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 { ... }
}
Provided Methods§
sourcefn add_layer(&self, layer: &impl IsA<Layer>) -> Result<(), BoolError>
👎Deprecated: Since 1.18
fn add_layer(&self, layer: &impl IsA<Layer>) -> Result<(), BoolError>
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.
sourcefn add_track(&self, track: &impl IsA<Track>) -> Result<(), BoolError>
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.
sourcefn append_layer(&self) -> Layer
fn append_layer(&self) -> Layer
sourcefn commit(&self) -> bool
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.
sourcefn commit_sync(&self) -> bool
fn commit_sync(&self) -> bool
sourcefn disable_edit_apis(&self, disable_edit_apis: bool)
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.
sourcefn freeze_commit(&self)
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.
sourcefn is_auto_transition(&self) -> bool
fn is_auto_transition(&self) -> bool
sourcefn is_edit_apis_disabled(&self) -> bool
fn is_edit_apis_disabled(&self) -> bool
sourcefn element(&self, name: &str) -> Option<TimelineElement>
fn element(&self, name: &str) -> Option<TimelineElement>
sourcefn frame_at(&self, timestamp: ClockTime) -> FrameNumber
fn frame_at(&self, timestamp: ClockTime) -> FrameNumber
sourcefn frame_time(&self, frame_number: FrameNumber) -> Option<ClockTime>
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
.
sourcefn snapping_distance(&self) -> Option<ClockTime>
fn snapping_distance(&self) -> Option<ClockTime>
Gets the snapping-distance
for the timeline.
§Returns
The snapping distance (in nanoseconds) of self
.
sourcefn move_layer(
&self,
layer: &impl IsA<Layer>,
new_layer_priority: u32,
) -> Result<(), BoolError>
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
sourcefn paste_element(
&self,
element: &impl IsA<TimelineElement>,
position: ClockTime,
layer_priority: i32,
) -> Option<TimelineElement>
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.
sourcefn save_to_uri(
&self,
uri: &str,
formatter_asset: Option<&impl IsA<Asset>>,
overwrite: bool,
) -> Result<(), Error>
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
.
sourcefn set_auto_transition(&self, auto_transition: bool)
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
sourcefn set_snapping_distance(&self, snapping_distance: ClockTime)
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)
sourcefn thaw_commit(&self)
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.
sourcefn connect_commited<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId
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.
sourcefn connect_group_added<F: Fn(&Self, &Group) + 'static>(
&self,
f: F,
) -> SignalHandlerId
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
sourcefn connect_layer_added<F: Fn(&Self, &Layer) + 'static>(
&self,
f: F,
) -> SignalHandlerId
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
sourcefn connect_layer_removed<F: Fn(&Self, &Layer) + 'static>(
&self,
f: F,
) -> SignalHandlerId
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
sourcefn connect_select_element_track<F: Fn(&Self, &Clip, &TrackElement) -> Option<Track> + 'static>(
&self,
f: F,
) -> SignalHandlerId
fn connect_select_element_track<F: Fn(&Self, &Clip, &TrackElement) -> Option<Track> + 'static>( &self, f: F, ) -> SignalHandlerId
sourcefn connect_snapping_ended<F: Fn(&Self, &TrackElement, &TrackElement, u64) + 'static>(
&self,
f: F,
) -> SignalHandlerId
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
sourcefn connect_snapping_started<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
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
sourcefn connect_track_added<F: Fn(&Self, &Track) + 'static>(
&self,
f: F,
) -> SignalHandlerId
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
sourcefn connect_track_removed<F: Fn(&Self, &Track) + 'static>(
&self,
f: F,
) -> SignalHandlerId
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