Aegisub/aegisub/src/audio_display.h
Thomas Goyne 96cf5ea7ed Kill the #ifndef AGI_PRE guards
They don't actually improve compilation performance and make it more
annoying to modify what things are in the precompiled header.
2012-12-02 06:33:29 -08:00

334 lines
12 KiB
C++

// Copyright (c) 2005, Rodrigo Braz Monteiro
// Copyright (c) 2009-2010, 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/
/// @file audio_display.h
/// @see audio_display.cpp
/// @ingroup audio_ui
///
#include <deque>
#include <map>
#include <cstdint>
#include <wx/gdicmn.h>
#include <wx/string.h>
#include <wx/timer.h>
#include <wx/window.h>
#include <libaegisub/scoped_ptr.h>
#include <libaegisub/signal.h>
namespace agi { struct Context; }
class AudioController;
class AudioRenderer;
class AudioRendererBitmapProvider;
class AudioKaraoke;
class AudioProvider;
class TimeRange;
// Helper classes used in implementation of the audio display
class AudioDisplayScrollbar;
class AudioDisplayTimeline;
class AudioDisplaySelection;
class AudioMarkerInteractionObject;
/// @class AudioDisplayInteractionObject
/// @brief Interface for objects on the audio display that can respond to mouse events
class AudioDisplayInteractionObject {
public:
/// @brief The user is interacting with the object using the mouse
/// @param event Mouse event data
/// @return True to take mouse capture, false to release mouse capture
///
/// Assuming no object has the mouse capture, the audio display uses other methods
/// in the object implementing this interface to determine whether a mouse event
/// should go to the object. If the mouse event goes to the object, this method
/// is called.
///
/// If this method returns true, the audio display takes the mouse capture and
/// stores a pointer to the AudioDisplayInteractionObject interface for the object
/// and redirects the next mouse event to that object.
///
/// If the object that has the mouse capture returns false from this method, the
/// capture is released and regular processing is done for the next event.
///
/// If the object does not have mouse capture and returns false from this method,
/// no capture is taken or released and regular processing is done for the next
/// mouse event.
virtual bool OnMouseEvent(wxMouseEvent &event) = 0;
/// @brief Destructor
///
/// Empty virtual destructor for the cases that need it.
virtual ~AudioDisplayInteractionObject() { }
};
/// @class AudioDisplay
/// @brief Primary view/UI for interaction with audio timing
///
/// The audio display is the common view that allows the user to interact with the active
/// timing controller. The audio display also renders audio according to the audio controller
/// and the timing controller, using an audio renderer instance.
class AudioDisplay: public wxWindow {
agi::signal::Connection audio_open_connection;
std::deque<agi::signal::Connection> connections;
agi::Context *context;
/// The audio renderer manager
agi::scoped_ptr<AudioRenderer> audio_renderer;
/// The current audio renderer
agi::scoped_ptr<AudioRendererBitmapProvider> audio_renderer_provider;
/// The controller managing us
AudioController *controller;
/// Scrollbar helper object
agi::scoped_ptr<AudioDisplayScrollbar> scrollbar;
/// Timeline helper object
agi::scoped_ptr<AudioDisplayTimeline> timeline;
/// The interaction object for the last-dragged audio marker
agi::scoped_ptr<AudioMarkerInteractionObject> audio_marker;
/// Current object on display being dragged, if any
AudioDisplayInteractionObject *dragged_object;
/// Change the dragged object and update mouse capture
void SetDraggedObject(AudioDisplayInteractionObject *new_obj);
/// Timer for scrolling when markers are dragged out of the displayed area
wxTimer scroll_timer;
/// Leftmost pixel in the virtual audio image being displayed
int scroll_left;
/// Total width of the audio in pixels
int pixel_audio_width;
/// Horizontal zoom measured in millisecond per pixels
double ms_per_pixel;
/// Amplitude scaling ("vertical zoom") as a factor, 1.0 is neutral
float scale_amplitude;
/// Top of the main audio area in pixels
int audio_top;
/// Height of main audio area in pixels
int audio_height;
/// Width of the audio marker feet in pixels
static const int foot_size = 6;
/// Zoom level given as a number, see SetZoomLevel for details
int zoom_level;
/// Absolute pixel position of the tracking cursor (mouse or playback)
int track_cursor_pos;
/// Label to show by track cursor
wxString track_cursor_label;
/// Bounding rectangle last drawn track cursor label
wxRect track_cursor_label_rect;
/// @brief Move the tracking cursor
/// @param new_pos New absolute pixel position of the tracking cursor
/// @param show_time Display timestamp by the tracking cursor?
void SetTrackCursor(int new_pos, bool show_time);
/// @brief Remove the tracking cursor from the display
void RemoveTrackCursor();
/// Previous style ranges for optimizing redraw when ranges change
std::map<int, int> style_ranges;
/// @brief Reload all rendering settings from Options and reset caches
///
/// This can be called if some rendering quality settings have been changed
/// in Options and need to be reloaded to take effect.
void ReloadRenderingSettings();
/// Paint the audio data for a time range
/// @param dc DC to paint to
/// @param updtime Time range to repaint
/// @param updrect Pixel range to repaint
void PaintAudio(wxDC &dc, TimeRange updtime, wxRect updrect);
/// Paint the markers in a time range
/// @param dc DC to paint to
/// @param updtime Time range to repaint
void PaintMarkers(wxDC &dc, TimeRange updtime);
/// Draw a single foot for a marker
/// @param dc DC to paint to
/// @param marker_x Position of the marker whose foot is being painted in pixels
/// @param dir -1 for left, 1 for right
void PaintFoot(wxDC &dc, int marker_x, int dir);
/// Paint the labels in a time range
/// @param dc DC to paint to
/// @param updtime Time range to repaint
void PaintLabels(wxDC &dc, TimeRange updtime);
/// Paint the track cursor
/// @param dc DC to paint to
void PaintTrackCursor(wxDC &dc);
/// Forward the mouse event to the appropriate child control, if any
/// @return Was the mouse event forwarded somewhere?
bool ForwardMouseEvent(wxMouseEvent &event);
/// wxWidgets paint event
void OnPaint(wxPaintEvent &event);
/// wxWidgets mouse input event
void OnMouseEvent(wxMouseEvent &event);
/// wxWidgets control size changed event
void OnSize(wxSizeEvent &event);
/// wxWidgets input focus changed event
void OnFocus(wxFocusEvent &event);
/// wxWidgets keypress event
void OnKeyDown(wxKeyEvent& event);
void OnScrollTimer(wxTimerEvent &event);
void OnMouseEnter(wxMouseEvent&);
void OnMouseLeave(wxMouseEvent&);
// AudioControllerAudioEventListener implementation
void OnAudioOpen(AudioProvider *provider);
void OnPlaybackPosition(int ms_position);
void OnSelectionChanged();
void OnStyleRangesChanged();
void OnTimingController();
void OnMarkerMoved();
public:
AudioDisplay(wxWindow *parent, AudioController *controller, agi::Context *context);
~AudioDisplay();
/// @brief Scroll the audio display
/// @param pixel_amount Number of pixels to scroll the view
///
/// A positive amount moves the display to the right, making later parts of the audio visible.
void ScrollBy(int pixel_amount);
/// @brief Scroll the audio display
/// @param pixel_position Absolute pixel to put at left edge of the audio display
///
/// This is the principal scrolling function. All other scrolling functions eventually
/// call this function to perform the actual scrolling.
void ScrollPixelToLeft(int pixel_position);
/// @brief Scroll the audio display
/// @param pixel_position Absolute pixel to put in center of the audio display
void ScrollPixelToCenter(int pixel_position) { ScrollPixelToLeft(pixel_position - GetClientRect().GetWidth()/2); }
/// @brief Scroll the audio display
/// @param ms Time in milliseconds to put at left edge of the audio display
void ScrollTimeToLeft(int ms) { ScrollPixelToLeft(AbsoluteXFromTime(ms)); }
/// @brief Scroll the audio display
/// @param ms Time in milliseconds to put in center of the audio display
void ScrollTimeToCenter(int ms) { ScrollPixelToCenter(AbsoluteXFromTime(ms)); }
/// @brief Scroll the audio display
/// @param range Time range to ensure is in view
///
/// If the entire range is already visible inside the display, nothing is
/// scrolled. If just one of the two endpoints is visible, the display is
/// scrolled such that the visible endpoint stays in view but more of the
/// rest of the range becomes visible.
///
/// If the entire range fits inside the display, the display is centered
/// over the range. For this calculation, the display is considered
/// smaller by some margins, see below.
///
/// If the range does not fit within the display with margins subtracted,
/// the start of the range is ensured visible and as much of the rest of
/// the range is brought into view.
///
/// For the purpose of this function, a 5 percent margin is assumed at each
/// end of the audio display such that a range endpoint that is ensured to
/// be in view never gets closer to the edge of the display than the
/// margin. The edge that is not ensured to be in view might be outside of
/// view or might be closer to the display edge than the
/// margin.
void ScrollTimeRangeInView(const TimeRange &range);
/// @brief Change the zoom level
/// @param new_zoom_level The new zoom level to use
///
/// A zoom level of 0 is the default zoom level, all other levels are based
/// on this. Negative zoom levels zoom out, positive zoom in.
///
/// The zoom levels generally go from +30 to -30. It is possible to zoom in
/// more than +30.
void SetZoomLevel(int new_zoom_level);
/// @brief Get the zoom level
/// @return The zoom level
///
/// See SetZoomLevel for a description of zoom levels.
int GetZoomLevel() const { return zoom_level; }
/// @brief Get a textual description of a zoom level
/// @param level The zoom level to describe
/// @return A translated string describing a zoom level
///
/// The zoom level description can tell the user details about how much audio is
/// actually displayed.
wxString GetZoomLevelDescription(int level) const;
/// @brief Get the zoom factor in percent for a zoom level
/// @param level The zoom level to get the factor of
/// @return The zoom factor in percent
///
/// Positive: 125, 150, 175, 200, 225, ...
///
/// Negative: 90, 80, 70, 60, 50, 45, 40, 35, 30, 25, 20, 19, 18, 17, ..., 1
///
/// Too negative numbers get clamped.
static int GetZoomLevelFactor(int level);
/// @brief Set amplitude scale factor
/// @param scale New amplitude scale factor, 1.0 is no scaling
void SetAmplitudeScale(float scale);
/// Get a time in milliseconds from an X coordinate relative to current scroll
int TimeFromRelativeX(int x) const { return int((scroll_left + x) * ms_per_pixel); }
/// Get a time in milliseconds from an absolute X coordinate
int TimeFromAbsoluteX(int x) const { return int(x * ms_per_pixel); }
/// Get an X coordinate relative to the current scroll from a time in milliseconds
int RelativeXFromTime(int ms) const { return int(ms / ms_per_pixel) - scroll_left; }
/// Get an absolute X coordinate from a time in milliseconds
int AbsoluteXFromTime(int ms) const { return int(ms / ms_per_pixel); }
};