- 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;