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libopenshot/tests/Timeline_Tests.cpp

444 lines
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C++

/**
* @file
* @brief Unit tests for openshot::Timeline
* @author Jonathan Thomas <jonathan@openshot.org>
*
* @ref License
*/
/* LICENSE
*
* Copyright (c) 2008-2019 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/>.
*/
#include "UnitTest++.h"
#include "../include/OpenShot.h"
using namespace std;
using namespace openshot;
TEST(Timeline_Constructor)
{
// Create a default fraction (should be 1/1)
Fraction fps(30000,1000);
Timeline t1(640, 480, fps, 44100, 2, LAYOUT_STEREO);
// Check values
CHECK_EQUAL(640, t1.info.width);
CHECK_EQUAL(480, t1.info.height);
// Create a default fraction (should be 1/1)
Timeline t2(300, 240, fps, 44100, 2, LAYOUT_STEREO);
// Check values
CHECK_EQUAL(300, t2.info.width);
CHECK_EQUAL(240, t2.info.height);
}
TEST(Timeline_Width_and_Height_Functions)
{
// Create a default fraction (should be 1/1)
Fraction fps(30000,1000);
Timeline t1(640, 480, fps, 44100, 2, LAYOUT_STEREO);
// Check values
CHECK_EQUAL(640, t1.info.width);
CHECK_EQUAL(480, t1.info.height);
// Set width
t1.info.width = 600;
// Check values
CHECK_EQUAL(600, t1.info.width);
CHECK_EQUAL(480, t1.info.height);
// Set height
t1.info.height = 400;
// Check values
CHECK_EQUAL(600, t1.info.width);
CHECK_EQUAL(400, t1.info.height);
}
TEST(Timeline_Framerate)
{
// Create a default fraction (should be 1/1)
Fraction fps(24,1);
Timeline t1(640, 480, fps, 44100, 2, LAYOUT_STEREO);
// Check values
CHECK_CLOSE(24.0f, t1.info.fps.ToFloat(), 0.00001);
}
TEST(Timeline_Check_Two_Track_Video)
{
// Create a reader
stringstream path;
path << TEST_MEDIA_PATH << "test.mp4";
Clip clip_video(path.str());
clip_video.Layer(0);
clip_video.Position(0.0);
stringstream path_overlay;
path_overlay << TEST_MEDIA_PATH << "front3.png";
Clip clip_overlay(path_overlay.str());
clip_overlay.Layer(1);
clip_overlay.Position(0.05); // Delay the overlay by 0.05 seconds
clip_overlay.End(0.5); // Make the duration of the overlay 1/2 second
// Create a timeline
Timeline t(1280, 720, Fraction(30, 1), 44100, 2, LAYOUT_STEREO);
// Add clips
t.AddClip(&clip_video);
t.AddClip(&clip_overlay);
// Open Timeline
t.Open();
// Get frame
std::shared_ptr<Frame> f = t.GetFrame(1);
// Get the image data
int pixel_row = 200;
int pixel_index = 230 * 4; // pixel 230 (4 bytes per pixel)
// Check image properties
CHECK_EQUAL(21, (int)f->GetPixels(pixel_row)[pixel_index]);
CHECK_EQUAL(191, (int)f->GetPixels(pixel_row)[pixel_index + 1]);
CHECK_EQUAL(0, (int)f->GetPixels(pixel_row)[pixel_index + 2]);
CHECK_EQUAL(255, (int)f->GetPixels(pixel_row)[pixel_index + 3]);
// Get frame
f = t.GetFrame(2);
// Check image properties
CHECK_EQUAL(176, (int)f->GetPixels(pixel_row)[pixel_index]);
CHECK_EQUAL(0, (int)f->GetPixels(pixel_row)[pixel_index + 1]);
CHECK_EQUAL(186, (int)f->GetPixels(pixel_row)[pixel_index + 2]);
CHECK_EQUAL(255, (int)f->GetPixels(pixel_row)[pixel_index + 3]);
// Get frame
f = t.GetFrame(3);
// Check image properties
CHECK_EQUAL(23, (int)f->GetPixels(pixel_row)[pixel_index]);
CHECK_EQUAL(190, (int)f->GetPixels(pixel_row)[pixel_index + 1]);
CHECK_EQUAL(0, (int)f->GetPixels(pixel_row)[pixel_index + 2]);
CHECK_EQUAL(255, (int)f->GetPixels(pixel_row)[pixel_index + 3]);
// Get frame
f = t.GetFrame(24);
// Check image properties
CHECK_EQUAL(186, (int)f->GetPixels(pixel_row)[pixel_index]);
CHECK_EQUAL(106, (int)f->GetPixels(pixel_row)[pixel_index + 1]);
CHECK_EQUAL(0, (int)f->GetPixels(pixel_row)[pixel_index + 2]);
CHECK_EQUAL(255, (int)f->GetPixels(pixel_row)[pixel_index + 3]);
// Get frame
f = t.GetFrame(5);
// Check image properties
CHECK_EQUAL(23, (int)f->GetPixels(pixel_row)[pixel_index]);
CHECK_EQUAL(190, (int)f->GetPixels(pixel_row)[pixel_index + 1]);
CHECK_EQUAL(0, (int)f->GetPixels(pixel_row)[pixel_index + 2]);
CHECK_EQUAL(255, (int)f->GetPixels(pixel_row)[pixel_index + 3]);
// Get frame
f = t.GetFrame(25);
// Check image properties
CHECK_EQUAL(0, (int)f->GetPixels(pixel_row)[pixel_index]);
CHECK_EQUAL(94, (int)f->GetPixels(pixel_row)[pixel_index + 1]);
CHECK_EQUAL(186, (int)f->GetPixels(pixel_row)[pixel_index + 2]);
CHECK_EQUAL(255, (int)f->GetPixels(pixel_row)[pixel_index + 3]);
// Get frame
f = t.GetFrame(4);
// Check image properties
CHECK_EQUAL(176, (int)f->GetPixels(pixel_row)[pixel_index]);
CHECK_EQUAL(0, (int)f->GetPixels(pixel_row)[pixel_index + 1]);
CHECK_EQUAL(186, (int)f->GetPixels(pixel_row)[pixel_index + 2]);
CHECK_EQUAL(255, (int)f->GetPixels(pixel_row)[pixel_index + 3]);
// Close reader
t.Close();
}
TEST(Timeline_Clip_Order)
{
// Create a timeline
Timeline t(640, 480, Fraction(30, 1), 44100, 2, LAYOUT_STEREO);
// Add some clips out of order
stringstream path_top;
path_top << TEST_MEDIA_PATH << "front3.png";
Clip clip_top(path_top.str());
clip_top.Layer(2);
t.AddClip(&clip_top);
stringstream path_middle;
path_middle << TEST_MEDIA_PATH << "front.png";
Clip clip_middle(path_middle.str());
clip_middle.Layer(0);
t.AddClip(&clip_middle);
stringstream path_bottom;
path_bottom << TEST_MEDIA_PATH << "back.png";
Clip clip_bottom(path_bottom.str());
clip_bottom.Layer(1);
t.AddClip(&clip_bottom);
// Open Timeline
t.Open();
// Loop through Clips and check order (they should have been sorted into the correct order)
// Bottom layer to top layer, then by position.
list<Clip*>::iterator clip_itr;
list<Clip*> clips = t.Clips();
int counter = 0;
for (clip_itr=clips.begin(); clip_itr != clips.end(); ++clip_itr)
{
// Get clip object from the iterator
Clip *clip = (*clip_itr);
switch (counter) {
case 0:
CHECK_EQUAL(0, clip->Layer());
break;
case 1:
CHECK_EQUAL(1, clip->Layer());
break;
case 2:
CHECK_EQUAL(2, clip->Layer());
break;
}
// increment counter
counter++;
}
// Add another clip
stringstream path_middle1;
path_middle1 << TEST_MEDIA_PATH << "interlaced.png";
Clip clip_middle1(path_middle1.str());
clip_middle1.Layer(1);
clip_middle1.Position(0.5);
t.AddClip(&clip_middle1);
// Loop through clips again, and re-check order
counter = 0;
clips = t.Clips();
for (clip_itr=clips.begin(); clip_itr != clips.end(); ++clip_itr)
{
// Get clip object from the iterator
Clip *clip = (*clip_itr);
switch (counter) {
case 0:
CHECK_EQUAL(0, clip->Layer());
break;
case 1:
CHECK_EQUAL(1, clip->Layer());
CHECK_CLOSE(0.0, clip->Position(), 0.0001);
break;
case 2:
CHECK_EQUAL(1, clip->Layer());
CHECK_CLOSE(0.5, clip->Position(), 0.0001);
break;
case 3:
CHECK_EQUAL(2, clip->Layer());
break;
}
// increment counter
counter++;
}
// Close reader
t.Close();
}
TEST(Timeline_Effect_Order)
{
// Create a timeline
Timeline t(640, 480, Fraction(30, 1), 44100, 2, LAYOUT_STEREO);
// Add some effects out of order
Negate effect_top;
effect_top.Id("C");
effect_top.Layer(2);
t.AddEffect(&effect_top);
Negate effect_middle;
effect_middle.Id("A");
effect_middle.Layer(0);
t.AddEffect(&effect_middle);
Negate effect_bottom;
effect_bottom.Id("B");
effect_bottom.Layer(1);
t.AddEffect(&effect_bottom);
// Open Timeline
t.Open();
// Loop through effects and check order (they should have been sorted into the correct order)
// Bottom layer to top layer, then by position, and then by order.
list<EffectBase*>::iterator effect_itr;
list<EffectBase*> effects = t.Effects();
int counter = 0;
for (effect_itr=effects.begin(); effect_itr != effects.end(); ++effect_itr)
{
// Get clip object from the iterator
EffectBase *effect = (*effect_itr);
switch (counter) {
case 0:
CHECK_EQUAL(0, effect->Layer());
CHECK_EQUAL("A", effect->Id());
CHECK_EQUAL(0, effect->Order());
break;
case 1:
CHECK_EQUAL(1, effect->Layer());
CHECK_EQUAL("B", effect->Id());
CHECK_EQUAL(0, effect->Order());
break;
case 2:
CHECK_EQUAL(2, effect->Layer());
CHECK_EQUAL("C", effect->Id());
CHECK_EQUAL(0, effect->Order());
break;
}
// increment counter
counter++;
}
// Add some more effects out of order
Negate effect_top1;
effect_top1.Id("B-2");
effect_top1.Layer(1);
effect_top1.Position(0.5);
effect_top1.Order(2);
t.AddEffect(&effect_top1);
Negate effect_middle1;
effect_middle1.Id("B-3");
effect_middle1.Layer(1);
effect_middle1.Position(0.5);
effect_middle1.Order(1);
t.AddEffect(&effect_middle1);
Negate effect_bottom1;
effect_bottom1.Id("B-1");
effect_bottom1.Layer(1);
effect_bottom1.Position(0);
effect_bottom1.Order(3);
t.AddEffect(&effect_bottom1);
// Loop through effects again, and re-check order
effects = t.Effects();
counter = 0;
for (effect_itr=effects.begin(); effect_itr != effects.end(); ++effect_itr)
{
// Get clip object from the iterator
EffectBase *effect = (*effect_itr);
switch (counter) {
case 0:
CHECK_EQUAL(0, effect->Layer());
CHECK_EQUAL("A", effect->Id());
CHECK_EQUAL(0, effect->Order());
break;
case 1:
CHECK_EQUAL(1, effect->Layer());
CHECK_EQUAL("B-1", effect->Id());
CHECK_CLOSE(0.0, effect->Position(), 0.0001);
CHECK_EQUAL(3, effect->Order());
break;
case 2:
CHECK_EQUAL(1, effect->Layer());
CHECK_EQUAL("B", effect->Id());
CHECK_CLOSE(0.0, effect->Position(), 0.0001);
CHECK_EQUAL(0, effect->Order());
break;
case 3:
CHECK_EQUAL(1, effect->Layer());
CHECK_EQUAL("B-2", effect->Id());
CHECK_CLOSE(0.5, effect->Position(), 0.0001);
CHECK_EQUAL(2, effect->Order());
break;
case 4:
CHECK_EQUAL(1, effect->Layer());
CHECK_EQUAL("B-3", effect->Id());
CHECK_CLOSE(0.5, effect->Position(), 0.0001);
CHECK_EQUAL(1, effect->Order());
break;
case 5:
CHECK_EQUAL(2, effect->Layer());
CHECK_EQUAL("C", effect->Id());
CHECK_EQUAL(0, effect->Order());
break;
}
// increment counter
counter++;
}
// Close reader
t.Close();
}
TEST(Timeline_Effect_Blur)
{
// Create a timeline
Timeline t(640, 480, Fraction(30, 1), 44100, 2, LAYOUT_STEREO);
stringstream path_top;
path_top << TEST_MEDIA_PATH << "interlaced.png";
Clip clip_top(path_top.str());
clip_top.Layer(2);
t.AddClip(&clip_top);
// Add some effects out of order
Keyframe horizontal_radius(5.0);
Keyframe vertical_radius(5.0);
Keyframe sigma(3.0);
Keyframe iterations(3.0);
Blur blur(horizontal_radius, vertical_radius, sigma, iterations);
blur.Id("B");
blur.Layer(2);
t.AddEffect(&blur);
// Open Timeline
t.Open();
// Get frame
std::shared_ptr<Frame> f = t.GetFrame(1);
// Close reader
t.Close();
}