3 of the
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* License, or (at your option) any later version.
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*
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* OpenShot Library (libopenshot) is distributed in the hope that it will be
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* useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with OpenShot Library. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef OPENSHOT_TIMELINE_H
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#define OPENSHOT_TIMELINE_H
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#include <list>
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#include <tr1/memory>
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#include <QtGui/QImage>
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#include <QtGui/QPainter>
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#include "Cache.h"
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#include "Color.h"
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#include "Clip.h"
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#include "Point.h"
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#include "EffectBase.h"
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#include "Effects.h"
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#include "Fraction.h"
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#include "Frame.h"
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#include "FrameMapper.h"
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#include "KeyFrame.h"
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#include "OpenMPUtilities.h"
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#include "ReaderBase.h"
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using namespace std;
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using namespace openshot;
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namespace openshot {
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/// Comparison method for sorting clip pointers (by Layer and then Position). Clips are sorted
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/// from lowest layer to top layer (since that is the sequence they need to be combined), and then
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/// by position (left to right).
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struct CompareClips{
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bool operator()( Clip* lhs, Clip* rhs){
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if( lhs->Layer() < rhs->Layer() ) return true;
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if( lhs->Layer() == rhs->Layer() && lhs->Position() <= rhs->Position() ) return true;
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return false;
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}};
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/// Comparison method for sorting effect pointers (by Position, Layer, and Order). Effects are sorted
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/// from lowest layer to top layer (since that is sequence clips are combined), and then by
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/// position, and then by effect order.
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struct CompareEffects{
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bool operator()( EffectBase* lhs, EffectBase* rhs){
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if( lhs->Layer() < rhs->Layer() ) return true;
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if( lhs->Layer() == rhs->Layer() && lhs->Position() < rhs->Position() ) return true;
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if( lhs->Layer() == rhs->Layer() && lhs->Position() == rhs->Position() && lhs->Order() > rhs->Order() ) return true;
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return false;
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}};
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/**
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* @brief This class represents a timeline
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*
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* The timeline is one of the <b>most important</b> features of a video editor, and controls all
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* aspects of how video, image, and audio clips are combined together, and how the final
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* video output will be rendered. It has a collection of layers and clips, that arrange,
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* sequence, and generate the final video output.
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*
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* The <b>following graphic</b> displays a timeline, and how clips can be arranged, scaled, and layered together. It
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* also demonstrates how the viewport can be scaled smaller than the canvas, which can be used to zoom and pan around the
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* canvas (i.e. pan & scan).
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* \image html /doc/images/Timeline_Layers.png
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*
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* The <b>following graphic</b> displays how the playhead determines which frames to combine and layer.
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* \image html /doc/images/Playhead.png
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*
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* Lets take a look at what the code looks like:
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* @code
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* // Create a Timeline
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* Timeline t(1280, // width
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* 720, // height
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* Fraction(25,1), // framerate
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* 44100, // sample rate
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* 2 // channels
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* );
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*
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* // Create some clips
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* Clip c1(new ImageReader("MyAwesomeLogo.jpeg"));
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* Clip c2(new FFmpegReader("BackgroundVideo.webm"));
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*
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* // CLIP 1 (logo) - Set some clip properties (with Keyframes)
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* c1.Position(0.0); // Set the position or location (in seconds) on the timeline
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* c1.gravity = GRAVITY_LEFT; // Set the alignment / gravity of the clip (position on the screen)
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* c1.scale = SCALE_CROP; // Set the scale mode (how the image is resized to fill the screen)
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* c1.Layer(1); // Set the layer of the timeline (higher layers cover up images of lower layers)
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* c1.Start(0.0); // Set the starting position of the video (trim the left side of the video)
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* c1.End(16.0); // Set the ending position of the video (trim the right side of the video)
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* c1.alpha.AddPoint(1, 0.0); // Set the alpha to transparent on frame #1
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* c1.alpha.AddPoint(500, 0.0); // Keep the alpha transparent until frame #500
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* c1.alpha.AddPoint(565, 1.0); // Animate the alpha from transparent to visible (between frame #501 and #565)
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*
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* // CLIP 2 (background video) - Set some clip properties (with Keyframes)
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* c2.Position(0.0); // Set the position or location (in seconds) on the timeline
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* c2.Start(10.0); // Set the starting position of the video (trim the left side of the video)
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* c2.Layer(0); // Set the layer of the timeline (higher layers cover up images of lower layers)
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* c2.alpha.AddPoint(1, 1.0); // Set the alpha to visible on frame #1
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* c2.alpha.AddPoint(150, 0.0); // Animate the alpha to transparent (between frame 2 and frame #150)
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* c2.alpha.AddPoint(360, 0.0, LINEAR); // Keep the alpha transparent until frame #360
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* c2.alpha.AddPoint(384, 1.0); // Animate the alpha to visible (between frame #360 and frame #384)
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*
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* // Add clips to timeline
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* t.AddClip(&c1);
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* t.AddClip(&c2);
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*
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* // Open the timeline reader
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* t.Open();
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*
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* // Get frame number 1 from the timeline (This will generate a new frame, made up from the previous clips and settings)
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* tr1::shared_ptr<Frame> f = t.GetFrame(1);
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*
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* // Now that we have an openshot::Frame object, lets have some fun!
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* f->Display(); // Display the frame on the screen
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*
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* // Close the timeline reader
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* t.Close();
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* @endcode
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*/
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class Timeline : public ReaderBase {
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private:
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bool is_open; ///<Is Timeline Open?
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bool auto_map_clips; ///< Auto map framerates and sample rates to all clips
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list<Clip*> clips; ///<List of clips on this timeline
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list<Clip*> closing_clips; ///<List of clips that need to be closed
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map<Clip*, Clip*> open_clips; ///<List of 'opened' clips on this timeline
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list<EffectBase*> effects; ///<List of clips on this timeline
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Cache final_cache; ///<Final cache of timeline frames
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/// Process a new layer of video or audio
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void add_layer(tr1::shared_ptr<Frame> new_frame, Clip* source_clip, long int clip_frame_number, long int timeline_frame_number, bool is_top_clip);
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/// Apply a FrameMapper to a clip which matches the settings of this timeline
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void apply_mapper_to_clip(Clip* clip);
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/// Apply JSON Diffs to various objects contained in this timeline
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void apply_json_to_clips(Json::Value change) throw(InvalidJSONKey); ///<Apply JSON diff to clips
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void apply_json_to_effects(Json::Value change) throw(InvalidJSONKey); ///< Apply JSON diff to effects
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void apply_json_to_effects(Json::Value change, EffectBase* existing_effect) throw(InvalidJSONKey); ///<Apply JSON diff to a specific effect
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void apply_json_to_timeline(Json::Value change) throw(InvalidJSONKey); ///<Apply JSON diff to timeline properties
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/// Calculate time of a frame number, based on a framerate
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float calculate_time(long int number, Fraction rate);
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/// Find intersecting (or non-intersecting) openshot::Clip objects
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///
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/// @returns A list of openshot::Clip objects
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/// @param requested_frame The frame number that is requested.
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/// @param number_of_frames The number of frames to check
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/// @param include Include or Exclude intersecting clips
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vector<Clip*> find_intersecting_clips(long int requested_frame, int number_of_frames, bool include);
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/// Get or generate a blank frame
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tr1::shared_ptr<Frame> GetOrCreateFrame(Clip* clip, long int number);
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/// Apply effects to the source frame (if any)
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tr1::shared_ptr<Frame> apply_effects(tr1::shared_ptr<Frame> frame, long int timeline_frame_number, int layer);
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/// Compare 2 floating point numbers for equality
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bool isEqual(double a, double b);
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/// Sort clips by position on the timeline
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void sort_clips();
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/// Sort effects by position on the timeline
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void sort_effects();
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/// Update the list of 'opened' clips
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void update_open_clips(Clip *clip, bool does_clip_intersect);
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public:
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/// @brief Default Constructor for the timeline (which sets the canvas width and height and FPS)
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/// @param width The width of the timeline (and thus, the generated openshot::Frame objects)
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/// @param height The height of the timeline (and thus, the generated openshot::Frame objects)
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/// @param fps The frames rate of the timeline
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/// @param sample_rate The sample rate of the timeline's audio
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/// @param channels The number of audio channels of the timeline
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/// @param channel_layout The channel layout (i.e. mono, stereo, 3 point surround, etc...)
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Timeline(int width, int height, Fraction fps, int sample_rate, int channels, ChannelLayout channel_layout);
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/// @brief Add an openshot::Clip to the timeline
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/// @param clip Add an openshot::Clip to the timeline. A clip can contain any type of Reader.
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void AddClip(Clip* clip) throw(ReaderClosed);
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/// @brief Add an effect to the timeline
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/// @param effect Add an effect to the timeline. An effect can modify the audio or video of an openshot::Frame.
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void AddEffect(EffectBase* effect);
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/// Apply the timeline's framerate and samplerate to all clips
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void ApplyMapperToClips();
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/// Determine if clips are automatically mapped to the timeline's framerate and samplerate
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bool AutoMapClips() { return auto_map_clips; };
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/// @brief Automatically map all clips to the timeline's framerate and samplerate
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void AutoMapClips(bool auto_map) { auto_map_clips = auto_map; };
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/// Return a list of clips on the timeline
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list<Clip*> Clips() { return clips; };
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/// Close the timeline reader (and any resources it was consuming)
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void Close();
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/// Return the list of effects on the timeline
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list<EffectBase*> Effects() { return effects; };
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/// Get the cache object used by this reader
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Cache* GetCache() { return &final_cache; };
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/// Get an openshot::Frame object for a specific frame number of this timeline.
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///
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/// @returns The requested frame (containing the image)
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/// @param requested_frame The frame number that is requested.
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tr1::shared_ptr<Frame> GetFrame(long int requested_frame) throw(ReaderClosed, OutOfBoundsFrame);
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// Curves for the viewport
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Keyframe viewport_scale; ///<Curve representing the scale of the viewport (0 to 100)
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Keyframe viewport_x; ///<Curve representing the x coordinate for the viewport
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Keyframe viewport_y; ///<Curve representing the y coordinate for the viewport
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// Background color
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Color color; ///<Background color of timeline canvas
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/// Determine if reader is open or closed
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bool IsOpen() { return is_open; };
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/// Return the type name of the class
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string Name() { return "Timeline"; };
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/// Get and Set JSON methods
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string Json(); ///< Generate JSON string of this object
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void SetJson(string value) throw(InvalidJSON); ///< Load JSON string into this object
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Json::Value JsonValue(); ///< Generate Json::JsonValue for this object
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void SetJsonValue(Json::Value root) throw(InvalidFile, ReaderClosed); ///< Load Json::JsonValue into this object
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/// @brief Apply a special formatted JSON object, which represents a change to the timeline (add, update, delete)
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/// This is primarily designed to keep the timeline (and its child objects... such as clips and effects) in sync
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/// with another application... such as OpenShot Video Editor (http://www.openshot.org).
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/// @param value A JSON string containing a key, value, and type of change.
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void ApplyJsonDiff(string value) throw(InvalidJSON, InvalidJSONKey);
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/// Open the reader (and start consuming resources)
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void Open();
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/// @brief Remove an openshot::Clip from the timeline
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/// @param clip Remove an openshot::Clip from the timeline.
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void RemoveClip(Clip* clip);
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/// @brief Remove an effect from the timeline
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/// @param effect Remove an effect from the timeline.
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void RemoveEffect(EffectBase* effect);
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};
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}
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#endif
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