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/* frmQueue.cs $
This file is part of the HandBrake source code.
Homepage: <http://handbrake.fr>.
It may be used under the terms of the GNU General Public License. */
namespace Handbrake
{
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.ComponentModel;
using System.Windows.Forms;
using Functions;
using HandBrake.ApplicationServices.Model;
using HandBrake.ApplicationServices.Services;
using Model;
/// <summary>
/// The Queue Window
/// </summary>
public partial class frmQueue : Form
{
/// <summary>
/// Update Handler Delegate
/// </summary>
private delegate void UpdateHandler();
/// <summary>
/// An instance of the Queue service
/// </summary>
private readonly Queue queue;
/// <summary>
/// A reference to the main application window
/// </summary>
private readonly frmMain mainWindow;
/// <summary>
/// Initializes a new instance of the <see cref="frmQueue"/> class.
/// </summary>
/// <param name="q">
/// An instance of the queue service.
/// </param>
/// <param name="mw">
/// The main window.
/// </param>
public frmQueue(Queue q, frmMain mw)
{
InitializeComponent();
this.mainWindow = mw;
this.queue = q;
queue.EncodeStarted += new EventHandler(QueueOnEncodeStart);
queue.QueueCompleted += new EventHandler(QueueOnQueueFinished);
queue.QueuePauseRequested += new EventHandler(QueueOnPaused);
}
/// <summary>
/// Handle the Queue Paused event
/// </summary>
/// <param name="sender">
/// The sender.
/// </param>
/// <param name="e">
/// The EventArgs.
/// </param>
private void QueueOnPaused(object sender, EventArgs e)
{
SetUiEncodeFinished();
UpdateUiElements();
}
/// <summary>
/// Handle the Queue Finished event.
/// </summary>
/// <param name="sender">
/// The sender.
/// </param>
/// <param name="e">
/// The EventArgs.
/// </param>
private void QueueOnQueueFinished(object sender, EventArgs e)
{
SetUiEncodeFinished();
ResetQueue(); // Reset the Queue Window
}
/// <summary>
/// Handle the Encode Started event
/// </summary>
/// <param name="sender">
/// The sender.
/// </param>
/// <param name="e">
/// The e.
/// </param>
private void QueueOnEncodeStart(object sender, EventArgs e)
{
SetUiEncodeStarted(); // make sure the UI is set correctly
SetCurrentEncodeInformation();
UpdateUiElements(); // Redraw the Queue, a new encode has started.
}
/// <summary>
/// Initializes the Queue list with the Arraylist from the Queue class
/// </summary>
public void SetQueue()
{
UpdateUiElements();
}
/// <summary>
/// Initializes the Queue list, then shows and activates the window
/// </summary>
public new void Show()
{
Show(true);
}
/// <summary>
/// Initializes the Queue list only if doSetQueue is true, then shows and activates the window
/// </summary>
/// <param name="doSetQueue">Indicates whether to call setQueue() before showing the window</param>
public void Show(bool doSetQueue)
{
if (doSetQueue) SetQueue();
base.Show();
}
/// <summary>
/// Handle the Encode button Click event
/// </summary>
/// <param name="sender">The sender</param>
/// <param name="e">the EventArgs</param>
private void BtnEncodeClick(object sender, EventArgs e)
{
if (queue.Paused)
{
SetUiEncodeStarted();
}
if (!queue.IsEncoding)
queue.Start();
}
/// <summary>
/// Handle the Pause button click event.
/// </summary>
/// <param name="sender">
/// The sender.
/// </param>
/// <param name="e">
/// The EventArgs.
/// </param>
private void BtnPauseClick(object sender, EventArgs e)
{
queue.Pause();
SetUiEncodeFinished();
ResetQueue();
MessageBox.Show(
"No further items on the queue will start. The current encode process will continue until it is finished. \nClick 'Encode' when you wish to continue encoding the queue.",
"Warning", MessageBoxButtons.OK, MessageBoxIcon.Warning);
}
// UI Work
/// <summary>
/// Setup the UI to show that an encode has started
/// </summary>
private void SetUiEncodeStarted()
{
if (InvokeRequired)
{
BeginInvoke(new UpdateHandler(SetUiEncodeStarted));
return;
}
btn_encode.Enabled = false;
btn_pause.Visible = true;
}
/// <summary>
/// Setup the UI to indicate that an encode has finished.
/// </summary>
private void SetUiEncodeFinished()
{
if (InvokeRequired)
{
BeginInvoke(new UpdateHandler(SetUiEncodeFinished));
return;
}
btn_pause.Visible = false;
btn_encode.Enabled = true;
}
/// <summary>
/// Reset the Queue Window display
/// </summary>
private void ResetQueue()
{
if (InvokeRequired)
{
BeginInvoke(new UpdateHandler(ResetQueue));
return;
}
btn_pause.Visible = false;
btn_encode.Enabled = true;
lbl_source.Text = "-";
lbl_dest.Text = "-";
lbl_vEnc.Text = "-";
lbl_aEnc.Text = "-";
lbl_title.Text = "-";
lbl_chapt.Text = "-";
lbl_encodesPending.Text = list_queue.Items.Count + " encode(s) pending";
}
/// <summary>
/// Redraw the Queue window with the latest information about HandBrakes status
/// </summary>
private void RedrawQueue()
{
if (InvokeRequired)
{
BeginInvoke(new UpdateHandler(RedrawQueue));
return;
}
list_queue.Items.Clear();
ReadOnlyCollection<Job> theQueue = queue.CurrentQueue;
foreach (Job queueItem in theQueue)
{
string qItem = queueItem.Query;
QueryParser parsed = Functions.QueryParser.Parse(qItem);
// Get the DVD Title
string title = parsed.Title == 0 ? "Auto" : parsed.Title.ToString();
// Get the DVD Chapters
string chapters;
if (parsed.ChapterStart == 0)
chapters = "Auto";
else
{
chapters = parsed.ChapterStart.ToString();
if (parsed.ChapterFinish != 0)
chapters = chapters + " - " + parsed.ChapterFinish;
}
ListViewItem item = new ListViewItem();
item.Text = title; // Title
item.SubItems.Add(chapters); // Chapters
item.SubItems.Add(queueItem.Source); // Source
item.SubItems.Add(queueItem.Destination); // Destination
item.SubItems.Add(parsed.VideoEncoder); // Video
// Display The Audio Track Information
string audio = string.Empty;
foreach (AudioTrack track in parsed.AudioInformation)
{
if (audio != string.Empty)
audio += ", " + track.Encoder;
else
audio = track.Encoder;
}
item.SubItems.Add(audio); // Audio
list_queue.Items.Add(item);
}
}
/// <summary>
/// Update the UI elements
/// </summary>
private void UpdateUiElements()
{
if (InvokeRequired)
{
BeginInvoke(new UpdateHandler(UpdateUiElements));
return;
}
RedrawQueue();
lbl_encodesPending.Text = list_queue.Items.Count + " encode(s) pending";
}
/// <summary>
/// Set the window up with the current encode information
/// </summary>
private void SetCurrentEncodeInformation()
{
try
{
if (InvokeRequired)
{
BeginInvoke(new UpdateHandler(SetCurrentEncodeInformation));
}
// found query is a global varible
QueryParser parsed = QueryParser.Parse(queue.LastEncode.Query);
lbl_source.Text = queue.LastEncode.Source;
lbl_dest.Text = queue.LastEncode.Destination;
lbl_title.Text = parsed.Title == 0 ? "Auto" : parsed.Title.ToString();
if (Equals(parsed.ChapterStart, 0))
lbl_chapt.Text = "Auto";
else
{
string chapters = parsed.ChapterStart.ToString();
if (parsed.ChapterFinish != 0)
chapters = chapters + " - " + parsed.ChapterFinish;
lbl_chapt.Text = chapters;
}
lbl_vEnc.Text = parsed.VideoEncoder;
// Display The Audio Track Information
string audio = string.Empty;
foreach (AudioTrack track in parsed.AudioInformation)
{
if (audio != string.Empty)
audio += ", " + track.Encoder;
else
audio = track.Encoder;
}
lbl_aEnc.Text = audio;
}
catch (Exception)
{
// Do Nothing
}
}
/// <summary>
/// Delete the currently selected items on the queue
/// </summary>
private void DeleteSelectedItems()
{
// If there are selected items
if (list_queue.SelectedIndices.Count > 0)
{
// Save the selected indices to select them after the move
List<int> selectedIndices = new List<int>(list_queue.SelectedIndices.Count);
foreach (int selectedIndex in list_queue.SelectedIndices)
selectedIndices.Add(selectedIndex);
int firstSelectedIndex = selectedIndices[0];
// Reverse the list to delete the items from last to first (preserves indices)
selectedIndices.Reverse();
// Remove each selected item
foreach (int selectedIndex in selectedIndices)
queue.Remove(selectedIndex);
UpdateUiElements();
// Select the item where the first deleted item was previously
if (firstSelectedIndex < list_queue.Items.Count)
list_queue.Items[firstSelectedIndex].Selected = true;
}
list_queue.Select(); // Activate the control to show the selected items
}
// Queue Management
/// <summary>
/// Handle the Move Up Menu Item
/// </summary>
/// <param name="sender">
/// The sender.
/// </param>
/// <param name="e">
/// The e.
/// </param>
private void MnuUpClick(object sender, EventArgs e)
{
MoveUp();
}
/// <summary>
/// Handle the Move down Menu Item
/// </summary>
/// <param name="sender">
/// The sender.
/// </param>
/// <param name="e">
/// The e.
/// </param>
private void MnuDownClick(object sender, EventArgs e)
{
MoveDown();
}
/// <summary>
/// Edit a job
/// </summary>
/// <param name="sender">
/// The sender.
/// </param>
/// <param name="e">
/// The e.
/// </param>
private void MnuEditClick(object sender, EventArgs e)
{
if (list_queue.SelectedIndices != null && list_queue.SelectedIndices.Count != 0)
{
lock (queue)
{
lock (list_queue)
{
int index = list_queue.SelectedIndices[0];
mainWindow.RecievingJob(queue.GetJob(index));
queue.Remove(index);
RedrawQueue();
}
}
}
}
/// <summary>
/// Handle the delete Menu Item
/// </summary>
/// <param name="sender">
/// The sender.
/// </param>
/// <param name="e">
/// The e.
/// </param>
private void MnuDeleteClick(object sender, EventArgs e)
{
DeleteSelectedItems();
}
/// <summary>
/// Handle the Button Up Click
/// </summary>
/// <param name="sender">
/// The sender.
/// </param>
/// <param name="e">
/// The e.
/// </param>
private void BtnUpClick(object sender, EventArgs e)
{
MoveUp();
}
/// <summary>
/// Handle the button down click
/// </summary>
/// <param name="sender">
/// The sender.
/// </param>
/// <param name="e">
/// The e.
/// </param>
private void BtnDownClick(object sender, EventArgs e)
{
MoveDown();
}
/// <summary>
/// Handle the delete button click
/// </summary>
/// <param name="sender">
/// The sender.
/// </param>
/// <param name="e">
/// The e.
/// </param>
private void BtnDeleteClick(object sender, EventArgs e)
{
DeleteSelectedItems();
}
/// <summary>
/// Handle the delete keyboard press
/// </summary>
/// <param name="sender">
/// The sender.
/// </param>
/// <param name="e">
/// The e.
/// </param>
private void ListQueueDeleteKey(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.Delete)
DeleteSelectedItems();
}
/// <summary>
/// Move items up in the queue
/// </summary>
private void MoveUp()
{
// If there are selected items and the first item is not selected
if (list_queue.SelectedIndices.Count > 0 && !list_queue.SelectedIndices.Contains(0))
{
// Copy the selected indices to preserve them during the movement
List<int> selectedIndices = new List<int>(list_queue.SelectedIndices.Count);
foreach (int selectedIndex in list_queue.SelectedIndices)
selectedIndices.Add(selectedIndex);
// Move up each selected item
foreach (int selectedIndex in selectedIndices)
queue.MoveUp(selectedIndex);
UpdateUiElements();
// Keep the selected item(s) selected, now moved up one index
foreach (int selectedIndex in selectedIndices)
if (selectedIndex - 1 > -1) // Defensive programming: ensure index is good
list_queue.Items[selectedIndex - 1].Selected = true;
}
list_queue.Select(); // Activate the control to show the selected items
}
/// <summary>
/// Move items down in the queue
/// </summary>
private void MoveDown()
{
// If there are selected items and the last item is not selected
if (list_queue.SelectedIndices.Count > 0 &&
!list_queue.SelectedIndices.Contains(list_queue.Items[list_queue.Items.Count - 1].Index))
{
// Copy the selected indices to preserve them during the movement
List<int> selectedIndices = new List<int>(list_queue.SelectedIndices.Count);
foreach (int selectedIndex in list_queue.SelectedIndices)
selectedIndices.Add(selectedIndex);
// Reverse the indices to move the items down from last to first (preserves indices)
selectedIndices.Reverse();
// Move down each selected item
foreach (int selectedIndex in selectedIndices)
queue.MoveDown(selectedIndex);
UpdateUiElements();
// Keep the selected item(s) selected, now moved down one index
foreach (int selectedIndex in selectedIndices)
if (selectedIndex + 1 < list_queue.Items.Count) // Defensive programming: ensure index is good
list_queue.Items[selectedIndex + 1].Selected = true;
}
list_queue.Select(); // Activate the control to show the selected items
}
// Queue Import/Export Features
/// <summary>
/// Create a batch script
/// </summary>
/// <param name="sender">
/// The sender.
/// </param>
/// <param name="e">
/// The e.
/// </param>
private void MnuBatchClick(object sender, EventArgs e)
{
SaveFile.FileName = string.Empty;
SaveFile.Filter = "Batch|.bat";
SaveFile.ShowDialog();
if (SaveFile.FileName != String.Empty)
queue.WriteBatchScriptToFile(SaveFile.FileName);
}
/// <summary>
/// Export Queue
/// </summary>
/// <param name="sender">
/// The sender.
/// </param>
/// <param name="e">
/// The e.
/// </param>
private void MnuExportClick(object sender, EventArgs e)
{
SaveFile.FileName = string.Empty;
SaveFile.Filter = "HandBrake Queue|*.queue";
SaveFile.ShowDialog();
if (SaveFile.FileName != String.Empty)
queue.WriteQueueStateToFile(SaveFile.FileName);
}
/// <summary>
/// Import Queue
/// </summary>
/// <param name="sender">
/// The sender.
/// </param>
/// <param name="e">
/// The e.
/// </param>
private void MnuImportClick(object sender, EventArgs e)
{
OpenFile.FileName = string.Empty;
OpenFile.ShowDialog();
if (OpenFile.FileName != String.Empty)
queue.LoadQueueFromFile(OpenFile.FileName);
UpdateUiElements();
}
/// <summary>
/// Readd current job to queue
/// </summary>
/// <param name="sender">
/// The sender.
/// </param>
/// <param name="e">
/// The e.
/// </param>
private void MnuReaddClick(object sender, EventArgs e)
{
if (!queue.LastEncode.IsEmpty)
{
queue.Add(
queue.LastEncode.Query,
queue.LastEncode.Title,
queue.LastEncode.Source,
queue.LastEncode.Destination,
queue.LastEncode.CustomQuery);
UpdateUiElements();
}
}
/// <summary>
/// Hide's the window when the user tries to "x" out of the window instead of closing it.
/// </summary>
/// <param name="e">
/// The e.
/// </param>
protected override void OnClosing(CancelEventArgs e)
{
e.Cancel = true;
this.Hide();
base.OnClosing(e);
}
}
}
|