No custom user interface design

Hi all.

My plugin requires some things from design to the model, including circles, lines, and (hopefully) text. However they are * not * part of a user interface custom - in other words, they can remain on the screen during a RAM Preview, for example.

I tried using Drawbot, but I don't know that I can use for this purpose, the reason being how to make a drawing ref using suites. EffectCustomUISuite1()-> PF_GetDrawingReference() without a context (which looks like to the context is passed as part of a UI event, which I won't)?

I already wrote a lot of code to draw pixels directly to the screen, which works very well so far, and I can go ahead and write functions to draw shapes using this method; I was just wondering if I'm supposed to use Drawbot for drawing UI no, or if "roll your own" is the way to go here.

Thank you

Christian

Hey christian.

It is not too complicated. Let's give it a go.

Basically, AE doesn't know, or he care what how you fill the output buffer.

especially is not a question of AE, but rather a BONE drawing tools question.

the only part which concerns the AE API is the part where you copy your results into the output buffer. (we shall return), since you can use BONE on BONE contexts of drawing of drawing tools, it's exactly what we'll do.

during the call to render, you start the process by creating a new bitmap drawing context (I'll demonstrate on quartz. you will get the general idea). You'll probably want to create the same output of the plug-in buffer size. It is up to you.

allocation of memory for the graphics context using the suite of memory and use this handle memory with CGBitmapContextCreate(). (research of some code samples there periferial things to do)

now that you have a buffer of graphics os, you can start to draw.

CGContextShowTextAtPoint() draws a string

CGContextDrawPath()'s going to draw a line, ect...

so.

Now you have a buffer of graphics os invisible filled with goodies that you want to copy into the output buffer.

How do you do that?

Well, remember this handle memory, that we mentioned earlier?

It now contains the filled buffer, you have just drawn in. it's how to get the base address for the graphical operating system.

osBufferBaseAddress = suites. HandleSuite1()-> host_lock_handle (osBufferMemHandle);

Take a look at the example of CCU (in the function of rendering) to see how to access the output directly buffer in RAM and it is advisable.

Just copy the value of each pixel of the context to the output during the pointer pixel buffer. (it's all there in the sample of CCU)

Once the copy is complete, get rid of the context, to free memory, and you are finished.

questions?

None?

good.

:-)

Tags: After Effects

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