programs, with no need for the user to manually interact with the
user interface (figure~\ref{fig:batch01}).
+\begin{figure}[htpb] \centering
+ \includegraphics[width=1.0\linewidth]{batch01.png}
+ \caption{Example of the Batch Render menu}
+ \label{fig:batch01}
+\end{figure}
+
If you want to render many projects to media files without having to
constantly set up the render dialog for each one, batch rendering is
-a more efficient method of rendering. In the Batch Render menu, you
-specify one or more \CGG{} project XML files, the EDL, to render and
-unique output files for each. (The EDL is the Edit Decision List or
-the set of changes to be applied to the project and media files.)
-Then \CGG{} loads each project file and renders it
-automatically. The project XML files, combined with the settings for
-rendering an output file, are called a batch. This allows a large
-amount of media to be processed without user intervention.
+a more efficient method of rendering. To use this feature you need to
+understand certain concepts.
-\begin{figure}[htpb] \centering
- \includegraphics[width=1.0\linewidth]{batch01.png}
- \caption{Example of the Batch Render menu}
- \label{fig:batch01}
-\end{figure}
+\begin{enumerate}
+ \item You must define a list of Batches (\textit{Job}) before starting the rendering. This is created using the \textit{New} button and displayed in \textit{Batches to Render} dialog.
+ \item Each batch consists of a source project already created in \CGG{}, e.g. \texttt{aaa.xml}, to which we assign the rendering parameters.
+ \begin{itemize}
+ \item to associate \texttt{aaa.xml} to the batch we use the \textit{EDL Path} input field.
+ \item we decide a name and path for the output file.
+ \item let's set the \textit{File Format} of the output file.
+ \item We configure the file with the Audio/Video \textit{wrench}.
+ \item we decide whether to create different files for each \textit{label} and whether to use a \textit{Render farm}.
+ \end{itemize}
+ \item Created the first batch, we will see it appear in the dialog \textit{Batches to Render}.
+ \item Using the \textit{New} button again we create a second batch for another source project (\texttt{bbb.xml}) and configure it at will.
+ \item We continue with the source projects \texttt{ccc.xml}, \texttt{ddd.xml}, etc. until we run out of projects that we want to render in batch.
+ \item Note that each batch has its own name, path and rendering parameters.
+ \item Now we have our \textit{Job}, a list of batches. We can still configure it or modify it if we want to change something. In addition we can delete a batch from the list or we can disable it in the \textit{Enabled} field so that it is not taken into account during rendering, but without deleting it.
+ \item Finally we start batch rendering with the \textit{Start} button.
+\end{enumerate}
+
+Let's see in detail how to set the Batch Rendering.
The first thing to do when preparing to do batch rendering is to
create one or more \CGG{} projects to be rendered and save them as a
-normal project, such as \texttt{ProjectA.xml}. The batch renderer
+normal project, such as \texttt{aaa.xml}. The batch renderer
requires a separate project file for every batch to be rendered.
You can use the same \CGG{} project file if you are rendering to
different output files, as in an example where you might be creating
the same output video in different file formats.
-To create a project file which can be used in batch render, set up
-your project and define the region to be rendered either by
-highlighting it, setting in/out points around it, or positioning the
-insertion point before it. Then save the project as usual to your
-\texttt{project.xm}l file. Define as many projects as needed this
-way. The batch renderer takes the active region from the EDL file
-for rendering. If we have not set active regions, it is better to
-bring the insertion point to the beginning of the timeline to avoid
-possible problems with the rendering.
+You do not have to render an entire projects. We can limit ourselves to an \textit{active region} that we can set through a selection in Cut and Paste mode, with labels or In/Out Points. Or the rendering will start from the Insert Point position until the end of the project. Remember: if we want to render the entire project (and not just one active region) it is important to bring the Insertion Point to the beginning of the timeline. This is the only way we are sure to include the whole project.
With all the \CGG{} xml project files prepared with active regions,
go to \texttt{File $\rightarrow$ Batch Render}. This brings up the
parameters as if you were rendering a single file. These parameters
apply to only one batch. In addition to the standard rendering
parameters, you must select the \textit{EDL Path} to be the project
-file (such as \texttt{ProjectA.xml}) that will be used in the batch
+file (such as \texttt{aaa.xml}) that will be used in the batch
job. In this case, \textit{EDL Path} is not related in anyway with
the EDL files as created by \texttt{File/Export EDL}. In batch
render mode the program will not overwrite an existing output file
as the output files exist before starting.
If the batches to render list is empty or nothing is highlighted,
-click \texttt{New} to create a new batch. The new batch will contain
-all the parameters you just set. Repeatedly press the \texttt{New}
+click \textit{New} to create a new batch. The new batch will contain
+all the parameters you just set. Repeatedly press the \textit{New}
button to create more batches with the same parameters. When you
highlight any batch, you can edit the configuration on the top of
the batch render window. The highlighted batch is always
synchronized to the information displayed. You can easily change
the order in which the batch jobs are rendered, by clicking and
-dragging a batch to a different position. Hit \texttt{Delete} to
+dragging a batch to a different position. Hit \textit{Delete} to
permanently remove a highlighted batch. In the list box is a column
which enables or disables the batch with an \texttt{X} meaning the
batch job is enabled and will be run. This way batches can be
-skipped without being deleted. Click on the \texttt{Enabled} column
+skipped without being deleted. Click on the \textit{Enabled} column
in the list box to enable or disable a batch.
The description of each of the columns in the batch list are as
\item[Enabled:] an X in this column means the batch job will be run.
\item[Labeled:] an \texttt{X} in this column goes hand in hand with
create new file at each label.
+\item[Farmed:] to use or not the render farm.
\item[Output:] path and filename for the generated output.
\item[EDL:] the path and filename of the source EDL for the batch
job.
\item[Elapsed:] the amount of time taken to render the batch if
finished. If field is empty, it did not run.
\end{description} To start rendering from the first enabled batch,
-hit \texttt{Start}. Once rendering, the main window shows the
+hit \textit{Start}. Once rendering, the main window shows the
progress of the batch. After each batch finishes, the elapsed column
in the batch list is updated and the next batch is rendered until
all the enabled batches are finished. The currently rendering batch
is always highlighted red. To stop rendering before the batches are
-finished without closing the batch render dialog, hit \texttt{Stop}.
+finished without closing the batch render dialog, hit \textit{Stop}.
To stop rendering before the batches are finished and close the
-batch render dialog, hit \texttt{Close}. Or you can exit the batch
+batch render dialog, hit \textit{Close}. Or you can exit the batch
render dialog whether or not anything is being rendered, by hitting
-\texttt{Close}.
+\textit{Close}.
You can automate \CGG{} batch renders from other programs. In the
batch render dialog, once you have created your list of batch render
-jobs, you can click the button \texttt{Save Jobs} and choose a file
+jobs, you can click the button \textit{Save Jobs} and choose a file
to save your batch render list to. Once you have created this file,
you can start up a batch render without needing to interact with the
\CGG{} user interface. From a shell prompt, from a script, or other
\chapter{Shortcuts}%
\label{cha:shortcuts}
-Almost every \CGGI{} command has its own keyboard and mouse shortcuts. Here
-they are listed organized by window and type. If a desktop window manager and operating
-system is already using a specific key for its own purpose then that key will not be available
-for use as a shortcut in \CGG{}. An example might be the Alt key. Some specific alternatives
-are listed in~\ref{ssub:key_alternatives} in the "Key Alternatives" paragraph.
+In \CGGI{} a lot of shortcuts are defined for various operations.
+Although it is quite possible to do everything with the mouse, the extensive
+use of shortcuts can make the editing process much more convenient and
+efficient. However, with so large a variety of shortcuts it is not uncommon
+that some of them may interfere with assignments of the same shortcuts in
+the user's desktop environment, keyboard language switcher, etc. For
+example in KDE, the Alt-Tab and Shift-Alt-Tab shortcuts are commonly assigned to
+switch between different desktop applications, and if so, these keystrokes
+would not be available to \CGGI{}. Another example, in Arch linux KDE: the combination Alt+LMB does not translate the mask, but the entire Compositor window. To translate the mask we must use Ctrl+Alt+LMB.
+
+When having problems with some shortcut in \CGGI{}, it is recommended
+first to examine which set of shortcuts is assigned to the desktop
+environment and, if necessary, resolve the conflict. A special X11 application
+\texttt{xev} (or \texttt{xorg-xev}) can also help to test the keystrokes functionality (see \texttt{man xev}).
+Otherwise, \CGGI{} is completely desktop-neutral and has no
+requirements of some special window manager's support.
+
+Here the shortcuts are listed organized by window and type. Some specific alternatives are listed in~\ref{ssub:key_alternatives} in the "Key Alternatives" paragraph.
\section{Main window }%
\label{sec:main_window}
& Attach Effect\dots & & Open video effect selection for insert at edit boundary. \\
& Render Effect\dots & & Open video render select to render from select as pcm. \\
\midrule
- \textcolor{CinBlueText}{Tracks} & Move tracks up & Shift-Up & Circulate tracks up. \\
- & Move trks down & Shift-Down & Circulate tracks down. \\
+ \textcolor{CinBlueText}{Tracks} & Move tracks up & Shift-Up & Swap tracks up. \\
+ & Move trks down & Shift-Down & Swap tracks down. \\
+ & Roll tracks up & Ctrl-Shift-Up & Circulate tracks up. \\
+ & Roll trks down & Ctrl-Shift-Down & Circulate tracks down. \\
& Delete tracks & & Delete all tracks. \\
& Delete last track & Ctrl-d & Delete last track. \\
& Delete first track & Shift-D & Delete first track. \\
& & Shift+click & Over edit causes highlight section to extend to cursor. \\
& & Shift+click & Over boundary of effect, trims only that effect. \\
& & Shift+click & Over Hard Edge of Blade Cut, toggles marker. \\
+ & & Shift+click & Between labels, highlights selection. \\
+ & & Shift+click & Over Automation Range values, changes value. \\
& Toggle single trk & Tab & Toggle single track arming status. \\
& Toggle other trks & Shift-tab & Toggle all of the other tracks arming status. \\
& & Double click & On plugin title bar, selects that area. \\