using System;
using System.Threading;
using Interop.TimecodeLib;
using GrassValley.Mseries.AppServer;
using GrassValley.Mseries.AppServerLog;
using GrassValley.Mseries.ChanStatus;
using GrassValley.Mseries.ConfigMgr;
using GrassValley.Mseries.Control;
using GrassValley.Mseries.DVCapture;
using GrassValley.Mseries.Editor;
using GrassValley.Mseries.MediaMgr;
using GrassValley.Mseries.Security;
using GrassValley.Mseries.Status;
using GrassValley.Mseries.TransferQueue;
// Leave the following "css_reference" lines in when running with CS-Script. They're
// more than just comments - they tell CS-Script which DLLs to load if the DLL
// name does not match the namespace that it implements.
//css_reference Credentials.dll;
//css_reference ServerUtil.dll;
///
/// This sample demonstrates how to create flying mix effects between the foreground and background contexts of a channel.
///
namespace K2Script
{
class Test
{
public enum MatteColor
{
Black = 0x108080,
White = 0xEB8080,
Yellow = 0xD68A10,
Cyan = 0xBC1099,
Green = 0xAC1A29,
Magenta = 0x4EE5D6,
Red = 0x3EF066,
Blue = 0x2075F0
};
public enum VideoTransition
{
None = 0, // standard video cut
Dissolve = 1, // dissolve between 2 video tracks (available with both flying and playlist mix effects)
FadeFromMatte = 2, // fades from matte color to video (available with playlist section mix effects only)
FadeToMatte = 3, // fades from video to matte color (available with playlist section mix effects only)
FadeThruMatte = 4, // fades from video to matte color to video (available with both flying and playlist mix effects)
};
public enum AudioTransition
{
None = 0, // standard audio cut
CrossFade = 1, // cross-fades between to audio tracks (available with both flying and playlist mix effects)
FadeUp = 2, // audio fade up (available with playlist section mix effects only)
FadeDown = 3, // audio fade down (available with playlist section mix effects only)
FadeThruSilence = 4, // fade from audio to silence to audio (available with both flying and playlist mix effects)
};
static int Main(string[] args)
{
// this example shows how to do insert edits and dual-context transitions. It uses three 10 second clips
// in the V:\default bin called "test1", "test2", and "test3".
try
{
// get the application's name & create a unique suite name
string appName = Environment.GetCommandLineArgs()[0];
string suiteName = appName + "_" + System.Guid.NewGuid().ToString("N");
// fill in these values for your connection (i.e. hardcode them, pass in
// cmdline arguments, read from file, read from console, etc.)
string host = "localhost";
string username = "";
string password = "";
string domain = "";
// Connect to host & pass in credentials. The "using" block disposes connection when done.
using ( Connection connection = new Connection(appName, suiteName,
host, username, password, domain) )
{
// do work only if we have a valid connection
if ( connection.IsConnected )
{
string channel = "C1";
// create a controller, player, and preview
bool isNewController = false;
ISimpleController controller = connection.AppServer.CreateController(
appName, channel, out isNewController);
ISimplePlayerRecorder player = (ISimplePlayerRecorder) controller;
ITwoHeadPlayerRecorder preview = (ITwoHeadPlayerRecorder) controller;
// load player, cue to start and start playing it
player.Load("edl/cmf//local/V:/default/Clip_1");
player.CueStart();
player.Play();
// load another clip on the background preview context
preview.LoadPreview("edl/cmf//local/V:/default/Clip_2");
// preview.ActivateMode = "replace"; // when context switching occurs, inactive context is ejected
preview.ActivateMode = "swap"; // when context switching occurs, clip remains on inactive context
// EXAMPLE 1: immediate dissolve
// wait a few seconds... just so we can see the
// transition from foreground to background context
Thread.Sleep(3000);
// cue the preview context and start it playing in the
// background. Note: that the "manual" context change
// performsthe cueing & starts playing, but it does not
// switch the context from foreground to background
preview.BeginPreviewContextChange ();
preview.CueStart();
preview.Play();
preview.CommitContextChange("manual");
// setup a video dissolve & audio crossfade for 2 seconds
Object[] transParams = new Object[4];
transParams[0] = 120; // fields of transition
transParams[1] = (int) VideoTransition.Dissolve; // video dissolve
transParams[2] = (int) AudioTransition.CrossFade; // audio crossfade
transParams[3] = (int) MatteColor.Black; // black matte
// now switch the context and do the transition.
// note that the "transition" context changes performs
// the "commit" so no CommitContextChange is needed
// afterwards.
preview.BeginPreviewContextChange();
preview.ScheduleContextChange ("transition", transParams );
// wait some time just to see the transition and the background clip
Thread.Sleep(3000);
/*
// comment out example 1 and uncomment example 2 to see the next example
// EXAMPLE 2: immediate fade thru matte
// wait a few seconds... just so we can see the
// transition from foreground to background context
Thread.Sleep(3000);
// cue the preview context and start it playing in the
// background. Note: that the "manual" context change
// performsthe cueing & starts playing, but it does not
// switch the context from foreground to background
preview.BeginPreviewContextChange ();
preview.CueStart();
preview.Play();
preview.CommitContextChange("manual");
// setup a video fade thru matte for 3 seconds
Object[] transParams = new Object[4];
transParams[0] = 180; // fields of transition
transParams[1] = (int) VideoTransition.FadeThruMatte; // video transition fade thru matte
transParams[2] = (int) AudioTransition.None; // audio crossfade
transParams[3] = (int) MatteColor.White; // white
// now switch the context and do the transition.
// note that the "transition" context changes performs
// the "commit" so no CommitContextChange is needed
// afterwards.
preview.BeginPreviewContextChange();
preview.ScheduleContextChange ("transition", transParams );
// wait some time just to see the transition and the background clip
Thread.Sleep(5000);
*/
// eject the clip
player.Stop();
player.Eject();
// close the channel
controller.CloseChannel();
}
}
}
catch (Exception e)
{
Console.WriteLine(e);
}
return 0;
}
}
// Connection helper class: sets up credentials & hostname, connects to K2
public class Connection: IDisposable
{
private bool _connected = false;
private AppServerMgrProxy _appServerMgrProxy = null;
private IAppServer _appServer = null;
/// ;
/// Object that connects to the specified K2 credentials
/// ;
/// ;The application's name.;
/// ;The suite's name.;
/// ;The K2's host name.;
/// ;The username.;
/// ;The password.;
/// ;The domain.;
public Connection(string appname, string suitename, string host, string username, string password, string domain)
{
try
{
//////////////////////////
// SETUP
//////////////////////////
if ( null == host || host.Length == 0)
{
Console.WriteLine("Empty host name passed to Connection object.");
return;
}
//////////////////////////
// CONNECT TO K2
//////////////////////////
// create an AppServerMgr proxy object
_appServerMgrProxy = new AppServerMgrProxy();
// tell it which K2 we're connecting to
_appServerMgrProxy.SetHost(host);
// give it the user credentials we want to use
if ( username.Length > 0 )
_appServerMgrProxy.SetUserCredentials(username, password, domain, false);
// connect to the K2's AppServerMgr
if ( !_appServerMgrProxy.Connect() )
{
// if the connection failed, report an error and exit
Console.WriteLine("ERROR: Could not connect to AppService on host '" + host + "'. Check the host name.");
_appServerMgrProxy = null;
return;
}
// if we got here we're connected to K2 AppService
//////////////////////////
// CREATE AN APPSERVER
//////////////////////////
// now create an AppServer
bool newConnection = false;
_appServer = _appServerMgrProxy.CreateAppServer(suitename,
appname, out newConnection);
_connected = true;
}
catch (Exception e)
{
Console.WriteLine(e);
}
}
/// ;
/// Gets a value indicating whether this instance is connected.
/// ;
/// ;
/// ;true; if this instance is connected; otherwise, ;false;.
/// ;
public bool IsConnected
{
get
{
return _connected;
}
}
/// ;
/// Gets the AppServerMgr.
/// ;
/// ;The AppServerMgr;
public AppServerMgrProxy AppServerMgr
{
get
{
if ( _appServerMgrProxy == null )
Console.WriteLine("WARNING: AppServerMgrProxy object == null!");
return _appServerMgrProxy;
}
}
/// ;
/// Gets the AppServer
/// ;
/// ;The AppServer;
public IAppServer AppServer
{
get
{
if ( _appServerMgrProxy == null )
Console.WriteLine("WARNING: AppServerProxy object == null!");
return _appServer;
}
}
/// ;
/// Disposes this instance.
/// ;
public void Dispose()
{
if ( _appServer != null )
_appServer.CloseConnection();
}
}
}