forked from mia/Aegisub
e0051e09e3
Originally committed to SVN as r5233.
320 lines
11 KiB
C++
320 lines
11 KiB
C++
// Copyright (c) 2005, Rodrigo Braz Monteiro
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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_display.h
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/// @see audio_display.cpp
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/// @ingroup audio_ui
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///
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#pragma once
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#ifndef AGI_PRE
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#include <list>
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#include <stdint.h>
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#include <wx/bitmap.h>
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#include <wx/scrolbar.h>
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#include <wx/timer.h>
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#include <wx/window.h>
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#endif
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#include <libaegisub/scoped_ptr.h>
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#include <libaegisub/signal.h>
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class AudioRenderer;
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class AudioSpectrumRenderer;
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class AudioWaveformRenderer;
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class AudioKaraoke;
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class AudioProvider;
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class AudioPlayer;
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class SubtitlesGrid;
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class VideoProvider;
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class AudioBox;
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class SubtitlesGrid;
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class AssDialogue;
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class wxScrollBar;
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// Helper classes used in implementation of the audio display
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class AudioDisplayScrollbar;
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class AudioDisplayTimeline;
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class AudioDisplaySelection;
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/// @class AudioDisplayInteractionObject
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/// @brief Interface for objects on the audio display that can respond to mouse events
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class AudioDisplayInteractionObject {
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public:
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/// @brief The user is interacting with the object using the mouse
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/// @param event Mouse event data
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/// @return True to take mouse capture, false to release mouse capture
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///
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/// Assuming no object has the mouse capture, the audio display uses other methods
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/// in the object implementing this interface to determine whether a mouse event
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/// should go to the object. If the mouse event goes to the object, this method
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/// is called.
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///
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/// If this method returns true, the audio display takes the mouse capture and
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/// stores a pointer to the AudioDisplayInteractionObject interface for the object
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/// and redirects the next mouse event to that object.
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///
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/// If the object that has the mouse capture returns false from this method, the
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/// capture is released and regular processing is done for the next event.
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///
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/// If the object does not have mouse capture and returns false from this method,
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/// no capture is taken or released and regular processing is done for the next
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/// mouse event.
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virtual bool OnMouseEvent(wxMouseEvent &event) = 0;
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/// @brief Destructor
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///
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/// Empty virtual destructor for the cases that need it.
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virtual ~AudioDisplayInteractionObject() { }
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};
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/// @class AudioDisplay
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/// @brief Primary view/UI for interaction with audio timing
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///
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/// The audio display is the common view that allows the user to interact with the active
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/// timing controller. The audio display also renders audio according to the audio controller
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/// and the timing controller, using an audio renderer instance.
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class AudioDisplay: public wxWindow {
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private:
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std::list<agi::signal::Connection> slots;
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/// The audio renderer manager
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agi::scoped_ptr<AudioRenderer> audio_renderer;
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/// The renderer for audio spectra
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agi::scoped_ptr<AudioSpectrumRenderer> audio_spectrum_renderer;
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/// The renderer for audio waveforms
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agi::scoped_ptr<AudioWaveformRenderer> audio_waveform_renderer;
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/// Our current audio provider
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AudioProvider *provider;
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/// The controller managing us
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AudioController *controller;
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/// Scrollbar helper object
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agi::scoped_ptr<AudioDisplayScrollbar> scrollbar;
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/// Timeline helper object
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agi::scoped_ptr<AudioDisplayTimeline> timeline;
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/// Current object on display being dragged, if any
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AudioDisplayInteractionObject *dragged_object;
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/// Change the dragged object and update mouse capture
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void SetDraggedObject(AudioDisplayInteractionObject *new_obj);
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/// Leftmost pixel in the virtual audio image being displayed
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int scroll_left;
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/// Total width of the audio in pixels
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int pixel_audio_width;
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/// Horizontal zoom measured in audio samples per pixel
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int pixel_samples;
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/// Amplitude scaling ("vertical zoom") as a factor, 1.0 is neutral
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float scale_amplitude;
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/// Top of the main audio area in pixels
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int audio_top;
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/// Height of main audio area in pixels
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int audio_height;
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/// Zoom level given as a number, see SetZoomLevel for details
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int zoom_level;
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// Mouse wheel zoom accumulator
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int mouse_zoom_accum;
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/// Absolute pixel position of the tracking cursor (mouse or playback)
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int track_cursor_pos;
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/// Label to show by track cursor
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wxString track_cursor_label;
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/// Bounding rectangle last drawn track cursor label
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wxRect track_cursor_label_rect;
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/// @brief Move the tracking cursor
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/// @param new_pos New absolute pixel position of the tracking cursor
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/// @param show_time Display timestamp by the tracking cursor?
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void SetTrackCursor(int new_pos, bool show_time);
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/// @brief Remove the tracking cursor from the display
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void RemoveTrackCursor();
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/// Previous audio selection for optimizing redraw when selection changes
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SampleRange old_selection;
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/// @brief Reload all rendering settings from Options and reset caches
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///
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/// This can be called if some rendering quality settings have been changed
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/// in Options and need to be reloaded to take effect.
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void ReloadRenderingSettings();
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/// wxWidgets paint event
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void OnPaint(wxPaintEvent &event);
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/// wxWidgets mouse input event
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void OnMouseEvent(wxMouseEvent &event);
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/// wxWidgets control size changed event
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void OnSize(wxSizeEvent &event);
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/// wxWidgets input focus changed event
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void OnFocus(wxFocusEvent &event);
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/// wxWidgets keypress event
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void OnKeyDown(wxKeyEvent& event);
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// AudioControllerAudioEventListener implementation
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virtual void OnAudioOpen(AudioProvider *provider);
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virtual void OnPlaybackPosition(int64_t sample_position);
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virtual void OnSelectionChanged();
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void OnMarkerMoved();
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public:
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AudioDisplay(wxWindow *parent, AudioController *controller);
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~AudioDisplay();
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/// @brief Scroll the audio display
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/// @param pixel_amount Number of pixels to scroll the view
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///
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/// A positive amount moves the display to the right, making later parts of the audio visible.
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void ScrollBy(int pixel_amount);
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/// @brief Scroll the audio display
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/// @param pixel_position Absolute pixel to put at left edge of the audio display
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///
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/// This is the principal scrolling function. All other scrolling functions eventually
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/// call this function to perform the actual scrolling.
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void ScrollPixelToLeft(int pixel_position);
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/// @brief Scroll the audio display
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/// @param pixel_position Absolute pixel to put in center of the audio display
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void ScrollPixelToCenter(int pixel_position);
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/// @brief Scroll the audio display
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/// @param sample_position Audio sample to put at left edge of the audio display
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void ScrollSampleToLeft(int64_t sample_position);
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/// @brief Scroll the audio display
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/// @param sample_position Audio sample to put in center of the audio display
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void ScrollSampleToCenter(int64_t sample_position);
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/// @brief Scroll the audio display
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/// @param range Range of audio samples to ensure is in view
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///
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/// If the entire range is already visible inside the display, nothing is scrolled. If
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/// just one of the two endpoints is visible, the display is scrolled such that the
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/// visible endpoint stays in view but more of the rest of the range becomes visible.
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///
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/// If the entire range fits inside the display, the display is centered over the range.
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/// For this calculation, the display is considered smaller by some margins, see below.
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///
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/// If the range does not fit within the display with margins subtracted, the start of
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/// the range is ensured visible and as much of the rest of the range is brought into
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/// view.
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///
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/// For the purpose of this function, a 5 percent margin is assumed at each end of the
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/// audio display such that a range endpoint that is ensured to be in view never gets
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/// closer to the edge of the display than the margin. The edge that is not ensured to
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/// be in view might be outside of view or might be closer to the display edge than the
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/// margin.
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void ScrollSampleRangeInView(const SampleRange &range);
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/// @brief Change the zoom level
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/// @param new_zoom_level The new zoom level to use
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///
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/// A zoom level of 0 is the default zoom level, all other levels are based on this.
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/// Negative zoom levels zoom out, positive zoom in.
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///
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/// The zoom levels generally go from +30 to -30. It is possible to zoom in more than
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/// +30
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void SetZoomLevel(int new_zoom_level);
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/// @brief Get the zoom level
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/// @return The zoom level
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///
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/// See SetZoomLevel for a description of zoom levels.
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int GetZoomLevel() const;
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/// @brief Get a textual description of a zoom level
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/// @param level The zoom level to describe
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/// @return A translated string describing a zoom level
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///
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/// The zoom level description can tell the user details about how much audio is
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/// actually displayed.
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wxString GetZoomLevelDescription(int level) const;
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/// @brief Get the zoom factor in percent for a zoom level
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/// @param level The zoom level to get the factor of
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/// @return The zoom factor in percent
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///
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/// Positive: 125, 150, 175, 200, 225, ...
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///
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/// Negative: 90, 80, 70, 60, 50, 45, 40, 35, 30, 25, 20, 19, 18, 17, ..., 1
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///
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/// Too negative numbers get clamped.
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static int GetZoomLevelFactor(int level);
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/// @brief Set amplitude scale factor
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/// @param scale New amplitude scale factor, 1.0 is no scaling
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void SetAmplitudeScale(float scale);
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/// @brief Get amplitude scale factor
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/// @return The amplitude scaling factor
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float GetAmplitudeScale() const;
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/// @brief Get a sample index from an X coordinate relative to current scroll
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int64_t SamplesFromRelativeX(int x) const { return (scroll_left + x) * pixel_samples; }
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/// @brief Get a sample index from an absolute X coordinate
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int64_t SamplesFromAbsoluteX(int x) const { return x * pixel_samples; }
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/// @brief Get an X coordinate relative to the current scroll from a sample index
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int RelativeXFromSamples(int64_t samples) const { return samples/pixel_samples - scroll_left; }
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/// @brief Get an absolute X coordinate from a sample index
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int AbsoluteXFromSamples(int64_t samples) const { return samples/pixel_samples; }
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DECLARE_EVENT_TABLE()
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};
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