[−][src]Trait gstreamer_editing_services::ProjectExt
Required methods
fn add_asset<P: IsA<Asset>>(&self, asset: &P) -> 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
fn add_encoding_profile<P: IsA<EncodingProfile>>(
&self,
profile: &P
) -> Result<(), BoolError>
[−]
&self,
profile: &P
) -> Result<(), BoolError>
Adds profile
to the project. It lets you save in what format
the project has been renders and keep a reference to those formats.
Also, those formats will be saves 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
otherwize
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 glib::Type
of the asset to create
Returns
true
if the asset started to be added false
it was already
in the project
fn create_asset_sync(
&self,
id: Option<&str>,
extractable_type: Type
) -> Result<Option<Asset>, Error>
[−]
&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 glib::Type
of the asset to create
Returns
The newly created Asset
or None
.
fn get_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
fn get_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
fn get_uri(&self) -> Option<GString>
[−]
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
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
fn load<P: IsA<Timeline>>(&self, timeline: &P) -> Result<(), Error>
[−]
Loads self
into timeline
timeline
A blank timeline to load self
into
Returns
true
if the project could be loaded false
otherwize.
fn remove_asset<P: IsA<Asset>>(&self, asset: &P) -> Result<(), BoolError>
[−]
remove a asset
to from self
.
asset
A Asset
to remove from self
Returns
true
if the asset could be removed false
otherwise
fn save<P: IsA<Timeline>, Q: IsA<Asset>>(
&self,
timeline: &P,
uri: &str,
formatter_asset: Option<&Q>,
overwrite: bool
) -> Result<(), Error>
[−]
&self,
timeline: &P,
uri: &str,
formatter_asset: Option<&Q>,
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 formatter with highest rank
overwrite
true
to overwrite file if it exists
Returns
true
if the project could be save, false
otherwize
fn connect_asset_added<F: Fn(&Self, &Asset) + 'static>(
&self,
f: F
) -> SignalHandlerId
[−]
&self,
f: F
) -> SignalHandlerId
asset
The Asset
that has been added to project
fn connect_asset_loading<F: Fn(&Self, &Asset) + 'static>(
&self,
f: F
) -> SignalHandlerId
[−]
&self,
f: F
) -> SignalHandlerId
asset
The Asset
that started loading
fn connect_asset_removed<F: Fn(&Self, &Asset) + 'static>(
&self,
f: F
) -> SignalHandlerId
[−]
&self,
f: F
) -> SignalHandlerId
asset
The Asset
that has been removed from project
fn connect_error_loading_asset<F: Fn(&Self, &Error, &str, Type) + 'static>(
&self,
f: F
) -> SignalHandlerId
[−]
&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
fn connect_loaded<F: Fn(&Self, &Timeline) + 'static>(
&self,
f: F
) -> SignalHandlerId
[−]
&self,
f: F
) -> SignalHandlerId
timeline
The Timeline
that complete loading
fn connect_missing_uri<F: Fn(&Self, &Error, &Asset) -> Option<GString> + 'static>(
&self,
f: F
) -> SignalHandlerId
[−]
&self,
f: F
) -> SignalHandlerId
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
Implementors
impl<O: IsA<Project>> ProjectExt for O
[src][−]
fn add_asset<P: IsA<Asset>>(&self, asset: &P) -> bool
[src]
fn add_encoding_profile<P: IsA<EncodingProfile>>(
&self,
profile: &P
) -> Result<(), BoolError>
[src]
&self,
profile: &P
) -> Result<(), BoolError>
fn create_asset(&self, id: Option<&str>, extractable_type: Type) -> bool
[src]
fn create_asset_sync(
&self,
id: Option<&str>,
extractable_type: Type
) -> Result<Option<Asset>, Error>
[src]
&self,
id: Option<&str>,
extractable_type: Type
) -> Result<Option<Asset>, Error>
fn get_asset(&self, id: &str, extractable_type: Type) -> Option<Asset>
[src]
fn get_loading_assets(&self) -> Vec<Asset>
[src]
fn get_uri(&self) -> Option<GString>
[src]
fn list_assets(&self, filter: Type) -> Vec<Asset>
[src]
fn list_encoding_profiles(&self) -> Vec<EncodingProfile>
[src]
fn load<P: IsA<Timeline>>(&self, timeline: &P) -> Result<(), Error>
[src]
fn remove_asset<P: IsA<Asset>>(&self, asset: &P) -> Result<(), BoolError>
[src]
fn save<P: IsA<Timeline>, Q: IsA<Asset>>(
&self,
timeline: &P,
uri: &str,
formatter_asset: Option<&Q>,
overwrite: bool
) -> Result<(), Error>
[src]
&self,
timeline: &P,
uri: &str,
formatter_asset: Option<&Q>,
overwrite: bool
) -> Result<(), Error>
fn connect_asset_added<F: Fn(&Self, &Asset) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_asset_loading<F: Fn(&Self, &Asset) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_asset_removed<F: Fn(&Self, &Asset) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_error_loading_asset<F: Fn(&Self, &Error, &str, Type) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_loaded<F: Fn(&Self, &Timeline) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_missing_uri<F: Fn(&Self, &Error, &Asset) -> Option<GString> + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId