#[non_exhaustive]
pub struct MotionImageInserterBuilder { /* private fields */ }
Expand description

A builder for MotionImageInserter.

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impl MotionImageInserterBuilder

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pub fn framerate(self, input: MotionImageInsertionFramerate) -> Self

If your motion graphic asset is a .mov file, keep this setting unspecified. If your motion graphic asset is a series of .png files, specify the frame rate of the overlay in frames per second, as a fraction. For example, specify 24 fps as 24/1. Make sure that the number of images in your series matches the frame rate and your intended overlay duration. For example, if you want a 30-second overlay at 30 fps, you should have 900 .png images. This overlay frame rate doesn’t need to match the frame rate of the underlying video.

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pub fn set_framerate(self, input: Option<MotionImageInsertionFramerate>) -> Self

If your motion graphic asset is a .mov file, keep this setting unspecified. If your motion graphic asset is a series of .png files, specify the frame rate of the overlay in frames per second, as a fraction. For example, specify 24 fps as 24/1. Make sure that the number of images in your series matches the frame rate and your intended overlay duration. For example, if you want a 30-second overlay at 30 fps, you should have 900 .png images. This overlay frame rate doesn’t need to match the frame rate of the underlying video.

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pub fn get_framerate(&self) -> &Option<MotionImageInsertionFramerate>

If your motion graphic asset is a .mov file, keep this setting unspecified. If your motion graphic asset is a series of .png files, specify the frame rate of the overlay in frames per second, as a fraction. For example, specify 24 fps as 24/1. Make sure that the number of images in your series matches the frame rate and your intended overlay duration. For example, if you want a 30-second overlay at 30 fps, you should have 900 .png images. This overlay frame rate doesn’t need to match the frame rate of the underlying video.

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pub fn input(self, input: impl Into<String>) -> Self

Specify the .mov file or series of .png files that you want to overlay on your video. For .png files, provide the file name of the first file in the series. Make sure that the names of the .png files end with sequential numbers that specify the order that they are played in. For example, overlay_000.png, overlay_001.png, overlay_002.png, and so on. The sequence must start at zero, and each image file name must have the same number of digits. Pad your initial file names with enough zeros to complete the sequence. For example, if the first image is overlay_0.png, there can be only 10 images in the sequence, with the last image being overlay_9.png. But if the first image is overlay_00.png, there can be 100 images in the sequence.

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pub fn set_input(self, input: Option<String>) -> Self

Specify the .mov file or series of .png files that you want to overlay on your video. For .png files, provide the file name of the first file in the series. Make sure that the names of the .png files end with sequential numbers that specify the order that they are played in. For example, overlay_000.png, overlay_001.png, overlay_002.png, and so on. The sequence must start at zero, and each image file name must have the same number of digits. Pad your initial file names with enough zeros to complete the sequence. For example, if the first image is overlay_0.png, there can be only 10 images in the sequence, with the last image being overlay_9.png. But if the first image is overlay_00.png, there can be 100 images in the sequence.

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pub fn get_input(&self) -> &Option<String>

Specify the .mov file or series of .png files that you want to overlay on your video. For .png files, provide the file name of the first file in the series. Make sure that the names of the .png files end with sequential numbers that specify the order that they are played in. For example, overlay_000.png, overlay_001.png, overlay_002.png, and so on. The sequence must start at zero, and each image file name must have the same number of digits. Pad your initial file names with enough zeros to complete the sequence. For example, if the first image is overlay_0.png, there can be only 10 images in the sequence, with the last image being overlay_9.png. But if the first image is overlay_00.png, there can be 100 images in the sequence.

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pub fn insertion_mode(self, input: MotionImageInsertionMode) -> Self

Choose the type of motion graphic asset that you are providing for your overlay. You can choose either a .mov file or a series of .png files.

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pub fn set_insertion_mode(self, input: Option<MotionImageInsertionMode>) -> Self

Choose the type of motion graphic asset that you are providing for your overlay. You can choose either a .mov file or a series of .png files.

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pub fn get_insertion_mode(&self) -> &Option<MotionImageInsertionMode>

Choose the type of motion graphic asset that you are providing for your overlay. You can choose either a .mov file or a series of .png files.

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pub fn offset(self, input: MotionImageInsertionOffset) -> Self

Use Offset to specify the placement of your motion graphic overlay on the video frame. Specify in pixels, from the upper-left corner of the frame. If you don’t specify an offset, the service scales your overlay to the full size of the frame. Otherwise, the service inserts the overlay at its native resolution and scales the size up or down with any video scaling.

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pub fn set_offset(self, input: Option<MotionImageInsertionOffset>) -> Self

Use Offset to specify the placement of your motion graphic overlay on the video frame. Specify in pixels, from the upper-left corner of the frame. If you don’t specify an offset, the service scales your overlay to the full size of the frame. Otherwise, the service inserts the overlay at its native resolution and scales the size up or down with any video scaling.

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pub fn get_offset(&self) -> &Option<MotionImageInsertionOffset>

Use Offset to specify the placement of your motion graphic overlay on the video frame. Specify in pixels, from the upper-left corner of the frame. If you don’t specify an offset, the service scales your overlay to the full size of the frame. Otherwise, the service inserts the overlay at its native resolution and scales the size up or down with any video scaling.

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pub fn playback(self, input: MotionImagePlayback) -> Self

Specify whether your motion graphic overlay repeats on a loop or plays only once.

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pub fn set_playback(self, input: Option<MotionImagePlayback>) -> Self

Specify whether your motion graphic overlay repeats on a loop or plays only once.

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pub fn get_playback(&self) -> &Option<MotionImagePlayback>

Specify whether your motion graphic overlay repeats on a loop or plays only once.

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pub fn start_time(self, input: impl Into<String>) -> Self

Specify when the motion overlay begins. Use timecode format (HH:MM:SS:FF or HH:MM:SS;FF). Make sure that the timecode you provide here takes into account how you have set up your timecode configuration under both job settings and input settings. The simplest way to do that is to set both to start at 0. If you need to set up your job to follow timecodes embedded in your source that don’t start at zero, make sure that you specify a start time that is after the first embedded timecode. For more information, see https://docs.aws.amazon.com/mediaconvert/latest/ug/setting-up-timecode.html

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pub fn set_start_time(self, input: Option<String>) -> Self

Specify when the motion overlay begins. Use timecode format (HH:MM:SS:FF or HH:MM:SS;FF). Make sure that the timecode you provide here takes into account how you have set up your timecode configuration under both job settings and input settings. The simplest way to do that is to set both to start at 0. If you need to set up your job to follow timecodes embedded in your source that don’t start at zero, make sure that you specify a start time that is after the first embedded timecode. For more information, see https://docs.aws.amazon.com/mediaconvert/latest/ug/setting-up-timecode.html

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pub fn get_start_time(&self) -> &Option<String>

Specify when the motion overlay begins. Use timecode format (HH:MM:SS:FF or HH:MM:SS;FF). Make sure that the timecode you provide here takes into account how you have set up your timecode configuration under both job settings and input settings. The simplest way to do that is to set both to start at 0. If you need to set up your job to follow timecodes embedded in your source that don’t start at zero, make sure that you specify a start time that is after the first embedded timecode. For more information, see https://docs.aws.amazon.com/mediaconvert/latest/ug/setting-up-timecode.html

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pub fn build(self) -> MotionImageInserter

Consumes the builder and constructs a MotionImageInserter.

Trait Implementations§

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impl Clone for MotionImageInserterBuilder

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fn clone(&self) -> MotionImageInserterBuilder

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for MotionImageInserterBuilder

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for MotionImageInserterBuilder

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fn default() -> MotionImageInserterBuilder

Returns the “default value” for a type. Read more
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impl PartialEq for MotionImageInserterBuilder

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fn eq(&self, other: &MotionImageInserterBuilder) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl StructuralPartialEq for MotionImageInserterBuilder

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