pub trait ProjectExt: IsA<Project> + Sealed + 'static {
Show 21 methods // Provided methods fn add_asset(&self, asset: &impl IsA<Asset>) -> bool { ... } fn add_encoding_profile( &self, profile: &impl IsA<EncodingProfile> ) -> Result<(), BoolError> { ... } fn add_formatter(&self, formatter: &impl IsA<Formatter>) { ... } fn create_asset(&self, id: Option<&str>, extractable_type: Type) -> bool { ... } fn create_asset_sync( &self, id: Option<&str>, extractable_type: Type ) -> Result<Option<Asset>, Error> { ... } fn asset(&self, id: &str, extractable_type: Type) -> Option<Asset> { ... } fn loading_assets(&self) -> Vec<Asset> { ... } fn uri(&self) -> Option<GString> { ... } fn list_assets(&self, filter: Type) -> Vec<Asset> { ... } fn list_encoding_profiles(&self) -> Vec<EncodingProfile> { ... } fn load(&self, timeline: &impl IsA<Timeline>) -> Result<(), Error> { ... } fn remove_asset(&self, asset: &impl IsA<Asset>) -> Result<(), BoolError> { ... } fn save( &self, timeline: &impl IsA<Timeline>, uri: &str, formatter_asset: Option<impl IsA<Asset>>, overwrite: bool ) -> Result<(), Error> { ... } fn connect_asset_added<F: Fn(&Self, &Asset) + 'static>( &self, f: F ) -> SignalHandlerId { ... } fn connect_asset_loading<F: Fn(&Self, &Asset) + 'static>( &self, f: F ) -> SignalHandlerId { ... } fn connect_asset_removed<F: Fn(&Self, &Asset) + 'static>( &self, f: F ) -> SignalHandlerId { ... } fn connect_error_loading<F: Fn(&Self, &Timeline, &Error) + 'static>( &self, f: F ) -> SignalHandlerId { ... } fn connect_error_loading_asset<F: Fn(&Self, &Error, &str, Type) + 'static>( &self, f: F ) -> SignalHandlerId { ... } fn connect_loaded<F: Fn(&Self, &Timeline) + 'static>( &self, f: F ) -> SignalHandlerId { ... } fn connect_loading<F: Fn(&Self, &Timeline) + 'static>( &self, f: F ) -> SignalHandlerId { ... } fn connect_missing_uri<F: Fn(&Self, &Error, &Asset) -> Option<GString> + 'static>( &self, f: F ) -> SignalHandlerId { ... }
}
Expand description

Trait containing all Project methods.

§Implementors

Project

Provided Methods§

source

fn add_asset(&self, asset: &impl IsA<Asset>) -> bool

Adds a Asset to self, the project will keep a reference on asset.

§asset

A Asset to add to self

§Returns

true if the asset could be added false it was already in the project.

MT safe.

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fn add_encoding_profile( &self, profile: &impl IsA<EncodingProfile> ) -> Result<(), BoolError>

Adds profile to the project. It lets you save in what format the project will be rendered and keep a reference to those formats. Also, those formats will be saved to the project file when possible.

§profile

A gst_pbutils::EncodingProfile to add to the project. If a profile with the same name already exists, it will be replaced.

§Returns

true if profile could be added, false otherwise

MT safe.

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fn add_formatter(&self, formatter: &impl IsA<Formatter>)

Adds a formatter to be used to load self

§formatter

A formatter used by self

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fn create_asset(&self, id: Option<&str>, extractable_type: Type) -> bool

Create and add a Asset to self. You should connect to the “asset-added” signal to get the asset when it finally gets added to self

§id

The id of the asset to create and add to self

§extractable_type

The GType of the asset to create

§Returns

true if the asset was added and started loading, false it was already in the project.

MT safe.

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fn create_asset_sync( &self, id: Option<&str>, extractable_type: Type ) -> Result<Option<Asset>, Error>

Create and add a Asset to self. You should connect to the “asset-added” signal to get the asset when it finally gets added to self

§id

The id of the asset to create and add to self

§extractable_type

The GType of the asset to create

§Returns

The newly created Asset or None.

MT safe.

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fn asset(&self, id: &str, extractable_type: Type) -> Option<Asset>

§id

The id of the asset to retrieve

§extractable_type

The extractable_type of the asset to retrieve from object

§Returns

The Asset with id or None if no asset with id as an ID

MT safe.

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fn loading_assets(&self) -> Vec<Asset>

Get the assets that are being loaded

§Returns

A set of loading asset that will be added to self. Note that those Asset are not loaded yet, and thus can not be used.

MT safe.

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fn uri(&self) -> Option<GString>

Retrieve the uri that is currently set on self

§Returns

a newly allocated string representing uri.

MT safe.

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fn list_assets(&self, filter: Type) -> Vec<Asset>

List all asset contained in self filtering per extractable_type as defined by filter. It copies the asset and thus will not be updated in time.

§filter

Type of assets to list, GES_TYPE_EXTRACTABLE will list all assets

§Returns

The list of Asset the object contains

MT safe.

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fn list_encoding_profiles(&self) -> Vec<EncodingProfile>

Lists the encoding profile that have been set to self. The first one is the latest added.

§Returns

The list of gst_pbutils::EncodingProfile used in self

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fn load(&self, timeline: &impl IsA<Timeline>) -> Result<(), Error>

Loads self into timeline

§timeline

A blank timeline to load self into

§Returns

true if the project could be loaded false otherwise.

MT safe.

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fn remove_asset(&self, asset: &impl IsA<Asset>) -> Result<(), BoolError>

Remove asset from self.

§asset

A Asset to remove from self

§Returns

true if the asset could be removed false otherwise

MT safe.

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

Save the timeline of self to uri. You should make sure that timeline is one of the timelines that have been extracted from self (using ges_asset_extract (self);)

§timeline

The Timeline to save, it must have been extracted from self

§uri

The uri where to save self and timeline

§formatter_asset

The formatter asset to use or None. If None, will try to save in the same format as the one from which the timeline as been loaded or default to the best formatter as defined in ges_find_formatter_for_uri

§overwrite

true to overwrite file if it exists

§Returns

true if the project could be save, false otherwise

MT safe.

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

§asset

The Asset that has been added to project

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

§asset

The Asset that started loading

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

§asset

The Asset that has been removed from project

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

§timeline

The timeline that failed loading

§error

The glib::Error defining the error that occured

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fn connect_error_loading_asset<F: Fn(&Self, &Error, &str, Type) + 'static>( &self, f: F ) -> SignalHandlerId

Informs you that a Asset could not be created. In case of missing GStreamer plugins, the error will be set to GST_CORE_ERROR gst::CoreError::MissingPlugin

§error

The glib::Error defining the error that occured, might be None

§id

The id of the asset that failed loading

§extractable_type

The extractable_type of the asset that failed loading

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

§timeline

The Timeline that completed loading

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

§timeline

The Timeline that started loading

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fn connect_missing_uri<F: Fn(&Self, &Error, &Asset) -> Option<GString> + 'static>( &self, f: F ) -> SignalHandlerId

⚠️ The following code is in c ⚠️

static gchar
source_moved_cb (GESProject *project, GError *error, GESAsset *asset_with_error)
{
  return g_strdup ("file:///the/new/uri.ogg");
}

static int
main (int argc, gchar ** argv)
{
  GESTimeline *timeline;
  GESProject *project = ges_project_new ("file:///some/uri.xges");

  g_signal_connect (project, "missing-uri", source_moved_cb, NULL);
  timeline = ges_asset_extract (GES_ASSET (project));
}
§error

The error that happened

§wrong_asset

The asset with the wrong ID, you should us it and its content only to find out what the new location is.

§Returns

The new URI of wrong_asset

Object Safety§

This trait is not object safe.

Implementors§