]> git.sesse.net Git - nageru/blobdiff - nageru/theme.lua
Move the handling of human-readable input resolution printing into C++; every theme...
[nageru] / nageru / theme.lua
index 0bbb7194a6eb8c2ff9151739c47fb5e55d9c12aa..de8d25222e9492e1118d94897bc7c0fc9743750f 100644 (file)
@@ -42,13 +42,9 @@ local FADE_TRANSITION = 2
 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())
        }
@@ -130,48 +126,6 @@ function is_plain_signal(num)
        return num == INPUT0_SIGNAL_NUM or num == INPUT1_SIGNAL_NUM
 end
 
--- 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
-
--- 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
-
--- 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
@@ -179,7 +133,11 @@ end
 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) .. ")"
+               if last_resolution[signal_num] then
+                       return "Input " .. (signal_num + 1) .. " (" .. last_resolution[signal_num].human_readable_resolution .. ")"
+               else
+                       return "Input " .. (signal_num + 1)
+               end
        elseif signal_num == SBS_SIGNAL_NUM then
                return "Side-by-side"
        elseif signal_num == STATIC_SIGNAL_NUM then
@@ -401,14 +359,14 @@ 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(0)  -- High-quality resampling (ResampleEffect)
+                       simple_scene.resample_effect:choose(ResampleEffect)  -- High-quality resampling.
                else
-                       simple_scene.resample_effect:choose_alternative(1)  -- Low-quality resampling (ResizeEffect)
+                       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
@@ -439,7 +397,8 @@ function get_scene(num, t, width, height, signals)
                        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)
+                       frame_rate_den = signals:get_frame_rate_den(signal_num),
+                       human_readable_resolution = signals:get_human_readable_resolution(signal_num)
                }
 
                if res.interlaced then
@@ -509,9 +468,9 @@ 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(1)  -- 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 +500,9 @@ 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(0)
+               -- 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 +511,25 @@ 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 +538,12 @@ 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(1)
+               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))