#[non_exhaustive]pub struct MotionImageInserterBuilder { /* private fields */ }
Expand description
A builder for MotionImageInserter
.
Implementations§
source§impl MotionImageInserterBuilder
impl MotionImageInserterBuilder
sourcepub fn framerate(self, input: MotionImageInsertionFramerate) -> Self
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.
sourcepub fn set_framerate(self, input: Option<MotionImageInsertionFramerate>) -> Self
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.
sourcepub fn get_framerate(&self) -> &Option<MotionImageInsertionFramerate>
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.
sourcepub fn input(self, input: impl Into<String>) -> Self
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.
sourcepub fn set_input(self, input: Option<String>) -> Self
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.
sourcepub fn get_input(&self) -> &Option<String>
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.
sourcepub fn insertion_mode(self, input: MotionImageInsertionMode) -> Self
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.
sourcepub fn set_insertion_mode(self, input: Option<MotionImageInsertionMode>) -> Self
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.
sourcepub fn get_insertion_mode(&self) -> &Option<MotionImageInsertionMode>
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.
sourcepub fn offset(self, input: MotionImageInsertionOffset) -> Self
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.
sourcepub fn set_offset(self, input: Option<MotionImageInsertionOffset>) -> Self
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.
sourcepub fn get_offset(&self) -> &Option<MotionImageInsertionOffset>
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.
sourcepub fn playback(self, input: MotionImagePlayback) -> Self
pub fn playback(self, input: MotionImagePlayback) -> Self
Specify whether your motion graphic overlay repeats on a loop or plays only once.
sourcepub fn set_playback(self, input: Option<MotionImagePlayback>) -> Self
pub fn set_playback(self, input: Option<MotionImagePlayback>) -> Self
Specify whether your motion graphic overlay repeats on a loop or plays only once.
sourcepub fn get_playback(&self) -> &Option<MotionImagePlayback>
pub fn get_playback(&self) -> &Option<MotionImagePlayback>
Specify whether your motion graphic overlay repeats on a loop or plays only once.
sourcepub fn start_time(self, input: impl Into<String>) -> Self
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
sourcepub fn set_start_time(self, input: Option<String>) -> Self
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
sourcepub fn get_start_time(&self) -> &Option<String>
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
sourcepub fn build(self) -> MotionImageInserter
pub fn build(self) -> MotionImageInserter
Consumes the builder and constructs a MotionImageInserter
.
Trait Implementations§
source§impl Clone for MotionImageInserterBuilder
impl Clone for MotionImageInserterBuilder
source§fn clone(&self) -> MotionImageInserterBuilder
fn clone(&self) -> MotionImageInserterBuilder
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moresource§impl Debug for MotionImageInserterBuilder
impl Debug for MotionImageInserterBuilder
source§impl Default for MotionImageInserterBuilder
impl Default for MotionImageInserterBuilder
source§fn default() -> MotionImageInserterBuilder
fn default() -> MotionImageInserterBuilder
source§impl PartialEq for MotionImageInserterBuilder
impl PartialEq for MotionImageInserterBuilder
source§fn eq(&self, other: &MotionImageInserterBuilder) -> bool
fn eq(&self, other: &MotionImageInserterBuilder) -> bool
self
and other
values to be equal, and is used
by ==
.impl StructuralPartialEq for MotionImageInserterBuilder
Auto Trait Implementations§
impl Freeze for MotionImageInserterBuilder
impl RefUnwindSafe for MotionImageInserterBuilder
impl Send for MotionImageInserterBuilder
impl Sync for MotionImageInserterBuilder
impl Unpin for MotionImageInserterBuilder
impl UnwindSafe for MotionImageInserterBuilder
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
source§impl<T> Instrument for T
impl<T> Instrument for T
source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
source§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
source§impl<T> IntoEither for T
impl<T> IntoEither for T
source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
self
into a Left
variant of Either<Self, Self>
if into_left
is true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moresource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
self
into a Left
variant of Either<Self, Self>
if into_left(&self)
returns true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read more