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authordynaflash <[email protected]>2010-03-05 22:37:48 +0000
committerdynaflash <[email protected]>2010-03-05 22:37:48 +0000
commit58ab4876cb1bc73f58b661a1689463de6b4fba63 (patch)
tree0a5c0261f04e00f03bd39b55ce439a2deba3100b /macosx
parent13ee1bb5c7e1ac454bf68bd786f1e00ea15bba51 (diff)
MacGui: More Preview Window changes.
- Refactor more code and reduce calls to setViewSize even more. - Correctly show the gray storage size - display size area in both windowed and scale to screen. - Restore 85% max windowed size which was changed in 3124 (unless in scale to screen mode). - Correct Live Preview movie size when in scale to screen. - Depending on window resizing and screen constraints repositioning of window after resize is a bit wonky. - Known issue with live preview, when the movie is the full size of the window, the controller bar does not show during live preview playback, however the movies plays fine. Needs to rescale to allow for the 15 px increase in height for controller bar or better yet, implement hud movie controls. git-svn-id: svn://svn.handbrake.fr/HandBrake/trunk@3151 b64f7644-9d1e-0410-96f1-a4d463321fa5
Diffstat (limited to 'macosx')
-rw-r--r--macosx/HBPreviewController.m245
1 files changed, 162 insertions, 83 deletions
diff --git a/macosx/HBPreviewController.m b/macosx/HBPreviewController.m
index c6421d09c..2ca393cb9 100644
--- a/macosx/HBPreviewController.m
+++ b/macosx/HBPreviewController.m
@@ -209,6 +209,7 @@
fPicture = 0;
MaxOutputWidth = title->width - job->crop[2] - job->crop[3];
MaxOutputHeight = title->height - job->crop[0] - job->crop[1];
+
[self SettingsChanged: nil];
/* set the top of the hud controller boxes centered vertically with the origin of our window */
@@ -223,7 +224,7 @@
// Adjusts the window to draw the current picture (fPicture) adjusting its size as
// necessary to display as much of the picture as possible.
-- (void) displayPreview
+- (void) displayPreview
{
hb_job_t * job = fTitle->job;
/* lets make sure that the still picture view is not hidden and that
@@ -279,7 +280,7 @@
@"Source: %dx%d, Output: %dx%d, Anamorphic: %dx%d Custom",
fTitle->width, fTitle->height, output_width, output_height, fTitle->job->anamorphic.dar_width, fTitle->job->anamorphic.dar_height];
- displaySize.width = fTitle->job->anamorphic.dar_width + fTitle->job->crop[2] + fTitle->job->crop[3];
+ displaySize.width = fTitle->job->anamorphic.dar_width + fTitle->job->crop[2] + fTitle->job->crop[3] ;
displaySize.height = fTitle->job->anamorphic.dar_height + fTitle->job->crop[0] + fTitle->job->crop[1];
imageScaledSize.width = (int)fTitle->job->anamorphic.dar_width;
imageScaledSize.height = (int)fTitle->job->height;
@@ -289,48 +290,97 @@
sizeInfoString = [NSString stringWithFormat:
@"Source: %dx%d, Output: %dx%d", fTitle->width, fTitle->height,
fTitle->job->width, fTitle->job->height];
- /* original
+
displaySize.width = fTitle->width;
displaySize.height = fTitle->height;
imageScaledSize.width = fTitle->job->width;
imageScaledSize.height = fTitle->job->height;
- */
- /* Test ... */
- displaySize.width = fTitle->width;
- displaySize.height = fTitle->height;
- imageScaledSize.width = fTitle->job->width + fTitle->job->crop[2] + fTitle->job->crop[3];
- imageScaledSize.height = fTitle->job->height + fTitle->job->crop[0] - fTitle->job->crop[1];
}
+
+
NSSize viewSize = [self optimalViewSizeForImageSize:displaySize];
+ [self resizeSheetForViewSize:viewSize];
+
+ NSSize windowSize = [[self window] frame].size;
- /* we also need to take into account scaling to full screen to activate switching the view size */
- if( [self viewNeedsToResizeToSize:viewSize])
+ if (scaleToScreen == YES)
{
- if (fTitle->job->anamorphic.mode != 2 || (fTitle->job->anamorphic.mode == 2 && fTitle->width == fTitle->job->width))
+ /* Note: this should probably become a utility function */
+ /* We are in Scale To Screen mode so, we have to get the ratio for height and width against the window
+ *size so we can scale from there.
+ */
+ CGFloat deltaWidth = imageScaledSize.width / displaySize.width;
+ CGFloat deltaHeight = imageScaledSize.height /displaySize.height;
+ NSSize windowSize = [[self window] frame].size;
+ CGFloat pictureAspectRatio = imageScaledSize.width / imageScaledSize.height;
+
+ /* Set our min size to the storage size */
+ NSSize minSize;
+ minSize.width = fTitle->width;
+ minSize.height = fTitle->height;
+
+ /* Set delta's based on minimum size */
+ if (imageScaledSize.width < minSize.width)
+ {
+ deltaWidth = imageScaledSize.width / minSize.width;
+ }
+ else
{
- [self resizeSheetForViewSize:viewSize];
- [self setViewSize:viewSize];
+ deltaWidth = 1.0;
+ }
+
+ if (imageScaledSize.height < minSize.height)
+ {
+ deltaHeight = imageScaledSize.height / minSize.height;
+ }
+ else
+ {
+ deltaHeight = 1.0;
+ }
+
+ /* Now apply our deltas to the full screen view */
+ if (pictureAspectRatio > 1.0) // we are wider than taller, so expand the width to fill the area and scale the height
+ {
+ viewSize.width = windowSize.width * deltaWidth;
+ viewSize.height = viewSize.width / pictureAspectRatio;
}
- }
-
- viewSize.width = viewSize.width - (viewSize.width - imageScaledSize.width);
- viewSize.height = viewSize.height - (viewSize.height - imageScaledSize.height);
- [self setViewSize:viewSize];
-
- /* special case for scaleToScreen */
- if (scaleToScreen == YES)
+ else
+ {
+ viewSize.height = windowSize.height * deltaHeight;
+ viewSize.width = viewSize.height * pictureAspectRatio;
+ }
+
+ }
+ else
{
- [fPreviewImage setSize: viewSize];
- [fPictureView setImage: fPreviewImage];
+ viewSize.width = viewSize.width - (viewSize.width - imageScaledSize.width);
+ viewSize.height = viewSize.height - (viewSize.height - imageScaledSize.height);
+
+ if (fTitle->width > windowSize.width || fTitle->height > windowSize.height)
+ {
+ CGFloat viewSizeAspect = viewSize.width / viewSize.height;
+ if (viewSizeAspect > 1.0) // we are wider than taller, so expand the width to fill the area and scale the height
+ {
+ viewSize.width = viewSize.width * (windowSize.width / fTitle->width) ;
+ viewSize.height = viewSize.width / viewSizeAspect;
+ }
+ else
+ {
+ viewSize.height = viewSize.height * (windowSize.height / fTitle->height);
+ viewSize.width = viewSize.height * viewSizeAspect;
+ }
+ }
+
}
+ [self setViewSize:viewSize];
+
NSString *scaleString;
CGFloat scale = ( ( CGFloat )[fPictureView frame].size.width) / ( ( CGFloat )imageScaledSize.width);
if (scale * 100.0 != 100)
{
- //CGFloat scale = ( ( CGFloat )[fPictureView frame].size.width) / ( ( CGFloat )imageScaledSize.width);
scaleString = [NSString stringWithFormat:
NSLocalizedString( @" (%.0f%% actual size)",
@"String shown when a preview is scaled" ), scale * 100.0];
@@ -339,6 +389,11 @@
{
scaleString = @"(Actual size)";
}
+
+ if (scaleToScreen == YES)
+ {
+ scaleString = [scaleString stringByAppendingString:@" Scaled To Screen"];
+ }
/* Set the info fields in the hud controller */
[fInfoField setStringValue: [NSString stringWithFormat:
@"%@", sizeInfoString]];
@@ -867,8 +922,6 @@
[fMovieCreationProgressIndicator setHidden: YES];
[fEncodingControlBox setHidden: YES];
isEncoding = NO;
- /* we make sure the picture slider and preview match */
- [self pictureSliderChanged:nil];
// Show the movie view
[self showMoviePreview:fPreviewMoviePath];
@@ -916,66 +969,60 @@
NSSize movieSize= [[aMovie attributeForKey:QTMovieNaturalSizeAttribute] sizeValue];
movieBounds = [fMovieView movieBounds];
movieBounds.size.height = movieSize.height;
-
+ /* We also get our view size to use for scaling fMovieView's size */
+ NSSize scaledMovieViewSize = [fPictureView frame].size;
if ([fMovieView isControllerVisible])
{
CGFloat controllerBarHeight = [fMovieView controllerBarHeight];
if ( controllerBarHeight != 0 ) //Check if QTKit return a real value or not.
+ {
movieBounds.size.height += controllerBarHeight;
+ scaledMovieViewSize.height += controllerBarHeight;
+ }
else
+ {
movieBounds.size.height += 15;
+ scaledMovieViewSize.height += 15;
+ }
}
movieBounds.size.width = movieSize.width;
- /* We need to find out if the preview movie needs to be scaled down so
- * that it doesn't overflow our available viewing container (just like for image
- * in -displayPreview) for HD sources, etc. [fPictureViewArea frame].size.height*/
- if( (movieBounds.size.height) > [fPictureViewArea frame].size.height || scaleToScreen == YES )
+ /* we need to account for an issue where the scaledMovieViewSize > the window size */
+ if (scaledMovieViewSize.height > [[self window] frame].size.height)
{
- /* The preview movie would be larger than the available viewing area
- * in the preview movie, so we go ahead and scale it down to the same size
- * as the still preview or we readjust our window to allow for the added height if need be
+ [fHBController writeToActivityLog: "showMoviePreview: Our window is not tall enough to show the controller bar ..."];
+ /*we need to scale the movie down vertically by 15 px to allow for the controller bar
+ * and scale the width accordingly.
*/
- NSSize displaySize = NSMakeSize( ( CGFloat ) movieBounds.size.width, ( CGFloat ) movieBounds.size.height );
- NSSize viewSize = [self optimalViewSizeForImageSize:displaySize];
- if( [self viewNeedsToResizeToSize:viewSize] )
- {
- [self resizeSheetForViewSize:viewSize];
- [self setViewSize:viewSize];
- }
- [fMovieView setFrameSize:viewSize];
- }
- else
- {
- /* Since the preview movie is smaller than the available viewing area
- * we can go ahead and use the preview movies native size */
- [fMovieView setFrameSize:movieBounds.size];
+
+ // FIX ME: currently trying to scale everything to show the controller bar does not work right.
+ // Commented out til fixed, resulting issue when the movie is the full size of the window is no
+ // controller bar is visible. Live Preview still plays fine though.
+ /*
+ CGFloat pictureAspectRatio = scaledMovieViewSize.width / scaledMovieViewSize.height;
+ scaledMovieViewSize.height = [[self window] frame].size.height - 15;
+ scaledMovieViewSize.width = scaledMovieViewSize.height * pictureAspectRatio;
+ NSRect windowFrame = [[self window] frame];
+ windowFrame.size.width = scaledMovieViewSize.width;
+ windowFrame.size.height = scaledMovieViewSize.height + 15;
+ [[self window] setFrame:windowFrame display:YES animate:YES];
+ [fPictureView setFrameSize:scaledMovieViewSize];
+ */
}
- //lets reposition the movie if need be
- NSPoint origin = [fPictureViewArea frame].origin;
- origin.x += trunc( ( [fPictureViewArea frame].size.width -
+
+ /* Scale the fMovieView to scaledMovieViewSize */
+ [fMovieView setFrameSize:scaledMovieViewSize];
+
+ /*set our origin try using fPictureViewArea or fPictureView */
+ NSPoint origin = [fPictureView frame].origin;
+ origin.x += trunc( ( [fPictureView frame].size.width -
[fMovieView frame].size.width ) / 2.0 );
- /* We need to detect whether or not we are currently less than the available height.*/
- if( movieBounds.size.height < [fPictureView frame].size.height )
- {
- /* If we are, we are adding 15 to the height to allow for the controller bar so
- * we need to subtract half of that for the origin.y to get the controller bar
- * below the movie to it lines up vertically with where our still preview was
- */
- origin.y += trunc( ( ( [fPictureViewArea frame].size.height -
+ origin.y += trunc( ( ( [fPictureView frame].size.height -
[fMovieView frame].size.height ) / 2.0 ) - 7.5 );
- }
- else
- {
- /* if we are >= to the height of the picture view area, the controller bar
- * gets taken care of with picture resizing, so we do not want to offset the height
- */
- origin.y += trunc( ( [fPictureViewArea frame].size.height -
- [fMovieView frame].size.height ) / 2.0 );
- }
+
[fMovieView setFrameOrigin:origin];
[fMovieView setMovie:aMovie];
[fMovieView setHidden:NO];
@@ -998,18 +1045,34 @@
//
- (NSSize)optimalViewSizeForImageSize: (NSSize)imageSize
{
- // The min size is 320x240
+ // The min size is 480x360
CGFloat minWidth = 480.0;
CGFloat minHeight = 360.0;
- NSSize screenSize = [[NSScreen mainScreen] visibleFrame].size;
+ NSSize screenSize = [[[self window] screen] visibleFrame].size;
NSSize sheetSize = [[self window] frame].size;
NSSize viewAreaSize = [fPictureViewArea frame].size;
- CGFloat paddingX = sheetSize.width - viewAreaSize.width;
- CGFloat paddingY = sheetSize.height - viewAreaSize.height;
+ CGFloat paddingX = 0.00;
+ CGFloat paddingY = 0.00;
+
+ if (fTitle->width > screenSize.width || fTitle->height > screenSize.height)
+ {
+ if (scaleToScreen == YES)
+ {
+ paddingX = screenSize.width - imageSize.width;
+ paddingY = screenSize.height - imageSize.height;
+ }
+
+ else
+ {
+ paddingX = sheetSize.width - viewAreaSize.width;
+ paddingY = sheetSize.height - viewAreaSize.height;
+ }
+
+ }
+
CGFloat maxWidth;
CGFloat maxHeight;
-
maxWidth = screenSize.width - paddingX;
maxHeight = screenSize.height - paddingY;
@@ -1020,7 +1083,7 @@
CGFloat screenAspect = screenSize.width / screenSize.height;
// Note, a standard dvd will use 720 x 480 which is a 1.5
CGFloat viewAreaAspect = viewAreaSize.width / viewAreaSize.height;
-
+
if (scaleToScreen == YES)
{
@@ -1062,8 +1125,8 @@
{
resultSize.height = minHeight;
}
-
- return resultSize;
+
+ return resultSize;
}
@@ -1083,7 +1146,17 @@
// Now resize the whole panel by those same deltas, but don't exceed the min
NSRect frame = [[self window] frame];
NSSize maxSize = [[[self window] screen] visibleFrame].size;
- NSSize minSize = [[self window] minSize];
+ /* if we are not Scale To Screen, put an 85% of visible screen on the window */
+ if (scaleToScreen == NO )
+ {
+ maxSize.width = maxSize.width * 0.85;
+ maxSize.height = maxSize.height * 0.85;
+ }
+
+ /* Set our min size to the storage size */
+ NSSize minSize;
+ minSize.width = fTitle->width;
+ minSize.height = fTitle->height;
frame.size.width += deltaX;
frame.size.height += deltaY;
@@ -1097,6 +1170,7 @@
frame.size.height = minSize.height;
}
/* compare frame to max size of screen */
+
if( frame.size.width > maxSize.width )
{
frame.size.width = maxSize.width;
@@ -1108,6 +1182,7 @@
}
+
// But now the sheet is off-center, so also shift the origin to center it and
@@ -1159,13 +1234,16 @@
//
- (void)setViewSize: (NSSize)viewSize
{
+
/* special case for scaleToScreen */
NSSize screenSize = [[[self window] screen] visibleFrame].size;
NSSize areaSize = [fPictureViewArea frame].size;
- if (scaleToScreen == YES || viewSize.width > areaSize.width || viewSize.height > areaSize.height)
+ NSSize pictureSize = [fPictureView frame].size;
+ CGFloat viewSizeAspect = viewSize.width / viewSize.height;
+
+ if (viewSize.width > areaSize.width || viewSize.height > areaSize.height)
{
- /* for scaleToScreen, we expand the fPictureView to fit the entire screen */
- CGFloat viewSizeAspect = viewSize.width / viewSize.height;
+
if (viewSizeAspect > 1.0) // we are wider than taller, so expand the width to fill the area and scale the height
{
viewSize.width = areaSize.width;
@@ -1179,9 +1257,10 @@
}
-
[fPictureView setFrameSize:viewSize];
-
+ NSSize newAreaSize = [fPictureViewArea frame].size;
+
+
// center it vertically and horizontally
NSPoint origin = [fPictureViewArea frame].origin;
origin.y += ([fPictureViewArea frame].size.height -