// Copyright (c) 2010, Niels Martin Hansen // 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/ // // $Id$ /// @file audio_timing.h /// @brief Construction-functions for timing controller objects /// @ingroup audio_ui class AssDialogue; class AudioController; /// @class AudioTimingController /// @brief Base class for objects controlling audio timing /// /// There is just one active audio timing controller at a time per audio controller. /// The timing controller manages the timing mode and supplies markers that can be /// manupulated to the audio display, as well as the current selection. /// /// The timing controller must then be sent the marker drag events as well as clicks /// in empty areas of the audio display. class AudioTimingController : public AudioMarkerProvider { public: /// @brief Get any warning message to show in the audio display /// @return The warning message to show, may be empty if there is none virtual wxString GetWarningMessage() const = 0; /// @brief Get the sample range the user is most likely to want to see for the current state /// @return A sample range /// /// This is used for "bring working area into view" operations. virtual AudioController::SampleRange GetIdealVisibleSampleRange() const = 0; /// @brief Get the primary playback range /// @return A sample range /// /// Get the sample range the user is most likely to want to play back currently. virtual AudioController::SampleRange GetPrimaryPlaybackRange() const = 0; /// @brief Does this timing mode have labels on the audio display? /// @return True if this timing mode needs labels on the audio display. /// /// This is labels for things such as karaoke syllables. When labels are required, some vertical /// space is set off for them in the drawing of the audio display. virtual bool HasLabels() const = 0; /// @brief Go to next timing unit /// /// Advances the timing controller cursor to the next timing unit, for example the next dialogue /// line or the next karaoke syllable. virtual void Next() = 0; /// @brief Go to the previous timing unit /// /// Rewinds the timing controller to the previous timing unit. virtual void Prev() = 0; /// @brief Commit all changes /// /// Stores all changes permanently. virtual void Commit() = 0; /// @brief Revert all changes /// /// Revert all changes to the last committed state. virtual void Revert() = 0; /// @brief Determine if a position is close to a draggable marker /// @param sample The audio sample index to test /// @param sensitivity Distance in samples to consider markers as nearby /// @return True if a marker is close by the given sample, as defined by sensitivity /// /// This is solely for hit-testing against draggable markers, for controlling the mouse cursor. virtual bool IsNearbyMarker(int64_t sample, int sensitivity) const = 0; /// @brief The user pressed the left button down at an empty place in the audio /// @param sample The audio sample index the user clicked /// @param sensitivity Distance in samples to consider existing markers /// @return An audio marker or 0. If a marker is returned and the user starts dragging /// the mouse after pressing down the button, the returned marker is being dragged. virtual AudioMarker * OnLeftClick(int64_t sample, int sensitivity) = 0; /// @brief The user pressed the right button down at an empty place in the audio /// @param sample The audio sample index the user clicked /// @param sensitivity Distance in samples to consider existing markers /// @return An audio marker or 0. If a marker is returned and the user starts dragging /// the mouse after pressing down the button, the returned marker is being dragged. virtual AudioMarker * OnRightClick(int64_t sample, int sensitivity) = 0; /// @brief The user dragged a timing marker /// @param marker The marker being dragged /// @param new_position Sample position the marker was dragged to virtual void OnMarkerDrag(AudioMarker *marker, int64_t new_position) = 0; /// @brief Destructor /// /// Does nothing in the base class, only present for virtual destruction. virtual ~AudioTimingController() { } }; /// @brief Create a standard dialogue audio timing controller /// @param audio_controller The audio controller to own the timing controller /// @param selection_controller The selection controller to manage the set of lines being timed AudioTimingController *CreateDialogueTimingController(AudioController *audio_controller, SelectionController *selection_controller);