Aegisub/aegisub/src/audio_timing.h

191 lines
7.9 KiB
C++

// 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)
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// POSSIBILITY OF SUCH DAMAGE.
//
// Aegisub Project http://www.aegisub.org/
/// @file audio_timing.h
/// @brief Construction-functions for timing controller objects
/// @ingroup audio_ui
class AssDialogue;
class AssFile;
class AssKaraoke;
class AudioRenderingStyleRanges;
namespace agi { struct Context; }
#include "audio_marker.h"
#include "selection_controller.h"
/// @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 manipulated 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 AudioLabelProvider {
protected:
/// The primary playback range has changed, usually as a result of user interaction.
agi::signal::Signal<> AnnounceUpdatedPrimaryRange;
/// One or more rendering style ranges have changed in the timing controller.
agi::signal::Signal<> AnnounceUpdatedStyleRanges;
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 time range the user is most likely to want to see for the current state
/// @return A time range
///
/// This is used for "bring working area into view" operations.
virtual TimeRange GetIdealVisibleTimeRange() const = 0;
/// @brief Get the primary playback range
/// @return A time range
///
/// Get the time range the user is most likely to want to play back
/// currently.
virtual TimeRange GetPrimaryPlaybackRange() const = 0;
/// @brief Get the active line's time
/// @return A time range
///
/// Get the time range which the active line would have if any pending
/// modifications were committed.
virtual TimeRange GetActiveLineRange() const = 0;
/// @brief Get all rendering style ranges
/// @param[out] ranges Rendering ranges will be added to this
virtual void GetRenderingStyles(AudioRenderingStyleRanges &ranges) const = 0;
enum NextMode {
/// Advance to the next timing unit, whether it's a line or a sub-part
/// of a line such as a karaoke syllable
TIMING_UNIT = 0,
/// @brief Advance to the next line
///
/// This may create a new line if there are no more lines in the file,
/// but should never modify existing lines
LINE,
/// @brief Advance to the next line using default timing
///
/// This may create new lines when needed, and should discard any
/// existing timing data in favor of the defaults
LINE_RESET_DEFAULT
};
/// @brief Go to next timing unit
/// @param mode What sort of timing unit should be advanced to
virtual void Next(NextMode mode) = 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;
/// Add lead-in time to the current timing unit
virtual void AddLeadIn() = 0;
/// Add lead-out time to the current timing unit
virtual void AddLeadOut() = 0;
/// Modify the length of the current and possibly following timing units
/// @param delta Amount to add in centiseconds
/// @param shift_following Should the following things be shifted by delta?
virtual void ModifyLength(int delta, bool shift_following) = 0;
/// Modify the start time of the current timing unit
/// @param delta Amount to add in centiseconds
virtual void ModifyStart(int delta) = 0;
/// @brief Determine if a position is close to a draggable marker
/// @param ms The time in milliseconds to test
/// @param sensitivity Distance in milliseconds to consider markers as nearby
/// @return True if a marker is close by the given time, as defined by sensitivity
///
/// This is solely for hit-testing against draggable markers, for
/// controlling the mouse cursor.
virtual bool IsNearbyMarker(int ms, int sensitivity) const = 0;
/// @brief The user pressed the left mouse button on the audio
/// @param ms The time in milliseconds the user clicked
/// @param ctrl_down Is the user currently holding the ctrl key down?
/// @param sensitivity Distance in milliseconds to consider existing markers
/// @param snap_range Maximum snapping range in milliseconds
/// @return All audio markers at the clicked position which are eligible
/// to be dragged, if any.
virtual std::vector<AudioMarker*> OnLeftClick(int ms, bool ctrl_down, int sensitivity, int snap_range) = 0;
/// @brief The user pressed the right mouse button on the audio
/// @param ms The time in milliseconds the user clicked
/// @param ctrl_down Is the user currently holding the ctrl key down?
/// @param sensitivity Distance in milliseconds to consider existing markers
/// @param snap_range Maximum snapping range in milliseconds
/// @return All audio markers at the clicked position which are eligible
/// to be dragged, if any.
virtual std::vector<AudioMarker*> OnRightClick(int ms, bool ctrl_down, int sensitivity, int snap_range) = 0;
/// @brief The user dragged one or more timing markers
/// @param marker The markers being dragged. This is guaranteed to be
/// a vector returned from OnLeftClick or OnRightClick.
/// @param new_position Time position the marker was dragged to
/// @param snap_range Maximum snapping range in milliseconds
virtual void OnMarkerDrag(std::vector<AudioMarker*> const& marker, int new_position, int snap_range) = 0;
/// @brief Destructor
virtual ~AudioTimingController() { }
DEFINE_SIGNAL_ADDERS(AnnounceUpdatedPrimaryRange, AddUpdatedPrimaryRangeListener)
DEFINE_SIGNAL_ADDERS(AnnounceUpdatedStyleRanges, AddUpdatedStyleRangesListener)
};
/// @brief Create a standard dialogue audio timing controller
/// @param c Project context
AudioTimingController *CreateDialogueTimingController(agi::Context *c);
/// @brief Create a karaoke audio timing controller
/// @param c Project context
/// @param kara Karaoke model
AudioTimingController *CreateKaraokeTimingController(agi::Context *c, AssKaraoke *kara, agi::signal::Connection& file_changed);