+
+double compute_time_left(const vector<Clip> &clips, const map<size_t, double> &progress)
+{
+ // Look at the last clip and then start counting from there.
+ assert(!progress.empty());
+ auto last_it = progress.end();
+ --last_it;
+ double remaining = 0.0;
+ double last_fade_time_seconds = 0.0;
+ for (size_t row = last_it->first; row < clips.size(); ++row) {
+ const Clip &clip = clips[row];
+ double clip_length = double(clip.pts_out - clip.pts_in) / TIMEBASE / 0.5; // FIXME: stop hardcoding speed.
+ if (row == last_it->first) {
+ // A clip we're playing: Subtract the part we've already played.
+ remaining = clip_length * (1.0 - last_it->second);
+ } else {
+ // A clip we haven't played yet: Subtract the part that's overlapping
+ // with a previous clip (due to fade).
+ remaining += max(clip_length - last_fade_time_seconds, 0.0);
+ }
+ last_fade_time_seconds = min(clip_length, clip.fade_time_seconds);
+ }
+ return remaining;
+}