#include "errorbox.inc"
#include "file.inc"
#include "formatpopup.inc"
-#include "formattools.inc"
+#include "formattools.h"
#include "guicast.h"
#include "loadmode.inc"
#include "mainprogress.inc"
void start_batches(ArrayList<BatchRenderJob*> *jobs);
// The batches are processed in the foreground in non interactive mode.
void start_batches(ArrayList<BatchRenderJob*> *jobs,
- BC_Hash *boot_defaults,
- Preferences *preferences);
+ BC_Hash *boot_defaults, Preferences *batch_prefs);
// Called by BatchRender to stop the operation.
void stop_operation();
BC_Window* new_gui();
+ void handle_done_event(int result);
void handle_close_event(int result);
void start_render();
int load_defaults(Asset *asset);
int save_defaults(Asset *asset);
int load_profile(int profile_slot, Asset *asset);
+ double get_render_range();
// force asset parameters regardless of window
// This should be integrated into the Asset Class.
static int check_asset(EDL *edl, Asset &asset);
-// Fix strategy to conform with using renderfarm.
- static int fix_strategy(int strategy, int use_renderfarm);
+// strategy to conform with using renderfarm.
+ static int get_strategy(int use_renderfarm, int use_labels);
+ int get_strategy();
// Force filename to have a 0 padded number if rendering to a list.
int check_numbering(Asset &asset);
static void create_filename(char *path,
void start_progress();
void stop_progress();
+ void show_progress();
// Procedure the run function should use.
int mode;
int in_progress;
// Background compression must be disabled when direct frame copying and reenabled afterwards
int direct_frame_copying;
+// beep on done
+ int beep;
-// Copy of mwindow preferences or pointer to another preferences object
Preferences *preferences;
VFrame *compressed_output;
MainProgressBar *progress;
PlayableTracks *playable_tracks;
PackageDispatcher *packages;
Mutex *package_lock, *counter_lock;
- int strategy;
+ int use_labels;
int range_type;
// Total selection to render in seconds
double total_start, total_end;
// External Render farm checks this every frame.
int result;
- int format_error;
Asset *default_asset;
// Asset containing the file format
Asset *asset;
};
+class RenderRange1Frame : public BC_Radial
+{
+public:
+ RenderRange1Frame(RenderWindow *rwindow, int value, int x, int y);
+ int handle_event();
+ RenderWindow *rwindow;
+};
+
+
+class RenderFormat : public FormatTools
+{
+public:
+ RenderFormat(MWindow *mwindow, BC_WindowBase *window, Asset *asset);
+ ~RenderFormat();
+ void update_format();
+};
+
+
+class RenderBeepOnDone : public BC_CheckBox
+{
+public:
+ RenderBeepOnDone(RenderWindow *rwindow, int x, int y);
+ int handle_event();
+
+ RenderWindow *rwindow;
+};
+
class RenderWindow : public BC_Window
{
~RenderWindow();
void create_objects();
+ void enable_render_range(int v);
void update_range_type(int range_type);
void load_profile(int profile_slot);
RenderRangeProject *rangeproject;
RenderRangeSelection *rangeselection;
RenderRangeInOut *rangeinout;
+ RenderRange1Frame *range1frame;
+ RenderBeepOnDone *beep_on_done;
RenderProfile *renderprofile;
LoadMode *loadmode;
- FormatTools *format_tools;
+ RenderFormat *render_format;
MWindow *mwindow;
Render *render;
Asset *asset;
};
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-
-
#endif