mpv/player/lua/assdraw.lua

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local ass_mt = {}
ass_mt.__index = ass_mt
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 = math.pow(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
function ass_mt.round_rect_cw(ass, x0, y0, x1, y1, r)
local c = 0.551915024494 * r -- circle approximation
ass:move_to(x0 + r, y0)
ass:line_to(x1 - r, y0) -- top line
if r > 0 then
ass:bezier_curve(x1 - r + c, y0, x1, y0 + r - c, x1, y0 + r) -- top right corner
end
ass:line_to(x1, y1 - r) -- right line
if r > 0 then
ass:bezier_curve(x1, y1 - r + c, x1 - r + c, y1, x1 - r, y1) -- bottom right corner
end
ass:line_to(x0 + r, y1) -- bottom line
if r > 0 then
ass:bezier_curve(x0 + r - c, y1, x0, y1 - r + c, x0, y1 - r) -- bottom left corner
end
ass:line_to(x0, y0 + r) -- left line
if r > 0 then
ass:bezier_curve(x0, y0 + r - c, x0 + r - c, y0, x0 + r, y0) -- top left corner
end
end
return {ass_new = ass_new}