pub trait TimelineExt:
    IsA<Timeline>
    + Sealed
    + 'static {
Show 42 methods // Provided methods fn add_layer(&self, layer: &impl IsA<Layer>) -> Result<(), BoolError> { ... } fn add_track(&self, track: &impl IsA<Track>) -> Result<(), BoolError> { ... } fn append_layer(&self) -> Layer { ... } fn commit(&self) -> bool { ... } fn commit_sync(&self) -> bool { ... } fn disable_edit_apis(&self, disable_edit_apis: bool) { ... } fn freeze_commit(&self) { ... } fn is_auto_transition(&self) -> bool { ... } fn duration(&self) -> ClockTime { ... } fn is_edit_apis_disabled(&self) -> bool { ... } fn element(&self, name: &str) -> Option<TimelineElement> { ... } fn frame_at(&self, timestamp: ClockTime) -> FrameNumber { ... } fn frame_time(&self, frame_number: FrameNumber) -> Option<ClockTime> { ... } fn groups(&self) -> Vec<Group> { ... } fn layer(&self, priority: u32) -> Option<Layer> { ... } fn layers(&self) -> Vec<Layer> { ... } fn pad_for_track(&self, track: &impl IsA<Track>) -> Option<Pad> { ... } fn snapping_distance(&self) -> Option<ClockTime> { ... } fn track_for_pad(&self, pad: &impl IsA<Pad>) -> Option<Track> { ... } fn tracks(&self) -> Vec<Track> { ... } fn is_empty(&self) -> bool { ... } fn load_from_uri(&self, uri: &str) -> Result<(), Error> { ... } fn move_layer( &self, layer: &impl IsA<Layer>, new_layer_priority: u32, ) -> Result<(), BoolError> { ... } fn paste_element( &self, element: &impl IsA<TimelineElement>, position: ClockTime, layer_priority: i32, ) -> Option<TimelineElement> { ... } fn remove_layer(&self, layer: &impl IsA<Layer>) -> Result<(), BoolError> { ... } fn remove_track(&self, track: &impl IsA<Track>) -> Result<(), BoolError> { ... } fn save_to_uri( &self, uri: &str, formatter_asset: Option<&impl IsA<Asset>>, overwrite: bool, ) -> Result<(), Error> { ... } fn set_auto_transition(&self, auto_transition: bool) { ... } fn set_snapping_distance(&self, snapping_distance: ClockTime) { ... } fn thaw_commit(&self) { ... } fn connect_commited<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { ... } fn connect_group_added<F: Fn(&Self, &Group) + 'static>( &self, f: F, ) -> SignalHandlerId { ... } fn connect_layer_added<F: Fn(&Self, &Layer) + 'static>( &self, f: F, ) -> SignalHandlerId { ... } fn connect_layer_removed<F: Fn(&Self, &Layer) + 'static>( &self, f: F, ) -> SignalHandlerId { ... } fn connect_select_element_track<F: Fn(&Self, &Clip, &TrackElement) -> Option<Track> + 'static>( &self, f: F, ) -> SignalHandlerId { ... } fn connect_snapping_ended<F: Fn(&Self, &TrackElement, &TrackElement, u64) + 'static>( &self, f: F, ) -> SignalHandlerId { ... } fn connect_snapping_started<F: Fn(&Self, &TrackElement, &TrackElement, u64) + 'static>( &self, f: F, ) -> SignalHandlerId { ... } fn connect_track_added<F: Fn(&Self, &Track) + 'static>( &self, f: F, ) -> SignalHandlerId { ... } fn connect_track_removed<F: Fn(&Self, &Track) + 'static>( &self, f: F, ) -> SignalHandlerId { ... } fn connect_auto_transition_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { ... } fn connect_duration_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { ... } fn connect_snapping_distance_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { ... }
}
Expand description

Trait containing all Timeline methods.

§Implementors

Timeline

Provided Methods§

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fn add_layer(&self, layer: &impl IsA<Layer>) -> Result<(), BoolError>

👎Deprecated: Since 1.18

Add a layer to the timeline.

If the layer contains Clip-s, then this may trigger the creation of their core track element children for the timeline’s tracks, and the placement of the clip’s children in the tracks of the timeline using select-tracks-for-object. Some errors may occur if this would break one of the configuration rules of the timeline in one of its tracks. In such cases, some track elements would fail to be added to their tracks, but this method would still return true. As such, it is advised that you only add clips to layers that already part of a timeline. In such situations, LayerExt::add_clip() is able to fail if adding the clip would cause such an error.

§Deprecated since 1.18

This method requires you to ensure the layer’s priority will be unique to the timeline. Use append_layer() and move_layer() instead.

§layer

The layer to add

§Returns

true if layer was properly added.

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fn add_track(&self, track: &impl IsA<Track>) -> Result<(), BoolError>

Add a track to the timeline.

If the timeline already contains clips, then this may trigger the creation of their core track element children for the track, and the placement of the clip’s children in the track of the timeline using select-tracks-for-object. Some errors may occur if this would break one of the configuration rules for the timeline in the track. In such cases, some track elements would fail to be added to the track, but this method would still return true. As such, it is advised that you avoid adding tracks to timelines that already contain clips.

§track

The track to add

§Returns

true if track was properly added.

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fn append_layer(&self) -> Layer

Append a newly created layer to the timeline. The layer will be added at the lowest priority (numerically, the highest).

§Returns

The newly created layer.

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fn commit(&self) -> bool

Commit all the pending changes of the clips contained in the timeline.

When changes happen in a timeline, they are not immediately executed internally, in a way that effects the output data of the timeline. You should call this method when you are done with a set of changes and you want them to be executed.

Any pending changes will be executed in the backend. The commited signal will be emitted once this has completed. You should not try to change the state of the timeline, seek it or add tracks to it before receiving this signal. You can use commit_sync() if you do not want to perform other tasks in the mean time.

Note that all the pending changes will automatically be executed when the timeline goes from gst::State::Ready to gst::State::Paused, which is usually triggered by a corresponding state changes in a containing Pipeline.

§Returns

true if pending changes were committed, or false if nothing needed to be committed.

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fn commit_sync(&self) -> bool

Commit all the pending changes of the clips contained in the timeline and wait for the changes to complete.

See commit().

§Returns

true if pending changes were committed, or false if nothing needed to be committed.

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fn disable_edit_apis(&self, disable_edit_apis: bool)

WARNING: When using that mode, GES won’t guarantee the coherence of the timeline. You need to ensure that the rules described in the Overlaps and auto transitions section are respected any time the timeline is commited (otherwise playback will most probably fail in different ways).

When disabling editing APIs, GES won’t be able to enforce the rules that makes the timeline overall state to be valid but some feature won’t be usable:

§disable_edit_apis

true to disable all the edit APIs so the user is in full control of ensuring timeline state validity false otherwise.

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fn freeze_commit(&self)

Freezes the timeline from being committed. This is usually needed while the timeline is being rendered to ensure that not change to the timeline are taken into account during that moment. Once the rendering is done, you should call ges_timeline_thaw_commit so that committing becomes possible again and any call to commit() that happened during the rendering is actually taken into account.

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fn is_auto_transition(&self) -> bool

Gets auto-transition for the timeline.

§Returns

The auto-transition of self_.

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fn duration(&self) -> ClockTime

Get the current duration of the timeline

§Returns

The current duration of self.

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fn is_edit_apis_disabled(&self) -> bool

§Returns

true if edit APIs are disabled, false otherwise.

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fn element(&self, name: &str) -> Option<TimelineElement>

Gets the element contained in the timeline with the given name.

§name

The name of the element to find

§Returns

The timeline element in self with the given name, or None if it was not found.

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fn frame_at(&self, timestamp: ClockTime) -> FrameNumber

This method allows you to convert a timeline GstClockTime into its corresponding GESFrameNumber in the timeline’s output.

§timestamp

The timestamp to get the corresponding frame number of

§Returns

The frame number timestamp corresponds to.

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fn frame_time(&self, frame_number: FrameNumber) -> Option<ClockTime>

This method allows you to convert a timeline output frame number into a timeline GstClockTime. For example, this time could be used to seek to a particular frame in the timeline’s output, or as the edit position for an element within the timeline.

§frame_number

The frame number to get the corresponding timestamp of in the timeline coordinates

§Returns

The timestamp corresponding to frame_number in the output of self.

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fn groups(&self) -> Vec<Group>

Get the list of Group-s present in the timeline.

§Returns

The list of groups that contain clips present in self’s layers. Must not be changed.

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fn layer(&self, priority: u32) -> Option<Layer>

Retrieve the layer whose index in the timeline matches the given priority.

§priority

The priority/index of the layer to find

§Returns

The layer with the given priority, or None if none was found.

Since 1.6

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fn layers(&self) -> Vec<Layer>

Get the list of Layer-s present in the timeline.

§Returns

The list of layers present in self sorted by priority.

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fn pad_for_track(&self, track: &impl IsA<Track>) -> Option<Pad>

Search for the gst::Pad corresponding to the given timeline’s track. You can link to this pad to receive the output data of the given track.

§track

A track

§Returns

The pad corresponding to track, or None if there is an error.

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fn snapping_distance(&self) -> Option<ClockTime>

Gets the snapping-distance for the timeline.

§Returns

The snapping distance (in nanoseconds) of self.

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fn track_for_pad(&self, pad: &impl IsA<Pad>) -> Option<Track>

Search for the Track corresponding to the given timeline’s pad.

§pad

A pad

§Returns

The track corresponding to pad, or None if there is an error.

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fn tracks(&self) -> Vec<Track>

Get the list of Track-s used by the timeline.

§Returns

The list of tracks used by self.

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fn is_empty(&self) -> bool

Check whether the timeline is empty or not.

§Returns

true if self is empty.

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fn load_from_uri(&self, uri: &str) -> Result<(), Error>

Loads the contents of URI into the timeline.

§uri

The URI to load from

§Returns

true if the timeline was loaded successfully from uri.

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fn move_layer( &self, layer: &impl IsA<Layer>, new_layer_priority: u32, ) -> Result<(), BoolError>

Moves a layer within the timeline to the index given by new_layer_priority. An index of 0 corresponds to the layer with the highest priority in a timeline. If new_layer_priority is greater than the number of layers present in the timeline, it will become the lowest priority layer.

§layer

A layer within self, whose priority should be changed

§new_layer_priority

The new index for layer

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fn paste_element( &self, element: &impl IsA<TimelineElement>, position: ClockTime, layer_priority: i32, ) -> Option<TimelineElement>

Paste an element inside the timeline. element must be the return of ges_timeline_element_copy() with deep=TRUE, and it should not be changed before pasting. element itself is not placed in the timeline, instead a new element is created, alike to the originally copied element. Note that the originally copied element must also lie within self, at both the point of copying and pasting.

Pasting may fail if it would place the timeline in an unsupported configuration.

After calling this function element should not be used. In particular, element can not be pasted again. Instead, you can copy the returned element and paste that copy (although, this is only possible if the paste was successful).

See also TimelineElementExt::paste().

§element

The element to paste

§position

The position in the timeline element should be pasted to, i.e. the start value for the pasted element.

§layer_priority

The layer into which the element should be pasted. -1 means paste to the same layer from which element has been copied from

§Returns

The newly created element, or None if pasting fails.

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fn remove_layer(&self, layer: &impl IsA<Layer>) -> Result<(), BoolError>

Removes a layer from the timeline.

§layer

The layer to remove

§Returns

true if layer was properly removed.

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fn remove_track(&self, track: &impl IsA<Track>) -> Result<(), BoolError>

Remove a track from the timeline.

§track

The track to remove

§Returns

true if track was properly removed.

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fn save_to_uri( &self, uri: &str, formatter_asset: Option<&impl IsA<Asset>>, overwrite: bool, ) -> Result<(), Error>

Saves the timeline to the given location. If formatter_asset is None, the method will attempt to save in the same format the timeline was loaded from, before defaulting to the formatter with highest rank.

§uri

The location to save to

§formatter_asset

The formatter asset to use, or None

§overwrite

true to overwrite file if it exists

§Returns

true if self was successfully saved to uri.

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fn set_auto_transition(&self, auto_transition: bool)

Sets auto-transition for the timeline. This will also set the corresponding auto-transition for all of the timeline’s layers to the same value. See LayerExt::set_auto_transition() if you wish to set the layer’s auto-transition individually.

§auto_transition

Whether transitions should be automatically added to self’s layers

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fn set_snapping_distance(&self, snapping_distance: ClockTime)

Sets snapping-distance for the timeline. This new value will only effect future snappings and will not be used to snap the current element positions within the timeline.

§snapping_distance

The snapping distance to use (in nanoseconds)

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fn thaw_commit(&self)

Thaw the timeline so that comiting becomes possible again and any call to commit() that happened during the rendering is actually taken into account.

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fn connect_commited<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId

This signal will be emitted once the changes initiated by commit() have been executed in the backend. Use commit_sync() if you do not want to have to connect to this signal.

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fn connect_group_added<F: Fn(&Self, &Group) + 'static>( &self, f: F, ) -> SignalHandlerId

Will be emitted after the group is added to to the timeline. This can happen when grouping with ges_container_group, or by adding containers to a newly created group.

Note that this should not be emitted whilst a timeline is being loaded from its Project asset. You should connect to the project’s loaded signal if you want to know which groups were created for the timeline.

§group

The group that was added to timeline

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fn connect_layer_added<F: Fn(&Self, &Layer) + 'static>( &self, f: F, ) -> SignalHandlerId

Will be emitted after the layer is added to the timeline.

Note that this should not be emitted whilst a timeline is being loaded from its Project asset. You should connect to the project’s loaded signal if you want to know which layers were created for the timeline.

§layer

The layer that was added to timeline

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fn connect_layer_removed<F: Fn(&Self, &Layer) + 'static>( &self, f: F, ) -> SignalHandlerId

Will be emitted after the layer is removed from the timeline.

§layer

The layer that was removed from timeline

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fn connect_select_element_track<F: Fn(&Self, &Clip, &TrackElement) -> Option<Track> + 'static>( &self, f: F, ) -> SignalHandlerId

Simplified version of select-tracks-for-object which only allows track_element to be added to a single Track.

§clip

The clip that track_element is being added to

§track_element

The element being added

§Returns

A track to put track_element into, or None if it should be discarded.

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fn connect_snapping_ended<F: Fn(&Self, &TrackElement, &TrackElement, u64) + 'static>( &self, f: F, ) -> SignalHandlerId

Will be emitted whenever a snapping event ends. After a snap event has started (see snapping-started), it can later end because either another timeline edit has occurred (which may or may not have created a new snapping event), or because the timeline has been committed.

§obj1

The first element that was snapping

§obj2

The second element that was snapping

§position

The position where the two objects were to be snapped to

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fn connect_snapping_started<F: Fn(&Self, &TrackElement, &TrackElement, u64) + 'static>( &self, f: F, ) -> SignalHandlerId

Will be emitted whenever an element’s movement invokes a snapping event during an edit (usually of one of its ancestors) because its start or end point lies within the snapping-distance of another element’s start or end point.

See EditMode to see what can snap during an edit.

Note that only up to one snapping-started signal will be emitted per element edit within a timeline.

§obj1

The first element that is snapping

§obj2

The second element that is snapping

§position

The position where the two objects will snap to

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fn connect_track_added<F: Fn(&Self, &Track) + 'static>( &self, f: F, ) -> SignalHandlerId

Will be emitted after the track is added to the timeline.

Note that this should not be emitted whilst a timeline is being loaded from its Project asset. You should connect to the project’s loaded signal if you want to know which tracks were created for the timeline.

§track

The track that was added to timeline

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fn connect_track_removed<F: Fn(&Self, &Track) + 'static>( &self, f: F, ) -> SignalHandlerId

Will be emitted after the track is removed from the timeline.

§track

The track that was removed from timeline

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fn connect_auto_transition_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId

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fn connect_duration_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId

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fn connect_snapping_distance_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId

Object Safety§

This trait is not object safe.

Implementors§