forked from mia/Aegisub
1af19fb42e
Originally committed to SVN as r6392.
157 lines
4.9 KiB
C++
157 lines
4.9 KiB
C++
// Copyright (c) 2005, Rodrigo Braz Monteiro
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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 ass_time.cpp
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/// @brief Class for managing timestamps in subtitles
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/// @ingroup subs_storage
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///
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#include "config.h"
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#include "ass_time.h"
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#ifndef AGI_PRE
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#include <algorithm>
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#include <cmath>
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#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) {
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int ms = 0;
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size_t pos = 0, end = 0;
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int colons = text.Freq(':');
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// Set start so that there are only two colons at most
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for (; colons > 2; --colons) pos = text.find(':', pos) + 1;
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// Hours
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if (colons == 2) {
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while (text[end++] != ':') { }
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ms += AegiStringToInt(text, pos, end) * 60 * 60 * 1000;
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pos = end;
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}
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// Minutes
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if (colons >= 1) {
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while (text[end++] != ':') { }
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ms += AegiStringToInt(text, pos, end) * 60 * 1000;
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}
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// Milliseconds (includes seconds)
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ms += AegiStringToFix(text, 3, end, text.size());
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*this = AssTime(ms);
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}
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wxString AssTime::GetASSFormated(bool msPrecision) const {
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wxChar ret[] = {
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'0' + GetTimeHours(),
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':',
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'0' + (time % (60 * 60 * 1000)) / (60 * 1000 * 10),
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'0' + (time % (10 * 60 * 1000)) / (60 * 1000),
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':',
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'0' + (time % (60 * 1000)) / (1000 * 10),
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'0' + (time % (10 * 1000)) / 1000,
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'.',
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'0' + (time % 1000) / 100,
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'0' + (time % 100) / 10,
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'0' + time % 10
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};
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return wxString(ret, msPrecision ? 11 : 10);
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}
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int AssTime::GetTimeHours() const { return time / 3600000; }
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int AssTime::GetTimeMinutes() const { return (time % 3600000) / 60000; }
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int AssTime::GetTimeSeconds() const { return (time % 60000) / 1000; }
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int AssTime::GetTimeMiliseconds() const { return (time % 1000); }
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int AssTime::GetTimeCentiseconds() const { return (time % 1000) / 10; }
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FractionalTime::FractionalTime(agi::vfr::Framerate fps, bool dropframe)
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: fps(fps)
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, drop(dropframe)
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{
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}
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wxString FractionalTime::ToSMPTE(AssTime time, char sep) {
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int h=0, m=0, s=0, f=0; // hours, minutes, seconds, fractions
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int fn = fps.FrameAtTime(time);
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// return 00:00:00:00
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if (time <= 0) {
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}
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// dropframe?
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else if (drop) {
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fn += 2 * (fn / (30 * 60)) - 2 * (fn / (30 * 60 * 10));
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h = fn / (30 * 60 * 60);
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m = (fn / (30 * 60)) % 60;
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s = (fn / 30) % 60;
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f = fn % 30;
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}
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// no dropframe; h/m/s may or may not sync to wallclock time
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else {
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/*
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This is truly the dumbest shit. What we're trying to ensure here
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is that non-integer framerates are desynced from the wallclock
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time by a correct amount of time. For example, in the
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NTSC-without-dropframe case, 3600*num/den would be 107892
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(when truncated to int), which is quite a good approximation of
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how a long an hour is when counted in 30000/1001 frames per second.
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Unfortunately, that's not what we want, since frame numbers will
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still range from 00 to 29, meaning that we're really getting _30_
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frames per second and not 29.97 and the full hour will be off by
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almost 4 seconds (108000 frames versus 107892).
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DEATH TO SMPTE
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*/
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int fps_approx = floor(fps.FPS() + 0.5);
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int frames_per_h = 3600*fps_approx;
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int frames_per_m = 60*fps_approx;
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int frames_per_s = fps_approx;
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h = fn / frames_per_h;
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fn = fn % frames_per_h;
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m = fn / frames_per_m;
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fn = fn % frames_per_m;
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s = fn / frames_per_s;
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fn = fn % frames_per_s;
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f = fn;
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}
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return wxString::Format("%02i%c%02%c%02i%c%02i", h, sep, m, sep, s, sep, f);
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}
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