forked from mia/Aegisub
119 lines
4.2 KiB
C
119 lines
4.2 KiB
C
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// Copyright (c) 2009-2010, Niels Martin Hansen
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// * Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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// * Neither the name of the Aegisub Group nor the names of its contributors
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// may be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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//
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// Aegisub Project http://www.aegisub.org/
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//
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// $Id$
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/// @file audio_colorscheme.h
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/// @see audio_colorscheme.cpp
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/// @ingroup audio_ui
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///
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/// Manage colour schemes for the audio display
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#ifndef AGI_PRE
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#include <wx/colour.h>
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#endif
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/// @class AudioSpectrumColorMap
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/// @brief Provides colour maps for audio display rendering
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///
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/// Maps values from floats in range 0..1 into RGB colour values.
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///
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/// First create an instance of this class, then call an initialisation function
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/// in it to fill the palette with a colour map.
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///
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/// @todo Let consumers of this class specify their own palette generation function.
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class AudioColorScheme {
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/// The palette data for the map
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unsigned char *palette;
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/// Factor to multiply 0..1 values by to map them into the palette range
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size_t factor;
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public:
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/// @brief Constructor
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/// @param prec Bit precision to create the colour map with
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///
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/// Allocates the palette array to 2^prec entries
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AudioColorScheme(int prec)
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: palette(new unsigned char[(4<<prec) + 4])
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, factor(1<<prec)
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{
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}
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/// @brief Destructor
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///
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/// De-allocates the palette array
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~AudioColorScheme()
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{
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delete[] palette;
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}
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/// @brief Initialise the palette to the Aegisub 2.1 "Icy Blue" scheme (unselected)
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void InitIcyBlue_Normal();
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/// @brief Initialise the palette to the Aegisub 2.1 "Icy Blue" scheme (selected)
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void InitIcyBlue_Selected();
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/// @brief Map a floating point value to RGB
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/// @param val [in] The value to map from
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/// @param pixel [out] First byte of the pixel to write
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///
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/// Writes into the XRGB pixel (assumed 32 bit without alpha) passed.
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/// The pixel format is assumed to be the same as that in the palette.
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inline void map(float val, unsigned char *pixel)
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{
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if (val < 0.0) val = 0.0;
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if (val > 1.0) val = 1.0;
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// Find the colour in the palette
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unsigned char *color = palette + ((int)(val*factor) * 4);
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// Copy to the destination.
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// Has to be done one byte at a time since we're writing RGB and not RGBX or RGBA
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// data, and we otherwise write past the end of the pixel we're writing, possibly
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// hitting adjacent memory blocks or just overwriting the start of the following
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// scanline in the image.
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// As the image is 24 bpp, 3 of every 4 uint32_t writes would be unaligned anyway.
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pixel[0] = color[0];
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pixel[1] = color[1];
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pixel[2] = color[2];
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}
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/// @brief Get a floating point value's colour as a wxColour
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/// @param val The value to map from
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/// @return The corresponding wxColour
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wxColour get(float val)
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{
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if (val < 0.0) val = 0.0;
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if (val > 1.0) val = 1.0;
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unsigned char *color = palette + ((int)(val*factor) * 4);
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return wxColour(color[0], color[1], color[2]);
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}
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};
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