#include "bchash.h"
#include "bcsignals.h"
#include "cache.h"
+#include "canvas.h"
#include "condition.h"
#include "edl.h"
#include "edlsession.h"
#include "mwindowgui.h"
#include "patchbay.h"
#include "tracking.h"
+#include "tracks.h"
#include "playbackengine.h"
#include "playtransport.h"
#include "preferences.h"
#include "mainsession.h"
#include "trackcanvas.h"
#include "transportque.h"
+#include "videodevice.h"
+#include "vdevicex11.h"
#include "vrender.h"
void PlaybackEngine::delete_render_engine()
{
renderengine_lock->lock("PlaybackEngine::delete_render_engine");
- delete render_engine; render_engine = 0;
+ if( render_engine ) {
+ render_engine->interrupt_playback();
+ render_engine->wait_done();
+ delete render_engine; render_engine = 0;
+ }
renderengine_lock->unlock();
}
// Start tracking after arming so the tracking position doesn't change.
// The tracking for a single frame command occurs during PAUSE
init_tracking();
-
+ clear_borders();
// Dispatch the command
start_render_engine();
break;
}
}
+void PlaybackEngine::clear_borders()
+{
+ EDL *edl = command->get_edl();
+ PlaybackConfig *config = edl->session->playback_config;
+ if( config->vconfig->driver == PLAYBACK_X11_GL ) {
+ if( render_engine && render_engine->video ) {
+ VDeviceBase *vdriver = render_engine->video->get_output_base();
+ ((VDeviceX11*)vdriver)->clear_output();
+ return;
+ }
+ }
+ BC_WindowBase *window = output->get_canvas();
+ if( !window ) return;
+ window->lock_window("PlaybackEngine::clear_output");
+ output->clear_borders(edl);
+ window->unlock_window();
+}
void PlaybackEngine::stop_playback(int wait_tracking)
{
//printf("PlaybackEngine::send_command 1 %d\n", command);
// Stop requires transferring the output buffer to a refresh buffer.
int do_stop = 0;
- int curr_command = this->command->command;
+ int curr_command = is_playing_back ? this->command->command : STOP;
int curr_single_frame = TransportCommand::single_frame(curr_command);
int curr_audio = this->command->toggle_audio ?
!curr_single_frame : curr_single_frame;
// Just change the EDL if the change requires it because renderengine
// structures won't point to the new EDL otherwise and because copying the
// EDL for every cursor movement is slow.
- switch( change_type ) {
- case CHANGE_EDL:
- case CHANGE_ALL:
+ if( change_type == CHANGE_EDL || change_type == CHANGE_ALL )
next_command->get_edl()->copy_all(new_edl);
- break;
- case CHANGE_PARAMS:
+ else if( change_type == CHANGE_PARAMS )
next_command->get_edl()->synchronize_params(new_edl);
- break;
- }
next_command->set_playback_range(new_edl, use_inout,
preferences->forward_render_displacement);
}