mpv/player/lua/assdraw.lua

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local ass_mt = {}
ass_mt.__index = ass_mt
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local c = 0.551915024494 -- circle approximation
local function ass_new()
return setmetatable({ scale = 4, text = "" }, ass_mt)
end
function ass_mt.new_event(ass)
-- osd_libass.c adds an event per line
if #ass.text > 0 then
ass.text = ass.text .. "\n"
end
end
function ass_mt.draw_start(ass)
ass.text = string.format("%s{\\p%d}", ass.text, ass.scale)
end
function ass_mt.draw_stop(ass)
ass.text = ass.text .. "{\\p0}"
end
function ass_mt.coord(ass, x, y)
local scale = 2 ^ (ass.scale - 1)
local ix = math.ceil(x * scale)
local iy = math.ceil(y * scale)
ass.text = string.format("%s %d %d", ass.text, ix, iy)
end
function ass_mt.append(ass, s)
ass.text = ass.text .. s
end
function ass_mt.merge(ass1, ass2)
ass1.text = ass1.text .. ass2.text
end
function ass_mt.pos(ass, x, y)
ass:append(string.format("{\\pos(%f,%f)}", x, y))
end
function ass_mt.an(ass, an)
ass:append(string.format("{\\an%d}", an))
end
function ass_mt.move_to(ass, x, y)
ass:append(" m")
ass:coord(x, y)
end
function ass_mt.line_to(ass, x, y)
ass:append(" l")
ass:coord(x, y)
end
function ass_mt.bezier_curve(ass, x1, y1, x2, y2, x3, y3)
ass:append(" b")
ass:coord(x1, y1)
ass:coord(x2, y2)
ass:coord(x3, y3)
end
function ass_mt.rect_ccw(ass, x0, y0, x1, y1)
ass:move_to(x0, y0)
ass:line_to(x0, y1)
ass:line_to(x1, y1)
ass:line_to(x1, y0)
end
function ass_mt.rect_cw(ass, x0, y0, x1, y1)
ass:move_to(x0, y0)
ass:line_to(x1, y0)
ass:line_to(x1, y1)
ass:line_to(x0, y1)
end
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function ass_mt.hexagon_cw(ass, x0, y0, x1, y1, r1, r2)
if r2 == nil then
r2 = r1
end
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ass:move_to(x0 + r1, y0)
if x0 ~= x1 then
ass:line_to(x1 - r2, y0)
end
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ass:line_to(x1, y0 + r2)
if x0 ~= x1 then
ass:line_to(x1 - r2, y1)
end
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ass:line_to(x0 + r1, y1)
ass:line_to(x0, y0 + r1)
end
function ass_mt.hexagon_ccw(ass, x0, y0, x1, y1, r1, r2)
if r2 == nil then
r2 = r1
end
ass:move_to(x0 + r1, y0)
ass:line_to(x0, y0 + r1)
ass:line_to(x0 + r1, y1)
if x0 ~= x1 then
ass:line_to(x1 - r2, y1)
end
ass:line_to(x1, y0 + r2)
if x0 ~= x1 then
ass:line_to(x1 - r2, y0)
end
end
function ass_mt.round_rect_cw(ass, x0, y0, x1, y1, r1, r2)
if r2 == nil then
r2 = r1
end
local c1 = c * r1 -- circle approximation
local c2 = c * r2 -- circle approximation
ass:move_to(x0 + r1, y0)
ass:line_to(x1 - r2, y0) -- top line
if r2 > 0 then
ass:bezier_curve(x1 - r2 + c2, y0, x1, y0 + r2 - c2, x1, y0 + r2) -- top right corner
end
ass:line_to(x1, y1 - r2) -- right line
if r2 > 0 then
ass:bezier_curve(x1, y1 - r2 + c2, x1 - r2 + c2, y1, x1 - r2, y1) -- bottom right corner
end
ass:line_to(x0 + r1, y1) -- bottom line
if r1 > 0 then
ass:bezier_curve(x0 + r1 - c1, y1, x0, y1 - r1 + c1, x0, y1 - r1) -- bottom left corner
end
ass:line_to(x0, y0 + r1) -- left line
if r1 > 0 then
ass:bezier_curve(x0, y0 + r1 - c1, x0 + r1 - c1, y0, x0 + r1, y0) -- top left corner
end
end
function ass_mt.round_rect_ccw(ass, x0, y0, x1, y1, r1, r2)
if r2 == nil then
r2 = r1
end
local c1 = c * r1 -- circle approximation
local c2 = c * r2 -- circle approximation
ass:move_to(x0 + r1, y0)
if r1 > 0 then
ass:bezier_curve(x0 + r1 - c1, y0, x0, y0 + r1 - c1, x0, y0 + r1) -- top left corner
end
ass:line_to(x0, y1 - r1) -- left line
if r1 > 0 then
ass:bezier_curve(x0, y1 - r1 + c1, x0 + r1 - c1, y1, x0 + r1, y1) -- bottom left corner
end
ass:line_to(x1 - r2, y1) -- bottom line
if r2 > 0 then
ass:bezier_curve(x1 - r2 + c2, y1, x1, y1 - r2 + c2, x1, y1 - r2) -- bottom right corner
end
ass:line_to(x1, y0 + r2) -- right line
if r2 > 0 then
ass:bezier_curve(x1, y0 + r2 - c2, x1 - r2 + c2, y0, x1 - r2, y0) -- top right corner
end
end
return {ass_new = ass_new}