From 9b6b0494a69fb887a17c62415cc66f18ec66ae43 Mon Sep 17 00:00:00 2001 From: "Steinar H. Gunderson" Date: Thu, 8 Oct 2015 19:33:05 +0200 Subject: [PATCH] De-semicolonify the theme. --- theme.lua | 238 +++++++++++++++++++++++++++--------------------------- 1 file changed, 119 insertions(+), 119 deletions(-) diff --git a/theme.lua b/theme.lua index 9e97913..514cb03 100644 --- a/theme.lua +++ b/theme.lua @@ -6,75 +6,75 @@ -- Themes are written in Lua, which reflects a simplified form of the Movit API -- where all the low-level details (such as texture formats) are handled by the -- C++ side and you generally just build chains. -io.write("hello from lua\n"); +io.write("hello from lua\n") -local zoom_start = -2.0; -local zoom_end = -1.0; -local zoom_src = 0.0; -local zoom_dst = 1.0; +local zoom_start = -2.0 +local zoom_end = -1.0 +local zoom_src = 0.0 +local zoom_dst = 1.0 -local live_signal_num = 0; -local preview_signal_num = 1; +local live_signal_num = 0 +local preview_signal_num = 1 -- The main live chain. -local main_chain = EffectChain.new(16, 9); -local input0 = main_chain:add_live_input(); -input0:connect_signal(0); -local input1 = main_chain:add_live_input(); -input1:connect_signal(1); -local resample_effect = main_chain:add_effect(ResampleEffect.new(), input0); -local padding_effect = main_chain:add_effect(IntegralPaddingEffect.new()); -padding_effect:set_vec4("border_color", 0.0, 0.0, 0.0, 1.0); - -local resample2_effect = main_chain:add_effect(ResampleEffect.new(), input1); --- Effect *saturation_effect = main_chain->add_effect(new SaturationEffect()); --- CHECK(saturation_effect->set_float("saturation", 0.3f)); -local wb_effect = main_chain:add_effect(WhiteBalanceEffect.new()); -wb_effect:set_float("output_color_temperature", 3500.0); -local padding2_effect = main_chain:add_effect(IntegralPaddingEffect.new()); - -main_chain:add_effect(OverlayEffect.new(), padding_effect, padding2_effect); -main_chain:finalize(true); +local main_chain = EffectChain.new(16, 9) +local input0 = main_chain:add_live_input() +input0:connect_signal(0) +local input1 = main_chain:add_live_input() +input1:connect_signal(1) +local resample_effect = main_chain:add_effect(ResampleEffect.new(), input0) +local padding_effect = main_chain:add_effect(IntegralPaddingEffect.new()) +padding_effect:set_vec4("border_color", 0.0, 0.0, 0.0, 1.0) + +local resample2_effect = main_chain:add_effect(ResampleEffect.new(), input1) +-- Effect *saturation_effect = main_chain->add_effect(new SaturationEffect()) +-- CHECK(saturation_effect->set_float("saturation", 0.3f)) +local wb_effect = main_chain:add_effect(WhiteBalanceEffect.new()) +wb_effect:set_float("output_color_temperature", 3500.0) +local padding2_effect = main_chain:add_effect(IntegralPaddingEffect.new()) + +main_chain:add_effect(OverlayEffect.new(), padding_effect, padding2_effect) +main_chain:finalize(true) -- A chain to show a single input on screen (HQ version). -local simple_chain_hq = EffectChain.new(16, 9); -local simple_chain_hq_input = simple_chain_hq:add_live_input(); +local simple_chain_hq = EffectChain.new(16, 9) +local simple_chain_hq_input = simple_chain_hq:add_live_input() simple_chain_hq_input:connect_signal(0); -- First input card. Can be changed whenever you want. -simple_chain_hq:finalize(true); +simple_chain_hq:finalize(true) -- A chain to show a single input on screen (LQ version). -local simple_chain_lq = EffectChain.new(16, 9); -local simple_chain_lq_input = simple_chain_lq:add_live_input(); +local simple_chain_lq = EffectChain.new(16, 9) +local simple_chain_lq_input = simple_chain_lq:add_live_input() simple_chain_lq_input:connect_signal(0); -- First input card. Can be changed whenever you want. -simple_chain_lq:finalize(false); +simple_chain_lq:finalize(false) -- 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 2; + return 2 end -- Called every frame. function get_transitions() - return {"Cut", "Fade", "Zoom!"}; + return {"Cut", "Fade", "Zoom!"} end function transition_clicked(num, t) - -- local temp = live_signal_num; - -- live_signal_num = preview_signal_num; - -- preview_signal_num = temp; + -- local temp = live_signal_num + -- live_signal_num = preview_signal_num + -- preview_signal_num = temp - zoom_start = t; - zoom_end = t + 1.0; + zoom_start = t + zoom_end = t + 1.0 - local temp = zoom_src; - zoom_src = zoom_dst; - zoom_dst = temp; + local temp = zoom_src + zoom_src = zoom_dst + zoom_dst = temp end function channel_clicked(num, t) -- Presumably change the preview here. - io.write("STUB: channel_clicked\n"); + io.write("STUB: channel_clicked\n") end -- Called every frame. Get the chain for displaying at input , @@ -100,103 +100,103 @@ function get_chain(num, t, width, height) if t > zoom_end and zoom_dst == 1.0 then -- Special case: Show only the single image on screen. prepare = function() - simple_chain_hq_input:connect_signal(live_signal_num); + simple_chain_hq_input:connect_signal(live_signal_num) end - return simple_chain_hq, prepare; + return simple_chain_hq, prepare end prepare = function() if t < zoom_start then - prepare_sbs_chain(zoom_src, width, height); + prepare_sbs_chain(zoom_src, width, height) elseif t > zoom_end then - prepare_sbs_chain(zoom_dst, width, height); + prepare_sbs_chain(zoom_dst, width, height) else - local tt = (t - zoom_start) / (zoom_end - zoom_start); + local tt = (t - zoom_start) / (zoom_end - zoom_start) -- Smooth it a bit. tt = math.sin(tt * 3.14159265358 * 0.5) - prepare_sbs_chain(zoom_src + (zoom_dst - zoom_src) * tt, width, height); + prepare_sbs_chain(zoom_src + (zoom_dst - zoom_src) * tt, width, height) end end - return main_chain, prepare; + return main_chain, prepare end if num == 1 then -- Preview. prepare = function() - simple_chain_lq_input:connect_signal(preview_signal_num); + simple_chain_lq_input:connect_signal(preview_signal_num) end - return simple_chain_lq, prepare; + return simple_chain_lq, prepare end if num == 2 then prepare = function() - simple_chain_lq_input:connect_signal(0); + simple_chain_lq_input:connect_signal(0) end - return simple_chain_lq, prepare; + return simple_chain_lq, prepare end if num == 3 then prepare = function() - simple_chain_lq_input:connect_signal(1); + simple_chain_lq_input:connect_signal(1) end - return simple_chain_lq, prepare; + return simple_chain_lq, prepare end end function place_rectangle(resample_effect, padding_effect, x0, y0, x1, y1, screen_width, screen_height) - local srcx0 = 0.0; - local srcx1 = 1.0; - local srcy0 = 0.0; - local srcy1 = 1.0; + local srcx0 = 0.0 + local srcx1 = 1.0 + local srcy0 = 0.0 + local srcy1 = 1.0 -- Cull. if x0 > screen_width or x1 < 0.0 or y0 > screen_height or y1 < 0.0 then - resample_effect:set_int("width", 1); - resample_effect:set_int("height", 1); - resample_effect:set_float("zoom_x", screen_width); - resample_effect:set_float("zoom_y", screen_height); - padding_effect:set_int("left", screen_width + 100); - padding_effect:set_int("top", screen_height + 100); - return; + resample_effect:set_int("width", 1) + resample_effect:set_int("height", 1) + resample_effect:set_float("zoom_x", screen_width) + resample_effect:set_float("zoom_y", screen_height) + padding_effect:set_int("left", screen_width + 100) + padding_effect:set_int("top", screen_height + 100) + return end -- Clip. (TODO: Clip on upper/left sides, too.) if x1 > screen_width then - srcx1 = (screen_width - x0) / (x1 - x0); - x1 = screen_width; + srcx1 = (screen_width - x0) / (x1 - x0) + x1 = screen_width end if y1 > screen_height then - srcy1 = (screen_height - y0) / (y1 - y0); - y1 = screen_height; + srcy1 = (screen_height - y0) / (y1 - y0) + y1 = screen_height end - local x_subpixel_offset = x0 - math.floor(x0); - local y_subpixel_offset = y0 - math.floor(y0); + local x_subpixel_offset = x0 - math.floor(x0) + local y_subpixel_offset = y0 - math.floor(y0) -- Resampling must be to an integral number of pixels. Round up, -- 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; - resample_effect:set_int("width", width); - resample_effect:set_int("height", height); + local width = math.ceil(x1 - x0) + 1 + local height = math.ceil(y1 - y0) + 1 + 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)); - 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); + local zoom_x = (x1 - x0) / (width * (srcx1 - srcx0)) + local zoom_y = (y1 - y0) / (height * (srcy1 - srcy0)) + 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. - padding_effect:set_int("left", math.floor(x0)); - padding_effect:set_int("top", math.floor(y0)); + padding_effect:set_int("left", math.floor(x0)) + padding_effect:set_int("top", math.floor(y0)) -- Correct _that_ discrepancy by subpixel offset in the resampling. - resample_effect:set_float("left", -x_subpixel_offset / zoom_x); - resample_effect:set_float("top", -y_subpixel_offset / zoom_y); + resample_effect:set_float("left", -x_subpixel_offset / zoom_x) + resample_effect:set_float("top", -y_subpixel_offset / zoom_y) -- Finally, adjust the border so it is exactly where we want it. - padding_effect:set_float("border_offset_left", x_subpixel_offset); - padding_effect:set_float("border_offset_right", x1 - (math.floor(x0) + width)); - padding_effect:set_float("border_offset_top", y_subpixel_offset); - padding_effect:set_float("border_offset_bottom", y1 - (math.floor(y0) + height)); + padding_effect:set_float("border_offset_left", x_subpixel_offset) + padding_effect:set_float("border_offset_right", x1 - (math.floor(x0) + width)) + padding_effect:set_float("border_offset_top", y_subpixel_offset) + padding_effect:set_float("border_offset_bottom", y1 - (math.floor(y0) + height)) end -- This is broken, of course (even for positive numbers), but Lua doesn't give us access to real rounding. @@ -205,41 +205,41 @@ function round(x) end function prepare_sbs_chain(t, screen_width, screen_height) - input0:connect_signal(live_signal_num); - input1:connect_signal(1); + input0:connect_signal(live_signal_num) + input1:connect_signal(1) -- First input is positioned (16,48) from top-left. - local width0 = round(848 * screen_width/1280.0); - local height0 = round(width0 * 9.0 / 16.0); + local width0 = round(848 * screen_width/1280.0) + local height0 = round(width0 * 9.0 / 16.0) - local top0 = 48 * screen_height/720.0; - local left0 = 16 * screen_width/1280.0; - local bottom0 = top0 + height0; - local right0 = left0 + width0; + local top0 = 48 * screen_height/720.0 + local left0 = 16 * screen_width/1280.0 + local bottom0 = top0 + height0 + local right0 = left0 + width0 -- Second input is positioned (16,48) from the bottom-right. - local width1 = 384 * screen_width/1280.0; - local height1 = 216 * screen_height/720.0; + local width1 = 384 * screen_width/1280.0 + local height1 = 216 * screen_height/720.0 - local bottom1 = screen_height - 48 * screen_height/720.0; - local right1 = screen_width - 16 * screen_width/1280.0; - local top1 = bottom1 - height1; - local left1 = right1 - width1; + local bottom1 = screen_height - 48 * screen_height/720.0 + local right1 = screen_width - 16 * screen_width/1280.0 + local top1 = bottom1 - height1 + local left1 = right1 - width1 -- Interpolate between the fullscreen and side-by-side views. - local scale0 = 1.0 + t * (1280.0 / 848.0 - 1.0); - local tx0 = 0.0 + t * (-left0 * scale0); - local ty0 = 0.0 + t * (-top0 * scale0); - - top0 = top0 * scale0 + ty0; - bottom0 = bottom0 * scale0 + ty0; - left0 = left0 * scale0 + tx0; - right0 = right0 * scale0 + tx0; - - top1 = top1 * scale0 + ty0; - bottom1 = bottom1 * scale0 + ty0; - left1 = left1 * scale0 + tx0; - right1 = right1 * scale0 + tx0; - place_rectangle(resample_effect, padding_effect, left0, top0, right0, bottom0, screen_width, screen_height); - place_rectangle(resample2_effect, padding2_effect, left1, top1, right1, bottom1, screen_width, screen_height); + local scale0 = 1.0 + t * (1280.0 / 848.0 - 1.0) + local tx0 = 0.0 + t * (-left0 * scale0) + local ty0 = 0.0 + t * (-top0 * scale0) + + top0 = top0 * scale0 + ty0 + bottom0 = bottom0 * scale0 + ty0 + left0 = left0 * scale0 + tx0 + right0 = right0 * scale0 + tx0 + + top1 = top1 * scale0 + ty0 + bottom1 = bottom1 * scale0 + ty0 + left1 = left1 * scale0 + tx0 + right1 = right1 * scale0 + tx0 + place_rectangle(resample_effect, padding_effect, left0, top0, right0, bottom0, screen_width, screen_height) + place_rectangle(resample2_effect, padding2_effect, left1, top1, right1, bottom1, screen_width, screen_height) end -- 2.39.2