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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////////////
// Includes
#include "config.h"
#ifndef AGI_PRE
#include <math.h>
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#include <algorithm>
#include <fstream>
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#include <wx/regex.h>
#endif
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#include "ass_time.h"
#include "utils.h"
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/// @brief AssTime constructors
AssTime::AssTime() : time(0) { }
AssTime::AssTime(int time) { SetMS(time); }
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/// @brief Note that this function is atomic, it won't touch the values if it's invalid. --------------- Parses from ASS
/// @param text
/// @return
///
void AssTime::ParseASS (const wxString text) {
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// Prepare
size_t pos = 0;
size_t end = 0;
long th=0,tm=0,tms=0;
// Count the number of colons
size_t len = text.Length();
int colons = 0;
for (pos=0;pos<len;pos++) if (text[pos] == ':') colons++;
pos = 0;
// Set start so that there are only two colons at most
if (colons > 2) {
for (pos=0;pos<len;pos++) {
if (text[pos] == ':') {
colons--;
if (colons == 2) break;
}
}
pos++;
end = pos;
}
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try {
// Hours
if (colons == 2) {
while (text[end++] != ':') {};
th = AegiStringToInt(text,pos,end);
pos = end;
}
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// Minutes
if (colons >= 1) {
while (text[end++] != ':') {};
tm = AegiStringToInt(text,pos,end);
pos = end;
}
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// Miliseconds (includes seconds)
end = text.Length();
tms = AegiStringToFix(text,3,pos,end);
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}
// Something went wrong, don't change anything
catch (...) {
return;
}
// OK, set values
SetMS(tms + tm*60000 + th*3600000);
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}
/// @brief AssTime conversion to/from miliseconds
/// @return
///
int AssTime::GetMS () const {
return time / 10 * 10;
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}
/// @brief DOCME
/// @param _ms
///
void AssTime::SetMS (int ms) {
time = mid(0, ms, 10 * 60 * 60 * 1000 - 1);
}
/// @brief ASS Formated
/// @param msPrecision
/// @return
///
wxString AssTime::GetASSFormated (bool msPrecision) const {
int ms = msPrecision ? time : GetMS();
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int h = ms / (1000 * 60 * 60);
int m = (ms / (1000 * 60)) % 60;
int s = (ms / 1000) % 60;
ms = ms % 1000;
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if (msPrecision)
return wxString::Format("%01i:%02i:%02i.%03i",h,m,s,ms);
else
return wxString::Format("%01i:%02i:%02i.%02i",h,m,s,ms/10);
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}
/// @brief AssTime comparison
/// @param t1
/// @param t2
/// @return
///
bool operator < (const AssTime &t1, const AssTime &t2) {
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return (t1.GetMS() < t2.GetMS());
}
/// @brief DOCME
/// @param t1
/// @param t2
/// @return
///
bool operator > (const AssTime &t1, const AssTime &t2) {
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return (t1.GetMS() > t2.GetMS());
}
/// @brief DOCME
/// @param t1
/// @param t2
/// @return
///
bool operator <= (const AssTime &t1, const AssTime &t2) {
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return (t1.GetMS() <= t2.GetMS());
}
/// @brief DOCME
/// @param t1
/// @param t2
/// @return
///
bool operator >= (const AssTime &t1, const AssTime &t2) {
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return (t1.GetMS() >= t2.GetMS());
}
/// @brief DOCME
/// @param t1
/// @param t2
/// @return
///
bool operator == (const AssTime &t1, const AssTime &t2) {
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return (t1.GetMS() == t2.GetMS());
}
/// @brief DOCME
/// @param t1
/// @param t2
/// @return
///
bool operator != (const AssTime &t1, const AssTime &t2) {
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return (t1.GetMS() != t2.GetMS());
}
AssTime operator + (const AssTime &t1, const AssTime &t2) {
return AssTime(t1.GetMS() + t2.GetMS());
}
AssTime operator - (const AssTime &t1, const AssTime &t2) {
return AssTime(t1.GetMS() - t2.GetMS());
}
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/// @brief Get
/// @return
///
int AssTime::GetTimeHours() { return time / 3600000; }
/// @brief DOCME
/// @return
///
int AssTime::GetTimeMinutes() { return (time % 3600000)/60000; }
/// @brief DOCME
/// @return
///
int AssTime::GetTimeSeconds() { return (time % 60000)/1000; }
/// @brief DOCME
/// @return
///
int AssTime::GetTimeMiliseconds() { return (time % 1000); }
/// @brief DOCME
/// @return
///
int AssTime::GetTimeCentiseconds() { return (time % 1000)/10; }
FractionalTime::FractionalTime(agi::vfr::Framerate fps, bool dropframe)
: fps(fps)
, drop(dropframe)
{
}
wxString FractionalTime::FromAssTime(AssTime time, char sep) {
return FromMillisecs(time.GetMS(), sep);
}
wxString FractionalTime::FromMillisecs(int64_t msec, char sep) {
int h=0, m=0, s=0, f=0; // hours, minutes, seconds, fractions
int fn = fps.FrameAtTime(msec);
// return 00:00:00:00
if (msec <= 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);
}