break;
case 'f':
unlock_window();
- if(mwindow->session->cwindow_fullscreen)
+ if( canvas->get_fullscreen() )
canvas->stop_fullscreen();
else
canvas->start_fullscreen();
break;
case ESC:
unlock_window();
- if(mwindow->session->cwindow_fullscreen)
+ if( canvas->get_fullscreen() )
canvas->stop_fullscreen();
lock_window("CWindowGUI::keypress_event 4");
result = 1;
mwindow->sync_parameters(change_type);
}
if( overlay ) {
- mwindow->gui->lock_window("CWindow::camera_keyframe");
+ mwindow->gui->lock_window("CWindowGUI::sync_parameters");
mwindow->gui->draw_overlays(1);
mwindow->gui->unlock_window();
}
gui->draw_status(1);
}
-int CWindowCanvas::get_fullscreen()
-{
- return mwindow->session->cwindow_fullscreen;
-}
-
-void CWindowCanvas::set_fullscreen(int value)
-{
- mwindow->session->cwindow_fullscreen = value;
-}
-
-
void CWindowCanvas::update_zoom(int x, int y, float zoom)
{
use_scrollbars = mwindow->edl->session->cwindow_scrollbars;
void CWindowCanvas::draw_refresh(int flush)
{
- if(get_canvas() && !get_canvas()->get_video_on())
- {
-
- if(refresh_frame && refresh_frame->get_w()>0 && refresh_frame->get_h()>0)
- {
+ if( get_canvas() && !get_canvas()->get_video_on() ) {
+ clear(0);
+ if( mwindow->uses_opengl() ) {
+ get_canvas()->unlock_window();
+ get_canvas()->flush();
+ get_canvas()->sync_display();
+// this code is to idle rendering before drawing overlays on refresh frame
+// if this is not done, occationally opengl finishs late, and overwrites
+// the x11 refresh frame and the overlay is not visible. Rarely happens.
+// bug in gl libs may segv if glfinish is called, workaround is no finish
+ static int cin_finish = -1;
+ if( cin_finish < 0 ) {
+ const char *cp = getenv("CIN_FINISH");
+ cin_finish = !cp ? 1 : atoi(cp);
+ }
+ if( cin_finish )
+ mwindow->playback_3d->finish_output();
+ get_canvas()->lock_window("CWindowCanvas::draw_refresh");
+ }
+ if( refresh_frame && refresh_frame->get_w()>0 && refresh_frame->get_h()>0 ) {
float in_x1, in_y1, in_x2, in_y2;
float out_x1, out_y1, out_x2, out_y2;
get_transfers(mwindow->edl,
- in_x1,
- in_y1,
- in_x2,
- in_y2,
- out_x1,
- out_y1,
- out_x2,
- out_y2);
-
- if(!EQUIV(out_x1, 0) ||
- !EQUIV(out_y1, 0) ||
- !EQUIV(out_x2, get_canvas()->get_w()) ||
- !EQUIV(out_y2, get_canvas()->get_h()))
- {
- get_canvas()->clear_box(0,
- 0,
- get_canvas()->get_w(),
- get_canvas()->get_h());
- }
+ in_x1, in_y1, in_x2, in_y2,
+ out_x1, out_y1, out_x2, out_y2);
+
//printf("CWindowCanvas::draw_refresh %.2f %.2f %.2f %.2f -> %.2f %.2f %.2f %.2f\n",
//in_x1, in_y1, in_x2, in_y2, out_x1, out_y1, out_x2, out_y2);
- if(out_x2 > out_x1 &&
- out_y2 > out_y1 &&
- in_x2 > in_x1 &&
- in_y2 > in_y1)
- {
+ if( out_x2 > out_x1 && out_y2 > out_y1 &&
+ in_x2 > in_x1 && in_y2 > in_y1 ) {
// input scaled from session to refresh frame coordinates
int ow = get_output_w(mwindow->edl);
int oh = get_output_h(mwindow->edl);
// Can't use OpenGL here because it is called asynchronously of the
// playback operation.
get_canvas()->draw_vframe(refresh_frame,
- (int)out_x1,
- (int)out_y1,
+ (int)out_x1, (int)out_y1,
(int)(out_x2 - out_x1),
(int)(out_y2 - out_y1),
- (int)in_x1,
- (int)in_y1,
+ (int)in_x1, (int)in_y1,
(int)(in_x2 - in_x1),
(int)(in_y2 - in_y1),
0);
}
}
- else
- {
- get_canvas()->clear_box(0,
- 0,
- get_canvas()->get_w(),
- get_canvas()->get_h());
- }
-
+//usleep(10000);
draw_overlays();
-// allow last opengl write to complete before redraw
-// tried sync_display, glFlush, glxMake*Current(0..)
-usleep(20000);
get_canvas()->flash(flush);
}
//printf("CWindowCanvas::draw_refresh 10\n");
switch(mwindow->edl->session->cwindow_operation)
{
case CWINDOW_CAMERA:
- draw_bezier(1);
+ draw_outlines(1);
break;
case CWINDOW_PROJECTOR:
- draw_bezier(0);
+ draw_outlines(0);
break;
case CWINDOW_CROP:
}
-
-
-
-
-
-
-void CWindowCanvas::draw_bezier(int do_camera)
+void CWindowCanvas::draw_outlines(int do_camera)
{
Track *track = gui->cwindow->calculate_affected_track();
if(!track) return;
- float center_x;
- float center_y;
- float center_z;
+ float proj_x, proj_y, proj_z;
int64_t position = track->to_units(
mwindow->edl->local_session->get_selectionstart(1),
0);
- if( do_camera ) {
- track->automation->get_camera(¢er_x,
- ¢er_y, ¢er_z, position, PLAY_FORWARD);
-// follow image, not camera
- center_x = -center_x * center_z; center_y = -center_y * center_z;
- }
- else
- track->automation->get_projector(¢er_x,
- ¢er_y, ¢er_z, position, PLAY_FORWARD);
-
-// center_x += track->track_w / 2;
-// center_y += track->track_h / 2;
- center_x += mwindow->edl->session->output_w / 2;
- center_y += mwindow->edl->session->output_h / 2;
- float track_x1 = center_x - track->track_w / 2 * center_z;
- float track_y1 = center_y - track->track_h / 2 * center_z;
- float track_x2 = track_x1 + track->track_w * center_z;
- float track_y2 = track_y1 + track->track_h * center_z;
-
- output_to_canvas(mwindow->edl, 0, track_x1, track_y1);
- output_to_canvas(mwindow->edl, 0, track_x2, track_y2);
+ track->automation->get_projector(&proj_x, &proj_y, &proj_z,
+ position, PLAY_FORWARD);
+
+ proj_x += mwindow->edl->session->output_w/2.;
+ proj_y += mwindow->edl->session->output_h/2.;
+ float proj_x1 = proj_x - track->track_w/2. * proj_z;
+ float proj_y1 = proj_y - track->track_h/2. * proj_z;
+ float proj_x2 = proj_x + track->track_w/2. * proj_z;
+ float proj_y2 = proj_y + track->track_h/2. * proj_z;
+ float x1 = proj_x1, x2 = proj_x2;
+ float y1 = proj_y1, y2 = proj_y2;
+ output_to_canvas(mwindow->edl, 0, x1, y1);
+ output_to_canvas(mwindow->edl, 0, x2, y2);
#define DRAW_PROJECTION(offset) \
- get_canvas()->draw_rectangle((int)track_x1 + offset, \
- (int)track_y1 + offset, \
- (int)(track_x2 - track_x1), \
- (int)(track_y2 - track_y1)); \
- get_canvas()->draw_line((int)track_x1 + offset, \
- (int)track_y1 + offset, \
- (int)track_x2 + offset, \
- (int)track_y2 + offset); \
- get_canvas()->draw_line((int)track_x2 + offset, \
- (int)track_y1 + offset, \
- (int)track_x1 + offset, \
- (int)track_y2 + offset); \
-
+ get_canvas()->draw_rectangle(x1+offset, y1+offset, (x2-x1), (y2-y1)); \
+ get_canvas()->draw_line(x1+offset, y1+offset, x2+offset, y2+offset); \
+ get_canvas()->draw_line(x2+offset, y1+offset, x1+offset, y2+offset); \
// Drop shadow
get_canvas()->set_color(BLACK);
DRAW_PROJECTION(1);
-
-// canvas->set_inverse();
- if(do_camera)
- get_canvas()->set_color(GREEN);
- else
- get_canvas()->set_color(RED);
-
+ get_canvas()->set_color(do_camera ? GREEN : RED);
DRAW_PROJECTION(0);
-// canvas->set_opaque();
+ if( do_camera ) {
+ float cam_x, cam_y, cam_z;
+ track->automation->get_camera(&cam_x, &cam_y, &cam_z,
+ position, PLAY_FORWARD);
+ cam_x += track->track_w / 2.;
+ cam_y += track->track_h / 2.;
+// follow image, not camera
+ cam_x = -cam_x; cam_y = -cam_y; cam_z *= proj_z;
+ float cam_x1 = cam_x * cam_z + proj_x;
+ float cam_y1 = cam_y * cam_z + proj_y;
+ float cam_x2 = (cam_x + track->track_w) * cam_z + proj_x;
+ float cam_y2 = (cam_y + track->track_h) * cam_z + proj_y;
+ output_to_canvas(mwindow->edl, 0, cam_x1, cam_y1);
+ output_to_canvas(mwindow->edl, 0, cam_x2, cam_y2);
+ get_canvas()->set_color(YELLOW);
+ get_canvas()->draw_rectangle(cam_x1, cam_y1, cam_x2-cam_x1, cam_y2-cam_y1);
+ }
}
int CWindowCanvas::test_bezier(int button_press,