# Effector An image effects app: a GTK4 interface and a headless CLI over a set of pluggable effects. Effects are self-contained classes that declare their own parameters; the interface builds its widgets and the CLI builds its flags from those declarations, so a new effect needs no UI or CLI code. ## Build Requirements: a C++20 compiler (GCC 13+), CMake 3.20+, `gtkmm-4.0` and `gdk-pixbuf-2.0` development packages. On Arch: `gcc cmake ninja gtkmm-4.0`. ```bash cmake -S . -B build -G Ninja -DCMAKE_BUILD_TYPE=Release cmake --build build ctest --test-dir build --output-on-failure ``` The binary lands at `build/effector`; `cmake --install build --prefix ~/.local` installs it to `~/.local/bin`. ## Run ```bash build/effector # GTK interface build/effector --list-effects build/effector --help ``` Headless rendering, no display needed: ```bash build/effector -o out.png -s 1920x1080 \ --strip-height 8 --jitter 4 --seed 42 photo1.jpg photo2.png ``` The canvas is either a size in pixels (`-s 1920x1080`, the Custom entry in the interface) or one of the standard formats, which `--help` lists in full: ```bash build/effector -o post.png --format instagram-post -e tiles build/effector -o sheet.png --format a4 --dpi 300 -e scanlines ``` A web format — the Instagram sizes, Full HD, 4K UHD — is a fixed pixel size. A print format — A5, A4, A3, US Letter — is a sheet of paper, and becomes pixels at `--dpi` (36–1200, 300 by default), so A4 at 300 dpi is 2480×3508. Picking a format in the interface fills the width and height in and greys them out; Custom hands them back, keeping whatever the format last worked out to. A format is saved with the project, so an A4 project reopens as A4 rather than as the pixels it happened to be. Any option can also be passed when launching the interface; it becomes the starting state (images, canvas size, effect settings, seed). Reading a batch of large photographs takes seconds, so it never blocks the interface: decoding runs in the background and a progress window shows how many files are done, which one is being read, and a Cancel button that stops the batch. Small batches finish before the window would be drawn, so it only appears if the decode is still going after 250 ms. On a terminal the headless mode keeps a single `reading n/total` line updated on stderr; redirected output stays clean. ## Effects ### scanlines Fills the canvas top to bottom with horizontal strips cut at random positions from the source images. Strips are taken at native scale, cropped at a random horizontal offset, and tiled when the source is narrower than the canvas. | Parameter | Flag | Meaning | |---|---|---| | `strip_height` | `--strip-height` | Height in pixels of each extracted line | | `jitter` | `--jitter` | Random ± variation of that height (0 = uniform) | | `keep_order` | `--keep-order` | Cycle the images in order instead of picking randomly | The seed makes a result reproducible: same sources, settings and seed give the same image, on any machine — the generator (`src/core/rng.hpp`) is a hand-rolled xoshiro256\*\* rather than ``, whose distributions are not portable. **Recreate** draws a new seed. ## Layout ``` src/core/ image buffer and IO, param specs, effect base, registry, rng, thread helper src/effects/ one file per effect src/cli/ argument parsing (flags generated from the registry) src/gui/ gtkmm 4 interface tests/ core checks, run by ctest python-reference/ the original Python prototype, kept for reference only ``` `effector_core` is a GUI-free static library that links only gdk-pixbuf, so headless rendering never touches GTK or a display. The GTK front end links on top of it. ## Adding an effect 1. Create `src/effects/myeffect.{hpp,cpp}` with a subclass of `Effect`: ```cpp class MyEffect : public Effect { std::string name() const override { return "myeffect"; } std::string title() const override { return "My Effect"; } std::string description() const override { return "..."; } const std::vector& params() const override { static const std::vector specs = { ParamSpec::makeInt("amount", "Amount", 4, 1, 64, "How much."), }; return specs; } Image render(const std::vector& sources, int width, int height, Rng& rng, const ParamValues& values) const override { const long amount = paramInt(values, "amount", 4); ... // return a width x height RGB image } }; ``` 2. Add it to `_EFFECT_CLASSES`-style list in `src/core/registry.cpp` and to the source list in `CMakeLists.txt`. Widgets and flags follow from `params()` automatically. Draw everything random from the `Rng` you are handed so results stay reproducible, and use `parallelFor` (`src/core/parallel.hpp`) for the pixel work. ## Performance notes The render loop first draws the whole strip plan from the seeded generator, then copies the pixels in parallel across the hardware threads; each row is a `memcpy`, and horizontal tiling doubles the filled span per pass. Source images are decoded in parallel too, which is what dominates a headless run. A 7680×4320 canvas at `--strip-height 2` from three multi-megapixel JPEGs renders in ~35 ms, against ~73 ms for the Python prototype; the interface reports the render time of the current preview in its status line. Decoding threads take the next file from a shared cursor rather than a fixed slice of the list, so one very large file cannot stall the files queued behind it and progress advances at a steady rate.