// Copyright (c) 2005, Rodrigo Braz Monteiro // 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 ass_time.cpp /// @brief Class for managing timestamps in subtitles /// @ingroup subs_storage /// #include "config.h" #include "ass_time.h" #ifndef AGI_PRE #include #include #endif #include "utils.h" AssTime::AssTime(int time) : time(mid(0, time, 10 * 60 * 60 * 1000 - 1)) { } AssTime::AssTime(wxString const& text) : time(0) { size_t pos = 0, end = 0; int colons = text.Freq(':'); // Set start so that there are only two colons at most for (; colons > 2; --colons) pos = text.find(':', pos) + 1; // Hours if (colons == 2) { while (text[end++] != ':') { } time += AegiStringToInt(text, pos, end) * 60 * 60 * 1000; pos = end; } // Minutes if (colons >= 1) { while (text[end++] != ':') { } time += AegiStringToInt(text, pos, end) * 60 * 1000; } // Milliseconds (includes seconds) time += AegiStringToFix(text, 3, end, text.size()); } wxString AssTime::GetASSFormated(bool msPrecision) const { wxChar ret[] = { '0' + GetTimeHours(), ':', '0' + (time % (60 * 60 * 1000)) / (60 * 1000 * 10), '0' + (time % (10 * 60 * 1000)) / (60 * 1000), ':', '0' + (time % (60 * 1000)) / (1000 * 10), '0' + (time % (10 * 1000)) / 1000, '.', '0' + (time % 1000) / 100, '0' + (time % 100) / 10, '0' + time % 10 }; return wxString(ret, msPrecision ? 11 : 10); } int AssTime::GetTimeHours() const { return time / 3600000; } int AssTime::GetTimeMinutes() const { return (time % 3600000) / 60000; } int AssTime::GetTimeSeconds() const { return (time % 60000) / 1000; } int AssTime::GetTimeMiliseconds() const { return (time % 1000); } int AssTime::GetTimeCentiseconds() const { return (time % 1000) / 10; } FractionalTime::FractionalTime(agi::vfr::Framerate fps, bool dropframe) : fps(fps) , drop(dropframe) { } wxString FractionalTime::ToSMPTE(AssTime time, char sep) { int h=0, m=0, s=0, f=0; // hours, minutes, seconds, fractions int fn = fps.FrameAtTime(time); // return 00:00:00:00 if (time <= 0) { } // dropframe? else if (drop) { fn += 2 * (fn / (30 * 60)) - 2 * (fn / (30 * 60 * 10)); h = fn / (30 * 60 * 60); m = (fn / (30 * 60)) % 60; s = (fn / 30) % 60; f = fn % 30; } // no dropframe; h/m/s may or may not sync to wallclock time else { /* This is truly the dumbest shit. What we're trying to ensure here is that non-integer framerates are desynced from the wallclock time by a correct amount of time. For example, in the NTSC-without-dropframe case, 3600*num/den would be 107892 (when truncated to int), which is quite a good approximation of how a long an hour is when counted in 30000/1001 frames per second. Unfortunately, that's not what we want, since frame numbers will still range from 00 to 29, meaning that we're really getting _30_ frames per second and not 29.97 and the full hour will be off by almost 4 seconds (108000 frames versus 107892). DEATH TO SMPTE */ int fps_approx = floor(fps.FPS() + 0.5); int frames_per_h = 3600*fps_approx; int frames_per_m = 60*fps_approx; int frames_per_s = fps_approx; h = fn / frames_per_h; fn = fn % frames_per_h; m = fn / frames_per_m; fn = fn % frames_per_m; s = fn / frames_per_s; fn = fn % frames_per_s; f = fn; } return wxString::Format("%02i%c%02%c%02i%c%02i", h, sep, m, sep, s, sep, f); }