]> git.sesse.net Git - nageru/blobdiff - nageru/theme.lua
More theme cleaning.
[nageru] / nageru / theme.lua
index e117e62949f4472e736fe03574fbfaf5fc50e8ea..011dc4f84c79c1636ffd6a46de2816eadaa1f50b 100644 (file)
@@ -36,19 +36,10 @@ local NO_TRANSITION = 0
 local ZOOM_TRANSITION = 1  -- Also for slides.
 local FADE_TRANSITION = 2
 
--- Last width/height/frame rate for each channel, if we have it.
--- Note that unlike the values we get from Nageru, the resolution is per
--- frame and not per field, since we deinterlace.
-local last_resolution = {}
-
 function make_sbs_input(scene)
-       local resample_effect = ResampleEffect.new()
-       local resize_effect = ResizeEffect.new()
        return {
                input = scene:add_input(),
-               resample_effect = resample_effect,
-               resize_effect = resize_effect,
-               resample_switcher = scene:add_effect({resample_effect, resize_effect}),
+               resample_effect = scene:add_effect({ResampleEffect.new(), ResizeEffect.new()}),
                wb_effect = scene:add_effect(WhiteBalanceEffect.new()),
                padding_effect = scene:add_effect(IntegralPaddingEffect.new())
        }
@@ -119,92 +110,27 @@ local static_scene = Scene.new(16, 9)
 static_scene:add_input(static_image)  -- Note: Locks this input to images only.
 static_scene:finalize()
 
--- API ENTRY POINT
--- Returns the number of outputs in addition to the live (0) and preview (1).
--- Called only once, at the start of the program.
-function num_channels()
-       return 4
-end
+-- Set some global state.
+Nageru.set_num_channels(4)  -- Can only be called at the start of the program.
 
-function is_plain_signal(num)
-       return num == INPUT0_SIGNAL_NUM or num == INPUT1_SIGNAL_NUM
-end
+-- Set some global state. Unless marked otherwise, these can only be set once,
+-- at the start of the program.
+Nageru.set_num_channels(4)
 
--- Helper function to write e.g. “720p60”. The difference between this
--- and get_channel_resolution_raw() is that this one also can say that
--- there's no signal.
-function get_channel_resolution(signal_num)
-       local res = last_resolution[signal_num]
-       if (not res) or not res.is_connected then
-               return "disconnected"
-       end
-       if res.height <= 0 then
-               return "no signal"
-       end
-       if not res.has_signal then
-               if res.height == 525 then
-                       -- Special mode for the USB3 cards.
-                       return "no signal"
-               end
-               return get_channel_resolution_raw(res) .. ", no signal"
-       else
-               return get_channel_resolution_raw(res)
-       end
-end
+-- Sets, for each channel, which signal it corresponds to (starting from 0).
+-- The information is used for whether right-click on the channel should bring up
+-- an input selector or not. Only call this for channels that actually correspond
+-- directly to a signal (ie., live inputs, not live (0) or preview (1)).
+Nageru.set_channel_signal(2, 0)
+Nageru.set_channel_signal(3, 1)
 
--- Helper function to write e.g. “60” or “59.94”.
-function get_frame_rate(res)
-       local nom = res.frame_rate_nom
-       local den = res.frame_rate_den
-       if nom % den == 0 then
-               return nom / den
-       else
-               return string.format("%.2f", nom / den)
-       end
-end
+-- Set whether a given channel supports setting white balance. (Default is false.)
+Nageru.set_supports_wb(2, true)
+Nageru.set_supports_wb(3, true)
 
--- Helper function to write e.g. “720p60”.
-function get_channel_resolution_raw(res)
-       if res.interlaced then
-               return res.height .. "i" .. get_frame_rate(res)
-       else
-               return res.height .. "p" .. get_frame_rate(res)
-       end
-end
-
--- API ENTRY POINT
--- Returns the name for each additional channel (starting from 2).
--- Called at the start of the program, and then each frame for live
--- channels in case they change resolution.
-function channel_name(channel)
-       local signal_num = channel - 2
-       if is_plain_signal(signal_num) then
-               return "Input " .. (signal_num + 1) .. " (" .. get_channel_resolution(signal_num) .. ")"
-       elseif signal_num == SBS_SIGNAL_NUM then
-               return "Side-by-side"
-       elseif signal_num == STATIC_SIGNAL_NUM then
-               return "Static picture"
-       end
-end
-
--- API ENTRY POINT
--- Returns, given a channel number, which signal it corresponds to (starting from 0).
--- Should return -1 if the channel does not correspond to a simple signal
--- (one connected to a capture card, or a video input). The information is used for
--- whether right-click on the channel should bring up a context menu or not,
--- typically containing an input selector, resolution menu etc.
---
--- Called once for each channel, at the start of the program.
--- Will never be called for live (0) or preview (1).
-function channel_signal(channel)
-       if channel == 2 then
-               return 0
-       elseif channel == 3 then
-               return 1
-       else
-               return -1
-       end
-end
+-- These can be set at any time.
+Nageru.set_channel_name(SBS_SIGNAL_NUM + 2, "Side-by-side")
+Nageru.set_channel_name(STATIC_SIGNAL_NUM + 2, "Static picture")
 
 -- API ENTRY POINT
 -- Called every frame. Returns the color (if any) to paint around the given
@@ -228,6 +154,10 @@ function channel_color(channel)
        return "transparent"
 end
 
+function is_plain_signal(num)
+       return num == INPUT0_SIGNAL_NUM or num == INPUT1_SIGNAL_NUM
+end
+
 function channel_involved_in(channel, signal_num)
        if is_plain_signal(signal_num) then
                return channel == (signal_num + 2)
@@ -241,13 +171,6 @@ function channel_involved_in(channel, signal_num)
        return false
 end
 
--- API ENTRY POINT
--- Returns if a given channel supports setting white balance (starting from 2).
--- Called only once for each channel, at the start of the program.
-function supports_set_wb(channel)
-       return is_plain_signal(channel - 2)
-end
-
 -- API ENTRY POINT
 -- Gets called with a new gray point when the white balance is changing.
 -- The color is in linear light (not sRGB gamma).
@@ -401,14 +324,14 @@ function setup_simple_input(state, signals, signal_num, width, height, hq)
        simple_scene.input:display(signal_num)
        if needs_scale(signals, signal_num, width, height) then
                if hq then
-                       simple_scene.resample_effect:choose_alternative(ResampleEffect)  -- High-quality resampling.
+                       simple_scene.resample_effect:choose(ResampleEffect)  -- High-quality resampling.
                else
-                       simple_scene.resample_effect:choose_alternative(ResizeEffect)  -- Low-quality resampling.
+                       simple_scene.resample_effect:choose(ResizeEffect)  -- Low-quality resampling.
                end
                simple_scene.resample_effect:set_int("width", width)
                simple_scene.resample_effect:set_int("height", height)
        else
-               simple_scene.resample_effect:choose_alternative(2)  -- No scaling.
+               simple_scene.resample_effect:disable()  -- No scaling.
        end
        set_neutral_color_from_signal(state, simple_scene.wb_effect, signal_num)
 end
@@ -435,27 +358,17 @@ function get_scene(num, t, width, height, signals)
                local res = {
                        width = signals:get_width(signal_num),
                        height = signals:get_height(signal_num),
-                       interlaced = signals:get_interlaced(signal_num),
-                       is_connected = signals:get_is_connected(signal_num),
-                       has_signal = signals:get_has_signal(signal_num),
-                       frame_rate_nom = signals:get_frame_rate_nom(signal_num),
-                       frame_rate_den = signals:get_frame_rate_den(signal_num)
                }
-
-               if res.interlaced then
+               if signals:get_interlaced(signal_num) then
                        -- Convert height from frame height to field height.
                        -- (Needed for e.g. place_rectangle.)
                        res.height = res.height * 2
-
-                       -- Show field rate instead of frame rate; really for cosmetics only
-                       -- (and actually contrary to EBU recommendations, although in line
-                       -- with typical user expectations).
-                       res.frame_rate_nom = res.frame_rate_nom * 2
                end
-
                input_resolution[signal_num] = res
+
+               local text_res = signals:get_human_readable_resolution(signal_num)
+               Nageru.set_channel_name(signal_num + 2, "Input " .. (signal_num + 1) .. " (" .. text_res .. ")")
        end
-       last_resolution = input_resolution
 
        if num == 0 then  -- Live.
                finish_transitions(t)
@@ -509,9 +422,9 @@ function place_rectangle(input, x0, y0, x1, y1, screen_width, screen_height, inp
 
        -- Cull.
        if x0 > screen_width or x1 < 0.0 or y0 > screen_height or y1 < 0.0 then
-               input.resample_switcher:choose_alternative(ResizeEffect)  -- Low-quality resizing.
-               input.resize_effect:set_int("width", 1)
-               input.resize_effect:set_int("height", 1)
+               input.resample_effect:choose(ResizeEffect)  -- Low-quality resizing.
+               input.resample_effect:set_int("width", 1)
+               input.resample_effect:set_int("height", 1)
                input.padding_effect:set_int("left", screen_width + 100)
                input.padding_effect:set_int("top", screen_height + 100)
                return
@@ -541,8 +454,9 @@ function place_rectangle(input, x0, y0, x1, y1, screen_width, screen_height, inp
        end
 
        if hq then
-               -- High-quality resampling.
-               input.resample_switcher:choose_alternative(ResampleEffect)
+               -- High-quality resampling. Go for the actual effect (returned by choose())
+               -- since we want to set zoom_*, which will give an error if set on ResizeEffect.
+               local resample_effect = input.resample_effect:choose(ResampleEffect)
 
                local x_subpixel_offset = x0 - math.floor(x0)
                local y_subpixel_offset = y0 - math.floor(y0)
@@ -551,25 +465,25 @@ function place_rectangle(input, x0, y0, x1, y1, screen_width, screen_height, inp
                -- and then add an extra pixel so we have some leeway for the border.
                local width = math.ceil(x1 - x0) + 1
                local height = math.ceil(y1 - y0) + 1
-               input.resample_effect:set_int("width", width)
-               input.resample_effect:set_int("height", height)
+               resample_effect:set_int("width", width)
+               resample_effect:set_int("height", height)
 
                -- Correct the discrepancy with zoom. (This will leave a small
                -- excess edge of pixels and subpixels, which we'll correct for soon.)
                local zoom_x = (x1 - x0) / (width * (srcx1 - srcx0))
                local zoom_y = (y1 - y0) / (height * (srcy1 - srcy0))
-               input.resample_effect:set_float("zoom_x", zoom_x)
-               input.resample_effect:set_float("zoom_y", zoom_y)
-               input.resample_effect:set_float("zoom_center_x", 0.0)
-               input.resample_effect:set_float("zoom_center_y", 0.0)
+               resample_effect:set_float("zoom_x", zoom_x)
+               resample_effect:set_float("zoom_y", zoom_y)
+               resample_effect:set_float("zoom_center_x", 0.0)
+               resample_effect:set_float("zoom_center_y", 0.0)
 
                -- Padding must also be to a whole-pixel offset.
                input.padding_effect:set_int("left", math.floor(x0))
                input.padding_effect:set_int("top", math.floor(y0))
 
                -- Correct _that_ discrepancy by subpixel offset in the resampling.
-               input.resample_effect:set_float("left", srcx0 * input_width - x_subpixel_offset / zoom_x)
-               input.resample_effect:set_float("top", srcy0 * input_height - y_subpixel_offset / zoom_y)
+               resample_effect:set_float("left", srcx0 * input_width - x_subpixel_offset / zoom_x)
+               resample_effect:set_float("top", srcy0 * input_height - y_subpixel_offset / zoom_y)
 
                -- Finally, adjust the border so it is exactly where we want it.
                input.padding_effect:set_float("border_offset_left", x_subpixel_offset)
@@ -578,12 +492,12 @@ function place_rectangle(input, x0, y0, x1, y1, screen_width, screen_height, inp
                input.padding_effect:set_float("border_offset_bottom", y1 - (math.floor(y0) + height))
        else
                -- Lower-quality simple resizing.
-               input.resample_switcher:choose_alternative(ResizeEffect)
+               input.resample_effect:choose(ResizeEffect)
 
                local width = round(x1 - x0)
                local height = round(y1 - y0)
-               input.resize_effect:set_int("width", width)
-               input.resize_effect:set_int("height", height)
+               input.resample_effect:set_int("width", width)
+               input.resample_effect:set_int("height", height)
 
                -- Padding must also be to a whole-pixel offset.
                input.padding_effect:set_int("left", math.floor(x0))