class RenderWindow;
+class RenderAssets : public ArrayList<Indexable *>
+{
+public:
+ RenderAssets();
+ ~RenderAssets();
+
+ void clear();
+};
class Render : public BC_DialogThread
{
// This should be integrated into the Asset Class.
static int check_asset(EDL *edl, Asset &asset);
// strategy to conform with using renderfarm.
- static int get_strategy(int use_renderfarm, int use_labels);
+ static int get_strategy(int use_renderfarm, int use_labels, int range_type);
int get_strategy();
// Force filename to have a 0 padded number if rendering to a list.
int check_numbering(Asset &asset);
void start_progress();
void stop_progress();
void show_progress();
+ void update_assets();
// Procedure the run function should use.
int mode;
// Background compression must be disabled when direct frame copying and reenabled afterwards
int direct_frame_copying;
// beep on done
- int beep;
+ float beep;
Preferences *preferences;
VFrame *compressed_output;
MainProgressBar *progress;
RenderProgress *render_progress;
RenderThread *thread;
+ RenderAssets assets;
MWindow *mwindow;
PlayableTracks *playable_tracks;
PackageDispatcher *packages;
MWindow *mwindow;
Render *render;
+ int64_t render_frames;
};
class RenderToTracks;
RenderFormat(MWindow *mwindow, BC_WindowBase *window, Asset *asset);
~RenderFormat();
void update_format();
+ int handle_event();
};
-class RenderBeepOnDone : public BC_CheckBox
+class RenderBeepOnDone : public BC_FPot
{
public:
RenderBeepOnDone(RenderWindow *rwindow, int x, int y);
RenderProfile *renderprofile;
LoadMode *loadmode;
+ BC_Title *file_format;
RenderFormat *render_format;
MWindow *mwindow;