+ list<shared_ptr<PlayerVideo> > all_pv;
+ try {
+ all_pv = _player->get_video (p, accurate);
+ } catch (exception& e) {
+ error_dialog (this, wxString::Format (_("Could not get video for view (%s)"), std_to_wx(e.what()).data()));
+ }
+
+ if (!all_pv.empty ()) {
+ try {
+ shared_ptr<PlayerVideo> pv;
+ if (all_pv.size() == 2) {
+ /* We have 3D; choose the correct eye */
+ if (_left_eye->GetValue()) {
+ if (all_pv.front()->eyes() == EYES_LEFT) {
+ pv = all_pv.front();
+ } else {
+ pv = all_pv.back();
+ }
+ } else {
+ if (all_pv.front()->eyes() == EYES_RIGHT) {
+ pv = all_pv.front();
+ } else {
+ pv = all_pv.back();
+ }
+ }
+ } else {
+ /* 2D; no choice to make */
+ pv = all_pv.front ();
+ }
+
+ /* In an ideal world, what we would do here is:
+ *
+ * 1. convert to XYZ exactly as we do in the DCP creation path.
+ * 2. convert back to RGB for the preview display, compensating
+ * for the monitor etc. etc.
+ *
+ * but this is inefficient if the source is RGB. Since we don't
+ * (currently) care too much about the precise accuracy of the preview's
+ * colour mapping (and we care more about its speed) we try to short-
+ * circuit this "ideal" situation in some cases.
+ *
+ * The content's specified colour conversion indicates the colourspace
+ * which the content is in (according to the user).
+ *
+ * PlayerVideo::image (bound to PlayerVideo::always_rgb) will take the source
+ * image and convert it (from whatever the user has said it is) to RGB.
+ */
+
+ _frame = pv->image (
+ bind (&Log::dcp_log, _film->log().get(), _1, _2),
+ bind (&PlayerVideo::always_rgb, _1),
+ false, true
+ );
+
+ ImageChanged (pv);
+
+ _position = pv->time ();
+ _inter_position = pv->inter_position ();
+ _inter_size = pv->inter_size ();
+ } catch (dcp::DCPReadError& e) {
+ /* This can happen on the following sequence of events:
+ * - load encrypted DCP
+ * - add KDM
+ * - DCP is examined again, which sets its "playable" flag to 1
+ * - as a side effect of the exam, the viewer is updated using the old pieces
+ * - the DCPDecoder in the old piece gives us an encrypted frame
+ * - then, the pieces are re-made (but too late).
+ *
+ * I hope there's a better way to handle this ...
+ */
+ _frame.reset ();
+ _position = p;
+ }