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libopenshot/include/Timeline.h

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C++

/**
* @file
* @brief Header file for Timeline class
* @author Jonathan Thomas <jonathan@openshot.org>
*
* @section LICENSE
*
* Copyright (c) 2008-2014 OpenShot Studios, LLC
* <http://www.openshotstudios.com/>. This file is part of
* OpenShot Library (libopenshot), an open-source project dedicated to
* delivering high quality video editing and animation solutions to the
* world. For more information visit <http://www.openshot.org/>.
*
* OpenShot Library (libopenshot) is free software: you can redistribute it
* and/or modify it under the terms of the GNU Lesser 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 (libopenshot) 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with OpenShot Library. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef OPENSHOT_TIMELINE_H
#define OPENSHOT_TIMELINE_H
#include <list>
#include <tr1/memory>
#include <QtGui/QImage>
#include <QtGui/QPainter>
#include "Magick++.h"
#include "Cache.h"
#include "Color.h"
#include "Clip.h"
#include "Point.h"
#include "EffectBase.h"
#include "Effects.h"
#include "Fraction.h"
#include "Frame.h"
#include "FrameMapper.h"
#include "KeyFrame.h"
#include "OpenMPUtilities.h"
#include "ReaderBase.h"
using namespace std;
using namespace openshot;
namespace openshot {
/// Comparison method for sorting clip pointers (by Layer and then Position). Clips are sorted
/// from lowest layer to top layer (since that is the sequence they need to be combined), and then
/// by position (left to right).
struct CompareClips{
bool operator()( Clip* lhs, Clip* rhs){
if( lhs->Layer() < rhs->Layer() ) return true;
if( lhs->Layer() == rhs->Layer() && lhs->Position() <= rhs->Position() ) return true;
return false;
}};
/// Comparison method for sorting effect pointers (by Position, Layer, and Order). Effects are sorted
/// from lowest layer to top layer (since that is sequence clips are combined), and then by
/// position, and then by effect order.
struct CompareEffects{
bool operator()( EffectBase* lhs, EffectBase* rhs){
if( lhs->Layer() < rhs->Layer() ) return true;
if( lhs->Layer() == rhs->Layer() && lhs->Position() < rhs->Position() ) return true;
if( lhs->Layer() == rhs->Layer() && lhs->Position() == rhs->Position() && lhs->Order() > rhs->Order() ) return true;
return false;
}};
/**
* @brief This class represents a timeline
*
* The timeline is one of the <b>most important</b> 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 <b>following graphic</b> 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 <b>following graphic</b> 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
* Fraction(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<Frame> 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:
bool is_open; ///<Is Timeline Open?
bool auto_map_clips; ///< Auto map framerates and sample rates to all clips
list<Clip*> clips; ///<List of clips on this timeline
list<Clip*> closing_clips; ///<List of clips that need to be closed
map<Clip*, Clip*> open_clips; ///<List of 'opened' clips on this timeline
list<EffectBase*> effects; ///<List of clips on this timeline
Cache final_cache; ///<Final cache of timeline frames
/// Process a new layer of video or audio
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);
/// Apply a FrameMapper to a clip which matches the settings of this timeline
void apply_mapper_to_clip(Clip* clip);
/// Apply JSON Diffs to various objects contained in this timeline
void apply_json_to_clips(Json::Value change) throw(InvalidJSONKey); ///<Apply JSON diff to clips
void apply_json_to_effects(Json::Value change) throw(InvalidJSONKey); ///< Apply JSON diff to effects
void apply_json_to_effects(Json::Value change, EffectBase* existing_effect) throw(InvalidJSONKey); ///<Apply JSON diff to a specific effect
void apply_json_to_timeline(Json::Value change) throw(InvalidJSONKey); ///<Apply JSON diff to timeline properties
/// Calculate time of a frame number, based on a framerate
float calculate_time(long int number, Fraction rate);
/// Find intersecting (or non-intersecting) openshot::Clip objects
///
/// @returns A list of openshot::Clip objects
/// @param requested_frame The frame number that is requested.
/// @param number_of_frames The number of frames to check
/// @param include Include or Exclude intersecting clips
vector<Clip*> find_intersecting_clips(long int requested_frame, int number_of_frames, bool include);
/// Apply effects to the source frame (if any)
tr1::shared_ptr<Frame> apply_effects(tr1::shared_ptr<Frame> frame, long int timeline_frame_number, int layer);
/// Compare 2 floating point numbers for equality
bool isEqual(double a, double b);
/// Sort clips by position on the timeline
void sort_clips();
/// Sort effects by position on the timeline
void sort_effects();
/// Update the list of 'opened' clips
void update_open_clips(Clip *clip, bool does_clip_intersect);
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
/// @param channel_layout The channel layout (i.e. mono, stereo, 3 point surround, etc...)
Timeline(int width, int height, Fraction fps, int sample_rate, int channels, ChannelLayout channel_layout);
/// @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);
/// Apply the timeline's framerate and samplerate to all clips
void ApplyMapperToClips();
/// Determine if clips are automatically mapped to the timeline's framerate and samplerate
bool AutoMapClips() { return auto_map_clips; };
/// @brief Automatically map all clips to the timeline's framerate and samplerate
void AutoMapClips(bool auto_map) { auto_map_clips = auto_map; };
/// Return a list of clips on the timeline
list<Clip*> Clips() { return clips; };
/// Close the timeline reader (and any resources it was consuming)
void Close();
/// Return the list of effects on the timeline
list<EffectBase*> Effects() { return effects; };
/// Get the cache object used by this reader
Cache* GetCache() { return &final_cache; };
/// 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<Frame> GetFrame(long int requested_frame) throw(ReaderClosed, OutOfBoundsFrame);
// Curves for the viewport
Keyframe viewport_scale; ///<Curve representing the scale of the viewport (0 to 100)
Keyframe viewport_x; ///<Curve representing the x coordinate for the viewport
Keyframe viewport_y; ///<Curve representing the y coordinate for the viewport
// Background color
Color color; ///<Background color of timeline canvas
/// Determine if reader is open or closed
bool IsOpen() { return is_open; };
/// Return the type name of the class
string Name() { return "Timeline"; };
/// Get and Set JSON methods
string Json(); ///< Generate JSON string of this object
void SetJson(string value) throw(InvalidJSON); ///< Load JSON string into this object
Json::Value JsonValue(); ///< Generate Json::JsonValue for this object
void SetJsonValue(Json::Value root) throw(InvalidFile, ReaderClosed); ///< Load Json::JsonValue into this object
/// @brief Apply a special formatted JSON object, which represents a change to the timeline (add, update, delete)
/// This is primarily designed to keep the timeline (and its child objects... such as clips and effects) in sync
/// with another application... such as OpenShot Video Editor (http://www.openshot.org).
/// @param value A JSON string containing a key, value, and type of change.
void ApplyJsonDiff(string value) throw(InvalidJSON, InvalidJSONKey);
/// Open the reader (and start consuming resources)
void Open();
/// @brief Remove an openshot::Clip from the timeline
/// @param clip Remove an openshot::Clip from the timeline.
void RemoveClip(Clip* clip);
/// @brief Remove an effect from the timeline
/// @param effect Remove an effect from the timeline.
void RemoveEffect(EffectBase* effect);
};
}
#endif