Aegisub/aegisub/src/ass_time.cpp

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// Copyright (c) 2005, Rodrigo Braz Monteiro
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
// * Neither the name of the Aegisub Group nor the names of its contributors
// may be used to endorse or promote products derived from this software
// without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//
// Aegisub Project http://www.aegisub.org/
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//
// $Id$
/// @file ass_time.cpp
/// @brief Class for managing timestamps in subtitles
/// @ingroup subs_storage
///
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#include "config.h"
#include "ass_time.h"
#ifndef AGI_PRE
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#include <algorithm>
#include <cmath>
#endif
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#include "utils.h"
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AssTime::AssTime(int time) : time(mid(0, time, 10 * 60 * 60 * 1000 - 1)) { }
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void AssTime::ParseASS(wxString const& text) {
int ms = 0;
size_t pos = 0, end = 0;
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int colons = text.Freq(':');
// Set start so that there are only two colons at most
for (; colons > 2; --colons) pos = text.find(':', pos) + 1;
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// Hours
if (colons == 2) {
while (text[end++] != ':') { }
ms += AegiStringToInt(text, pos, end) * 60 * 60 * 1000;
pos = end;
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}
// Minutes
if (colons >= 1) {
while (text[end++] != ':') { }
ms += AegiStringToInt(text, pos, end) * 60 * 1000;
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}
// Milliseconds (includes seconds)
ms += AegiStringToFix(text, 3, end, text.size());
*this = AssTime(ms);
}
wxString AssTime::GetASSFormated(bool msPrecision) const {
wxChar ret[] = {
'0' + GetTimeHours(),
':',
'0' + (time % (60 * 60 * 1000)) / (60 * 1000 * 10),
'0' + (time % (10 * 60 * 1000)) / (60 * 1000),
':',
'0' + (time % (60 * 1000)) / (1000 * 10),
'0' + (time % (10 * 1000)) / 1000,
'.',
'0' + (time % 1000) / 100,
'0' + (time % 100) / 10,
'0' + time % 10
};
return wxString(ret, msPrecision ? 11 : 10);
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}
int AssTime::GetTimeHours() const { return time / 3600000; }
int AssTime::GetTimeMinutes() const { return (time % 3600000) / 60000; }
int AssTime::GetTimeSeconds() const { return (time % 60000) / 1000; }
int AssTime::GetTimeMiliseconds() const { return (time % 1000); }
int AssTime::GetTimeCentiseconds() const { return (time % 1000) / 10; }
FractionalTime::FractionalTime(agi::vfr::Framerate fps, bool dropframe)
: fps(fps)
, drop(dropframe)
{
}
wxString FractionalTime::ToSMPTE(AssTime time, char sep) {
int h=0, m=0, s=0, f=0; // hours, minutes, seconds, fractions
int fn = fps.FrameAtTime(time);
// return 00:00:00:00
if (time <= 0) {
}
// dropframe?
else if (drop) {
fn += 2 * (fn / (30 * 60)) - 2 * (fn / (30 * 60 * 10));
h = fn / (30 * 60 * 60);
m = (fn / (30 * 60)) % 60;
s = (fn / 30) % 60;
f = fn % 30;
}
// no dropframe; h/m/s may or may not sync to wallclock time
else {
/*
This is truly the dumbest shit. What we're trying to ensure here
is that non-integer framerates are desynced from the wallclock
time by a correct amount of time. For example, in the
NTSC-without-dropframe case, 3600*num/den would be 107892
(when truncated to int), which is quite a good approximation of
how a long an hour is when counted in 30000/1001 frames per second.
Unfortunately, that's not what we want, since frame numbers will
still range from 00 to 29, meaning that we're really getting _30_
frames per second and not 29.97 and the full hour will be off by
almost 4 seconds (108000 frames versus 107892).
DEATH TO SMPTE
*/
int fps_approx = floor(fps.FPS() + 0.5);
int frames_per_h = 3600*fps_approx;
int frames_per_m = 60*fps_approx;
int frames_per_s = fps_approx;
h = fn / frames_per_h;
fn = fn % frames_per_h;
m = fn / frames_per_m;
fn = fn % frames_per_m;
s = fn / frames_per_s;
fn = fn % frames_per_s;
f = fn;
}
return wxString::Format("%02i%c%02%c%02i%c%02i", h, sep, m, sep, s, sep, f);
}