Aegisub/aegisub/src/audio_display.h

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// Copyright (c) 2005, Rodrigo Braz Monteiro
// Copyright (c) 2009-2010, Niels Martin Hansen
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// 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/
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//
// $Id$
/// @file audio_display.h
/// @see audio_display.cpp
/// @ingroup audio_ui
///
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#ifndef AGI_PRE
#include <list>
#include <stdint.h>
#include <wx/gdicmn.h>
#include <wx/string.h>
#include <wx/window.h>
#endif
#include <libaegisub/scoped_ptr.h>
#include <libaegisub/signal.h>
namespace agi { struct Context; }
class AudioRenderer;
class AudioRendererBitmapProvider;
class AudioKaraoke;
class AudioProvider;
// 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::list<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;
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/// Our current audio provider
AudioProvider *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);
/// 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 audio samples per pixel
int pixel_samples;
/// 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<int64_t, 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();
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/// @brief Repaint a range of samples
/// @param sample_start First sample to repaint
/// @param sample_end Last sample to repaint
void Redraw(int64_t sample_start, int64_t sample_end);
/// wxWidgets paint event
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void OnPaint(wxPaintEvent &event);
/// wxWidgets mouse input event
void OnMouseEvent(wxMouseEvent &event);
/// wxWidgets control size changed event
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void OnSize(wxSizeEvent &event);
/// wxWidgets input focus changed event
void OnFocus(wxFocusEvent &event);
/// wxWidgets keypress event
void OnKeyDown(wxKeyEvent& event);
// AudioControllerAudioEventListener implementation
void OnAudioOpen(AudioProvider *provider);
void OnPlaybackPosition(int64_t sample_position);
void OnSelectionChanged();
void OnStyleRangesChanged();
void OnMarkerMoved();
public:
AudioDisplay(wxWindow *parent, AudioController *controller, agi::Context *context);
~AudioDisplay();
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/// @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);
/// @brief Scroll the audio display
/// @param sample_position Audio sample to put at left edge of the audio display
void ScrollSampleToLeft(int64_t sample_position);
/// @brief Scroll the audio display
/// @param sample_position Audio sample to put in center of the audio display
void ScrollSampleToCenter(int64_t sample_position);
/// @brief Scroll the audio display
/// @param range Range of audio samples 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 ScrollSampleRangeInView(const SampleRange &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;
/// @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);
/// @brief Get amplitude scale factor
/// @return The amplitude scaling factor
float GetAmplitudeScale() const;
/// @brief Get a sample index from an X coordinate relative to current scroll
int64_t SamplesFromRelativeX(int x) const { return (scroll_left + x) * pixel_samples; }
/// @brief Get a sample index from an absolute X coordinate
int64_t SamplesFromAbsoluteX(int x) const { return x * pixel_samples; }
/// @brief Get an X coordinate relative to the current scroll from a sample index
int RelativeXFromSamples(int64_t samples) const { return samples/pixel_samples - scroll_left; }
/// @brief Get an absolute X coordinate from a sample index
int AbsoluteXFromSamples(int64_t samples) const { return samples/pixel_samples; }
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DECLARE_EVENT_TABLE()
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};