[−][src]Trait gstreamer_editing_services::prelude::TimelineExt
Required methods
fn add_layer<P: IsA<Layer>>(&self, layer: &P) -> Result<(), BoolError>
Add a layer to the timeline.
If the layer contains Clip-s, then this may trigger the creation of
their core track element children for the timeline's tracks, and the
placement of the clip's children in the tracks of the timeline using
Timeline::select-tracks-for-object. Some errors may occur if this
would break one of the configuration rules of the timeline in one of
its tracks. In such cases, some track elements would fail to be added
to their tracks, but this method would still return true. As such, it
is advised that you only add clips to layers that already part of a
timeline. In such situations, LayerExt::add_clip is able to fail if
adding the clip would cause such an error.
Deprecated since 1.18
This method requires you to ensure the layer's
Layer:priority will be unique to the timeline. Use
TimelineExt::append_layer and TimelineExt::move_layer instead.
layer
The layer to add
Returns
true if layer was properly added.
fn add_track<P: IsA<Track>>(&self, track: &P) -> Result<(), BoolError>
Add a track to the timeline.
If the timeline already contains clips, then this may trigger the
creation of their core track element children for the track, and the
placement of the clip's children in the track of the timeline using
Timeline::select-tracks-for-object. Some errors may occur if this
would break one of the configuration rules for the timeline in the
track. In such cases, some track elements would fail to be added to the
track, but this method would still return true. As such, it is advised
that you avoid adding tracks to timelines that already contain clips.
track
The track to add
Returns
true if track was properly added.
fn append_layer(&self) -> Layer
Append a newly created layer to the timeline. The layer will
be added at the lowest Layer:priority (numerically, the highest).
Returns
The newly created layer.
fn commit(&self) -> bool
Commit all the pending changes of the clips contained in the timeline.
When changes happen in a timeline, they are not immediately executed internally, in a way that effects the output data of the timeline. You should call this method when you are done with a set of changes and you want them to be executed.
Any pending changes will be executed in the backend. The
Timeline::commited signal will be emitted once this has completed.
You should not try to change the state of the timeline, seek it or add
tracks to it before receiving this signal. You can use
TimelineExt::commit_sync if you do not want to perform other tasks in
the mean time.
Note that all the pending changes will automatically be executed when
the timeline goes from gst::State::Ready to gst::State::Paused, which is
usually triggered by a corresponding state changes in a containing
Pipeline.
Returns
true if pending changes were committed, or false if nothing
needed to be committed.
fn commit_sync(&self) -> bool
Commit all the pending changes of the clips contained in the timeline and wait for the changes to complete.
See TimelineExt::commit.
Returns
true if pending changes were committed, or false if nothing
needed to be committed.
fn get_auto_transition(&self) -> bool
fn get_duration(&self) -> ClockTime
fn get_element(&self, name: &str) -> Option<TimelineElement>
Gets the element contained in the timeline with the given name.
name
The name of the element to find
Returns
The timeline element in self
with the given name, or None if it was not found.
fn get_frame_at(&self, timestamp: ClockTime) -> FrameNumber
This method allows you to convert a timeline gst::ClockTime into its
corresponding FrameNumber in the timeline's output.
Feature: v1_18
timestamp
The timestamp to get the corresponding frame number of
Returns
The frame number timestamp corresponds to.
fn get_frame_time(&self, frame_number: FrameNumber) -> ClockTime
This method allows you to convert a timeline output frame number into a
timeline gst::ClockTime. For example, this time could be used to seek to a
particular frame in the timeline's output, or as the edit position for
an element within the timeline.
Feature: v1_18
frame_number
The frame number to get the corresponding timestamp of in the timeline coordinates
Returns
The timestamp corresponding to frame_number in the output of self.
fn get_groups(&self) -> Vec<Group>
Get the list of Group-s present in the timeline.
Returns
The list of
groups that contain clips present in self's layers.
Must not be changed.
fn get_layer(&self, priority: u32) -> Option<Layer>
Retrieve the layer whose index in the timeline matches the given priority.
priority
The priority/index of the layer to find
Returns
The layer with the given
priority, or None if none was found.
Since 1.6
fn get_layers(&self) -> Vec<Layer>
Get the list of Layer-s present in the timeline.
Returns
The list of
layers present in self sorted by priority.
fn get_pad_for_track<P: IsA<Track>>(&self, track: &P) -> Option<Pad>
Search for the gst::Pad corresponding to the given timeline's track.
You can link to this pad to receive the output data of the given track.
track
A track
Returns
The pad corresponding to track,
or None if there is an error.
fn get_snapping_distance(&self) -> ClockTime
Gets the Timeline:snapping-distance for the timeline.
Returns
The snapping distance (in nanoseconds) of self.
fn get_track_for_pad<P: IsA<Pad>>(&self, pad: &P) -> Option<Track>
Search for the Track corresponding to the given timeline's pad.
pad
A pad
Returns
The track corresponding to pad,
or None if there is an error.
fn get_tracks(&self) -> Vec<Track>
fn is_empty(&self) -> bool
fn load_from_uri(&self, uri: &str) -> Result<(), Error>
Loads the contents of URI into the timeline.
uri
The URI to load from
Returns
true if the timeline was loaded successfully from uri.
fn move_layer<P: IsA<Layer>>(
&self,
layer: &P,
new_layer_priority: u32
) -> Result<(), BoolError>
&self,
layer: &P,
new_layer_priority: u32
) -> Result<(), BoolError>
Moves a layer within the timeline to the index given by
new_layer_priority.
An index of 0 corresponds to the layer with the highest priority in a
timeline. If new_layer_priority is greater than the number of layers
present in the timeline, it will become the lowest priority layer.
Feature: v1_16
layer
A layer within self, whose priority should be changed
new_layer_priority
The new index for layer
fn paste_element<P: IsA<TimelineElement>>(
&self,
element: &P,
position: ClockTime,
layer_priority: i32
) -> Option<TimelineElement>
&self,
element: &P,
position: ClockTime,
layer_priority: i32
) -> Option<TimelineElement>
Paste an element inside the timeline. element must be the return of
TimelineElementExt::copy with deep=TRUE,
and it should not be changed before pasting. element itself is not
placed in the timeline, instead a new element is created, alike to the
originally copied element. Note that the originally copied element must
also lie within self, at both the point of copying and pasting.
Pasting may fail if it would place the timeline in an unsupported configuration.
After calling this function element should not be used. In particular,
element can not be pasted again. Instead, you can copy the
returned element and paste that copy (although, this is only possible
if the paste was successful).
See also TimelineElementExt::paste.
element
The element to paste
position
The position in the timeline element should be pasted to,
i.e. the TimelineElement:start value for the pasted element.
layer_priority
The layer into which the element should be pasted.
-1 means paste to the same layer from which element has been copied from
Returns
The newly created element, or
None if pasting fails.
fn remove_layer<P: IsA<Layer>>(&self, layer: &P) -> Result<(), BoolError>
Removes a layer from the timeline.
layer
The layer to remove
Returns
true if layer was properly removed.
fn remove_track<P: IsA<Track>>(&self, track: &P) -> Result<(), BoolError>
Remove a track from the timeline.
track
The track to remove
Returns
true if track was properly removed.
fn save_to_uri<P: IsA<Asset>>(
&self,
uri: &str,
formatter_asset: Option<&P>,
overwrite: bool
) -> Result<(), Error>
&self,
uri: &str,
formatter_asset: Option<&P>,
overwrite: bool
) -> Result<(), Error>
Saves the timeline to the given location. If formatter_asset is None,
the method will attempt to save in the same format the timeline was
loaded from, before defaulting to the formatter with highest rank.
uri
The location to save to
formatter_asset
The formatter asset to use, or None
overwrite
true to overwrite file if it exists
Returns
true if self was successfully saved to uri.
fn set_auto_transition(&self, auto_transition: bool)
Sets Timeline:auto-transition for the timeline. This will also set
the corresponding Layer:auto-transition for all of the timeline's
layers to the same value. See LayerExt::set_auto_transition if you
wish to set the layer's Layer:auto-transition individually.
auto_transition
Whether transitions should be automatically added
to self's layers
fn set_snapping_distance(&self, snapping_distance: ClockTime)
Sets Timeline:snapping-distance for the timeline. This new value
will only effect future snappings and will not be used to snap the
current element positions within the timeline.
snapping_distance
The snapping distance to use (in nanoseconds)
fn connect_commited<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId
This signal will be emitted once the changes initiated by
TimelineExt::commit have been executed in the backend. Use
TimelineExt::commit_sync if you do not want to have to connect
to this signal.
fn connect_group_added<F: Fn(&Self, &Group) + 'static>(
&self,
f: F
) -> SignalHandlerId
&self,
f: F
) -> SignalHandlerId
Will be emitted after the group is added to to the timeline. This can
happen when grouping with ges_container_group, or by adding
containers to a newly created group.
Note that this should not be emitted whilst a timeline is being
loaded from its Project asset. You should connect to the
project's Project::loaded signal if you want to know which groups
were created for the timeline.
group
The group that was added to timeline
fn connect_layer_added<F: Fn(&Self, &Layer) + 'static>(
&self,
f: F
) -> SignalHandlerId
&self,
f: F
) -> SignalHandlerId
Will be emitted after the layer is added to the timeline.
Note that this should not be emitted whilst a timeline is being
loaded from its Project asset. You should connect to the
project's Project::loaded signal if you want to know which
layers were created for the timeline.
layer
The layer that was added to timeline
fn connect_layer_removed<F: Fn(&Self, &Layer) + 'static>(
&self,
f: F
) -> SignalHandlerId
&self,
f: F
) -> SignalHandlerId
Will be emitted after the layer is removed from the timeline.
layer
The layer that was removed from timeline
fn connect_select_element_track<F: Fn(&Self, &Clip, &TrackElement) -> Track + 'static>(
&self,
f: F
) -> SignalHandlerId
&self,
f: F
) -> SignalHandlerId
Simplified version of Timeline::select-tracks-for-object which only
allows track_element to be added to a single Track.
Feature: v1_18
clip
The clip that track_element is being added to
track_element
The element being added
Returns
A track to put track_element into, or None if
it should be discarded.
fn connect_snapping_ended<F: Fn(&Self, &TrackElement, &TrackElement, u64) + 'static>(
&self,
f: F
) -> SignalHandlerId
&self,
f: F
) -> SignalHandlerId
Will be emitted whenever a snapping event ends. After a snap event
has started (see Timeline::snapping-started), it can later end
because either another timeline edit has occurred (which may or may
not have created a new snapping event), or because the timeline has
been committed.
obj1
The first element that was snapping
obj2
The second element that was snapping
position
The position where the two objects were to be snapped to
fn connect_snapping_started<F: Fn(&Self, &TrackElement, &TrackElement, u64) + 'static>(
&self,
f: F
) -> SignalHandlerId
&self,
f: F
) -> SignalHandlerId
Will be emitted whenever an element's movement invokes a snapping
event during an edit (usually of one of its ancestors) because its
start or end point lies within the Timeline:snapping-distance of
another element's start or end point.
See EditMode to see what can snap during an edit.
Note that only up to one snapping-started signal will be emitted per element edit within a timeline.
obj1
The first element that is snapping
obj2
The second element that is snapping
position
The position where the two objects will snap to
fn connect_track_added<F: Fn(&Self, &Track) + 'static>(
&self,
f: F
) -> SignalHandlerId
&self,
f: F
) -> SignalHandlerId
Will be emitted after the track is added to the timeline.
Note that this should not be emitted whilst a timeline is being
loaded from its Project asset. You should connect to the
project's Project::loaded signal if you want to know which
tracks were created for the timeline.
track
The track that was added to timeline
fn connect_track_removed<F: Fn(&Self, &Track) + 'static>(
&self,
f: F
) -> SignalHandlerId
&self,
f: F
) -> SignalHandlerId
Will be emitted after the track is removed from the timeline.
track
The track that was removed from timeline
fn connect_property_auto_transition_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
&self,
f: F
) -> SignalHandlerId
fn connect_property_duration_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
&self,
f: F
) -> SignalHandlerId
fn connect_property_snapping_distance_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
&self,
f: F
) -> SignalHandlerId
Implementors
impl<O: IsA<Timeline>> TimelineExt for O[src]
fn add_layer<P: IsA<Layer>>(&self, layer: &P) -> Result<(), BoolError>[src]
fn add_track<P: IsA<Track>>(&self, track: &P) -> Result<(), BoolError>[src]
fn append_layer(&self) -> Layer[src]
fn commit(&self) -> bool[src]
fn commit_sync(&self) -> bool[src]
fn get_auto_transition(&self) -> bool[src]
fn get_duration(&self) -> ClockTime[src]
fn get_element(&self, name: &str) -> Option<TimelineElement>[src]
fn get_frame_at(&self, timestamp: ClockTime) -> FrameNumber[src]
fn get_frame_time(&self, frame_number: FrameNumber) -> ClockTime[src]
fn get_groups(&self) -> Vec<Group>[src]
fn get_layer(&self, priority: u32) -> Option<Layer>[src]
fn get_layers(&self) -> Vec<Layer>[src]
fn get_pad_for_track<P: IsA<Track>>(&self, track: &P) -> Option<Pad>[src]
fn get_snapping_distance(&self) -> ClockTime[src]
fn get_track_for_pad<P: IsA<Pad>>(&self, pad: &P) -> Option<Track>[src]
fn get_tracks(&self) -> Vec<Track>[src]
fn is_empty(&self) -> bool[src]
fn load_from_uri(&self, uri: &str) -> Result<(), Error>[src]
fn move_layer<P: IsA<Layer>>(
&self,
layer: &P,
new_layer_priority: u32
) -> Result<(), BoolError>[src]
&self,
layer: &P,
new_layer_priority: u32
) -> Result<(), BoolError>
fn paste_element<P: IsA<TimelineElement>>(
&self,
element: &P,
position: ClockTime,
layer_priority: i32
) -> Option<TimelineElement>[src]
&self,
element: &P,
position: ClockTime,
layer_priority: i32
) -> Option<TimelineElement>
fn remove_layer<P: IsA<Layer>>(&self, layer: &P) -> Result<(), BoolError>[src]
fn remove_track<P: IsA<Track>>(&self, track: &P) -> Result<(), BoolError>[src]
fn save_to_uri<P: IsA<Asset>>(
&self,
uri: &str,
formatter_asset: Option<&P>,
overwrite: bool
) -> Result<(), Error>[src]
&self,
uri: &str,
formatter_asset: Option<&P>,
overwrite: bool
) -> Result<(), Error>
fn set_auto_transition(&self, auto_transition: bool)[src]
fn set_snapping_distance(&self, snapping_distance: ClockTime)[src]
fn connect_commited<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId[src]
fn connect_group_added<F: Fn(&Self, &Group) + 'static>(
&self,
f: F
) -> SignalHandlerId[src]
&self,
f: F
) -> SignalHandlerId
fn connect_layer_added<F: Fn(&Self, &Layer) + 'static>(
&self,
f: F
) -> SignalHandlerId[src]
&self,
f: F
) -> SignalHandlerId
fn connect_layer_removed<F: Fn(&Self, &Layer) + 'static>(
&self,
f: F
) -> SignalHandlerId[src]
&self,
f: F
) -> SignalHandlerId
fn connect_select_element_track<F: Fn(&Self, &Clip, &TrackElement) -> Track + 'static>(
&self,
f: F
) -> SignalHandlerId[src]
&self,
f: F
) -> SignalHandlerId
fn connect_snapping_ended<F: Fn(&Self, &TrackElement, &TrackElement, u64) + 'static>(
&self,
f: F
) -> SignalHandlerId[src]
&self,
f: F
) -> SignalHandlerId
fn connect_snapping_started<F: Fn(&Self, &TrackElement, &TrackElement, u64) + 'static>(
&self,
f: F
) -> SignalHandlerId[src]
&self,
f: F
) -> SignalHandlerId
fn connect_track_added<F: Fn(&Self, &Track) + 'static>(
&self,
f: F
) -> SignalHandlerId[src]
&self,
f: F
) -> SignalHandlerId
fn connect_track_removed<F: Fn(&Self, &Track) + 'static>(
&self,
f: F
) -> SignalHandlerId[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_auto_transition_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_duration_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_snapping_distance_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId[src]
&self,
f: F
) -> SignalHandlerId