Aegisub/aegisub/src/audio_colorscheme.h

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// 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/
//
// $Id$
/// @file audio_colorscheme.h
/// @see audio_colorscheme.cpp
/// @ingroup audio_ui
///
/// Manage colour schemes for the audio display
#ifndef AGI_PRE
#include <vector>
#include <wx/colour.h>
#endif
#include "utils.h"
/// @class AudioSpectrumColorMap
/// @brief Provides colour maps for audio display rendering
///
/// Maps values from floats in range 0..1 into RGB colour values.
///
/// First create an instance of this class, then call an initialisation function
/// in it to fill the palette with a colour map.
class AudioColorScheme {
/// The palette data for the map
std::vector<unsigned char> palette;
/// Factor to multiply 0..1 values by to map them into the palette range
size_t factor;
/// @brief Get a floating point value's colour as a 24-bit RGB pixel
/// @param val The value to map from
const unsigned char *get_color(float val) const
{
return &palette[mid<size_t>(0, val * factor, factor) * 3];
}
public:
/// @brief Constructor
/// @param prec Bit precision to create the colour map with
/// @param scheme_name Name of the colour scheme to use
/// @param audio_rendering_style AudioRenderingStyle to init this colorscheme for
///
/// Allocates the palette array to 2^prec entries
AudioColorScheme(int prec, std::string const& scheme_name, int audio_rendering_style);
/// @brief Map a floating point value to RGB
/// @param val [in] The value to map from
/// @param pixel [out] First byte of the pixel to write
///
/// Writes into the XRGB pixel (assumed 32 bit without alpha) passed.
/// The pixel format is assumed to be the same as that in the palette.
void map(float val, unsigned char *pixel) const
{
// Find the colour in the palette
const unsigned char *color = get_color(val);
// Copy to the destination.
// Has to be done one byte at a time since we're writing RGB and not RGBX or RGBA
// data, and we otherwise write past the end of the pixel we're writing, possibly
// hitting adjacent memory blocks or just overwriting the start of the following
// scanline in the image.
// As the image is 24 bpp, 3 of every 4 uint32_t writes would be unaligned anyway.
pixel[0] = color[0];
pixel[1] = color[1];
pixel[2] = color[2];
}
/// @brief Get a floating point value's colour as a wxColour
/// @param val The value to map from
/// @return The corresponding wxColour
wxColour get(float val) const
{
const unsigned char *color = get_color(val);
return wxColour(color[0], color[1], color[2]);
}
};