int Scene::add_input(lua_State* L)
{
assert(lua_gettop(L) == 1 || lua_gettop(L) == 2);
- Scene *chain = (Scene *)luaL_checkudata(L, 1, "Scene");
+ Scene *scene = (Scene *)luaL_checkudata(L, 1, "Scene");
Block *block = new Block;
- block->idx = chain->blocks.size();
+ block->idx = scene->blocks.size();
if (lua_gettop(L) == 1) {
// No parameter given, so a flexible input.
block->alternatives.emplace_back(new EffectBlueprint(LIVE_INPUT_YCBCR));
assert(ok);
}
block->is_input = true;
- chain->blocks.push_back(block);
+ scene->blocks.push_back(block);
return wrap_lua_existing_object_nonowned<Block>(L, "Block", block);
}
int Scene::add_effect(lua_State* L)
{
assert(lua_gettop(L) >= 2);
- Scene *chain = (Scene *)luaL_checkudata(L, 1, "Scene");
+ Scene *scene = (Scene *)luaL_checkudata(L, 1, "Scene");
Block *block = new Block;
- block->idx = chain->blocks.size();
+ block->idx = scene->blocks.size();
if (lua_istable(L, 2)) {
size_t len = lua_objlen(L, 2);
// Find the inputs.
if (lua_gettop(L) == 2) {
- assert(!chain->blocks.empty());
- block->inputs.push_back(chain->blocks.size() - 1);
+ assert(!scene->blocks.empty());
+ block->inputs.push_back(scene->blocks.size() - 1);
} else {
for (int idx = 3; idx <= lua_gettop(L); ++idx) {
Block *input_block = nullptr;
EffectBlueprint *blueprint = *(EffectBlueprint **)luaL_checkudata(L, idx, "EffectBlueprint");
// Search through all the blocks to figure out which one contains this effect.
- for (Block *block : chain->blocks) {
+ for (Block *block : scene->blocks) {
if (find(block->alternatives.begin(), block->alternatives.end(), blueprint) != block->alternatives.end()) {
input_block = block;
break;
}
}
if (input_block == nullptr) {
- luaL_error(L, "Input effect in parameter #%d has not been added to this chain", idx - 1);
+ luaL_error(L, "Input effect in parameter #%d has not been added to this scene", idx - 1);
}
}
block->inputs.push_back(input_block->idx);
}
}
- chain->blocks.push_back(block);
+ scene->blocks.push_back(block);
return wrap_lua_existing_object_nonowned<Block>(L, "Block", block);
}
int Scene::add_optional_effect(lua_State* L)
{
assert(lua_gettop(L) >= 2);
- Scene *chain = (Scene *)luaL_checkudata(L, 1, "Scene");
+ Scene *scene = (Scene *)luaL_checkudata(L, 1, "Scene");
// NOTE: We only support effects with a single parent, since that's what IdentityEffect does.
Block *block = new Block;
- block->idx = chain->blocks.size();
+ block->idx = scene->blocks.size();
EffectBlueprint *blueprint = *(EffectBlueprint **)luaL_checkudata(L, 2, "EffectBlueprint");
block->alternatives.push_back(blueprint);
// An IdentityEffect will be the alternative for when the effect is disabled.
block->alternatives.push_back(new EffectBlueprint(IDENTITY_EFFECT));
- block->inputs.push_back(chain->blocks.size() - 1);
- chain->blocks.push_back(block);
+ block->inputs.push_back(scene->blocks.size() - 1);
+ scene->blocks.push_back(block);
return wrap_lua_existing_object_nonowned<Block>(L, "Block", block);
}
}
// Find the chosen alternative for this block in this instance.
- size_t chosen_alternative = (chain_idx / block->cardinality_base) % block->alternatives.size();
- EffectType chosen_type = block->alternatives[chosen_alternative]->effect_type;
+ EffectType chosen_type = block->alternatives[block->chosen_alternative(chain_idx)]->effect_type;
Effect *effect;
switch (chosen_type) {
break;
}
default:
- effect = instantiate_effect(instantiation->chain.get(), block->alternatives[chosen_alternative]->effect_type);
+ effect = instantiate_effect(instantiation->chain.get(), chosen_type);
instantiation->chain->add_effect(effect, inputs);
break;
}
} else {
assert(lua_gettop(L) == 1);
}
- Scene *chain = (Scene *)luaL_checkudata(L, 1, "Scene");
+ Scene *scene = (Scene *)luaL_checkudata(L, 1, "Scene");
Theme *theme = get_theme_updata(L);
size_t base = 1;
- for (Block *block : chain->blocks) {
+ for (Block *block : scene->blocks) {
block->cardinality_base = base;
base *= block->alternatives.size();
}
total_cardinality);
}
- Block *output_block = chain->blocks.back();
+ Block *output_block = scene->blocks.back();
for (bool is_main_chain : { false, true }) {
for (size_t chain_idx = 0; chain_idx < cardinality; ++chain_idx) {
if (only_one_mode && is_main_chain != chosen_mode) {
- chain->chains.emplace_back();
+ scene->chains.emplace_back();
continue;
}
Scene::Instantiation instantiation;
- instantiation.chain.reset(new EffectChain(chain->aspect_nom, chain->aspect_denom, theme->get_resource_pool()));
- chain->instantiate_effects(output_block, chain_idx, &instantiation);
+ instantiation.chain.reset(new EffectChain(scene->aspect_nom, scene->aspect_denom, theme->get_resource_pool()));
+ scene->instantiate_effects(output_block, chain_idx, &instantiation);
add_outputs_and_finalize(instantiation.chain.get(), is_main_chain);
- chain->chains.emplace_back(move(instantiation));
+ scene->chains.emplace_back(move(instantiation));
}
}
return 0;
} else if (block->signal_type_to_connect == Block::CONNECT_VIDEO) {
signals_to_connect.emplace(input, block->video_to_connect->get_card_index());
} else if (block->signal_type_to_connect == Block::CONNECT_NONE) {
- luaL_error(L, "An input in a chain was not connected to anything (forgot to call display())");
+ luaL_error(L, "An input in a scene was not connected to anything (forgot to call display())");
} else {
assert(false);
}
if (!block->alternatives.empty()) {
EffectBlueprint *blueprint = block->alternatives[block->currently_chosen_alternative];
for (const auto &key_and_tuple : blueprint->int_parameters) {
- int_to_set.emplace(make_pair(effect, key_and_tuple.first), key_and_tuple.second);
+ int_to_set[make_pair(effect, key_and_tuple.first)] = key_and_tuple.second;
}
for (const auto &key_and_tuple : blueprint->float_parameters) {
- float_to_set.emplace(make_pair(effect, key_and_tuple.first), key_and_tuple.second);
+ float_to_set[make_pair(effect, key_and_tuple.first)] = key_and_tuple.second;
}
for (const auto &key_and_tuple : blueprint->vec3_parameters) {
- vec3_to_set.emplace(make_pair(effect, key_and_tuple.first), key_and_tuple.second);
+ vec3_to_set[make_pair(effect, key_and_tuple.first)] = key_and_tuple.second;
}
for (const auto &key_and_tuple : blueprint->vec4_parameters) {
- vec4_to_set.emplace(make_pair(effect, key_and_tuple.first), key_and_tuple.second);
+ vec4_to_set[make_pair(effect, key_and_tuple.first)] = key_and_tuple.second;
}
}
}
return 0;
}
-int Block_choose_alternative(lua_State* L)
+int Block_choose(lua_State* L)
{
assert(lua_gettop(L) == 2);
Block *block = *(Block **)luaL_checkudata(L, 1, "Block");
if (lua_isnumber(L, 2)) {
alternative_idx = luaL_checknumber(L, 2);
} else if (lua_istable(L, 2)) {
- // See if it's an Effect metatable (e.g. foo:choose_alternative(ResampleEffect))
+ // See if it's an Effect metatable (e.g. foo:choose(ResampleEffect))
lua_getfield(L, 2, "__effect_type_id");
if (lua_isnumber(L, -1)) {
EffectType effect_type = EffectType(luaL_checknumber(L, -1));
}
if (alternative_idx == -1) {
- luaL_error(L, "choose_alternative() called with something that was not an index or an effect type (e.g. ResampleEffect) that was part of the alternatives");
+ luaL_error(L, "choose() called with something that was not an index or an effect type (e.g. ResampleEffect) that was part of the alternatives");
}
assert(alternative_idx >= 0);
assert(size_t(alternative_idx) < block->alternatives.size());
block->currently_chosen_alternative = alternative_idx;
- return 0;
+ return wrap_lua_existing_object_nonowned<EffectBlueprint>(L, "EffectBlueprint", block->alternatives[alternative_idx]);
}
int Block_enable(lua_State *L)
return 0;
}
+int Block_enable_if(lua_State *L)
+{
+ assert(lua_gettop(L) == 2);
+ Block *block = *(Block **)luaL_checkudata(L, 1, "Block");
+
+ if (block->alternatives.size() != 2 ||
+ block->alternatives[1]->effect_type != IDENTITY_EFFECT) {
+ luaL_error(L, "enable_if() called on something that wasn't added with add_optional_effect()");
+ }
+ bool enabled = checkbool(L, 2);
+ block->currently_chosen_alternative = enabled ? 0 : 1;
+ return 0;
+}
+
int Block_disable(lua_State *L)
{
assert(lua_gettop(L) == 1);