forked from mia/Aegisub
acba2c6b63
Kill vfr.h and vfr.cpp and use the libaegisub versions of them instead. Rather than the globals VFR_Input and VFR_Output, everything related to frame rate is now part of the video context. Most things which used to use VFR_Output now call VideoContext::TimeAtFrame etc.; video providers, rather than modifying VFR_Input directly, now have getters for their frame rates which VideoContext calls. Read-only public access to VFR_Input and VFR_Output are still provided (hopefully temporarily) for a few things which were awkward to do through VideoContext. The Avisynth provider now might correctly handle VFR MKVs which can be opened with DirectShowSource but not DSS2. Rework keyframe handling as well, so that it continues to match the vfr handling in design and implementation. Originally committed to SVN as r4662.
138 lines
5.3 KiB
C++
138 lines
5.3 KiB
C++
// Copyright (c) 2010, Thomas Goyne <plorkyeran@aegisub.org>
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//
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// Permission to use, copy, modify, and distribute this software for any
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// purpose with or without fee is hereby granted, provided that the above
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// copyright notice and this permission notice appear in all copies.
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//
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// THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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// WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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// MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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// ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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// WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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// ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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// OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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//
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// $Id$
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/// @file vfr.h
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/// @brief Framerate handling of all sorts
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/// @ingroup libaegisub video_input
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#pragma once
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#if !defined(AGI_PRE) && !defined(LAGI_PRE)
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#include <string>
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#include <vector>
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#endif
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#include <libaegisub/exception.h>
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namespace agi {
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namespace vfr {
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enum Time {
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/// Use the actual frame times
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/// With 1 FPS video, frame 0 is [0, 999] ms
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EXACT,
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/// Calculate based on the rules for start times of lines
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/// Lines are first visible on the first frame with start time less than
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/// or equal to the start time; thus with 1.0 FPS video, frame 0 is
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/// [-999, 0] ms
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START,
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/// Calculate based on the rules for end times of lines
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/// Lines are last visible on the last frame with start time less than the
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/// end time; thus with 1.0 FPS video, frame 0 is [1, 1000] ms
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END
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};
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DEFINE_BASE_EXCEPTION_NOINNER(Error, Exception)
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/// FPS specified is not a valid frame rate
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DEFINE_SIMPLE_EXCEPTION_NOINNER(BadFPS, Error, "vfr/badfps")
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/// Unknown timecode file format
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DEFINE_SIMPLE_EXCEPTION_NOINNER(UnknownFormat, Error, "vfr/timecodes/unknownformat")
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/// Invalid line encountered in a timecode file
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DEFINE_SIMPLE_EXCEPTION_NOINNER(MalformedLine, Error, "vfr/timecodes/malformed")
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/// Timecode file or vector has too few timecodes to be usable
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DEFINE_SIMPLE_EXCEPTION_NOINNER(TooFewTimecodes, Error, "vfr/timecodes/toofew")
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/// Timecode file or vector has timecodes that are not monotonically increasing
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DEFINE_SIMPLE_EXCEPTION_NOINNER(UnorderedTimecodes, Error, "vfr/timecodes/order")
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/// @class Framerate
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/// @brief Class for managing everything related to converting frames to times
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/// or vice versa
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class Framerate {
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/// Average FPS for v2, assumed FPS for v1, fps for CFR
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double fps;
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/// Unrounded time of the last frame in a v1 override range. Needed to
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/// match mkvmerge's rounding
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double last;
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/// Start time in milliseconds of each frame
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std::vector<int> timecodes;
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public:
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/// Copy constructor
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Framerate(Framerate const&);
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/// @brief VFR from timecodes file
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/// @param filename File with v1 or v2 timecodes
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///
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/// Note that loading a v1 timecode file with Assume X and no overrides is
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/// not the same thing as CFR X. When timecodes are loaded from a file,
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/// mkvmerge-style rounding is applied, while setting a constant frame rate
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/// uses truncation.
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Framerate(std::string const& filename);
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/// @brief CFR constructor
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/// @param fps Frames per second or 0 for unloaded
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Framerate(double fps = 0.);
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/// @brief VFR from frame times
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/// @param timecodes Vector of frame start times in milliseconds
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Framerate(std::vector<int> const& timecodes);
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~Framerate();
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/// Atomic assignment operator
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Framerate &operator=(Framerate);
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/// Atomic CFR assignment operator
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Framerate &operator=(double);
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/// Helper function for the std::swap specialization
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void swap(Framerate &right) throw();
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/// @brief Get the frame visible at a given time
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/// @param ms Time in milliseconds
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/// @param type Time mode
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///
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/// When type is EXACT, the frame returned is the frame visible at the given
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/// time; when it is START or END it is the frame on which a line with that
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/// start/end time would first/last be visible
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int FrameAtTime(int ms, Time type = EXACT) const;
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/// @brief Get the time at a given frame
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/// @param frame Frame number
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/// @param type Time mode
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///
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/// When type is EXACT, the frame's exact start time is returned; START and
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/// END give a time somewhere within the range that will result in the line
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/// starting/ending on that frame
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///
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/// With v2 timecodes, frames outside the defined range are not an error
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/// and are guaranteed to be monotonically increasing/decreasing values
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/// which when passed to FrameAtTime will return the original frame; they
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/// are not guaranteed to be sensible or useful for any other purpose
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///
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/// v1 timecodes and CFR do not have a defined range, and will give sensible
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/// results for all frame numbers
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int TimeAtFrame(int frame, Time type = EXACT) const;
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/// @brief Save the current time codes to a file as v2 timecodes
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/// @param file File name
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/// @param length Minimum number of frames to output
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///
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/// The length parameter is only particularly useful for v1 timecodes (and
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/// CFR, but saving CFR timecodes is a bit silly). Extra timecodes generated
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/// to hit length with v2 timecodes will monotonically increase but may not
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/// be otherwise sensible.
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void Save(std::string const& file, int length = -1) const;
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bool IsVFR() const {return !timecodes.empty(); }
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bool IsLoaded() const { return !timecodes.empty() || fps; };
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double FPS() const { return fps; }
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};
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}
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}
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