RESIZE_EFFECT,
MULTIPLY_EFFECT,
MIX_EFFECT,
- LIFT_GAMMA_GAIN_EFFECT
+ LIFT_GAMMA_GAIN_EFFECT,
+
+ NO_EFFECT_TYPE
};
// An EffectBlueprint refers to an Effect before it's being added to the graph.
private:
void register_constants();
- void register_class(const char *class_name, const luaL_Reg *funcs);
+ void register_class(const char *class_name, const luaL_Reg *funcs, EffectType effect_type = NO_EFFECT_TYPE);
int set_theme_menu(lua_State *L);
Chain get_chain_from_effect_chain(movit::EffectChain *effect_chain, unsigned num, const InputState &input_state);