コード例 #1
0
void SubtitleCorrector::ShiftSub()
{
	std::string line;

	std::regex pat{ "[0-9]{2}", std::regex_constants::extended };
	std::string test{ "33" };
	
	if (std::regex_match(test, pat))
	{
		//std::cout << "test matches\n";
	}
	else
	{
		std::cout << "test does not match - it is likely that the program will not work \n (you might need a different / newer compiler (GCC 4.9.x or VS should work) \n";
	}

	while (std::getline(inFile, line))
	{
		//std::cout << "line (" << line.size() << " chars): " << line << "\n";

		try
		{
			//00:00:05,110 --> 00:00:07,710
			if (std::regex_match(line, std::regex{ "^[0-9]{2}:[0-9]{2}:[0-9]{2},[0-9]{3} --> [0-9]{2}:[0-9]{2}:[0-9]{2},[0-9]{3}$", std::regex_constants::extended }))
			{
				std::string newLine = ShiftLine(line);
				writeOutLine(newLine);
			}
			else
			{
				writeOutLine(line);
			}
		}
		catch (std::regex_error& e)
		{
			std::cout << "regex error: code" << e.code() << "\n";
			writeOutLine(line);
		}

	};
}
コード例 #2
0
ファイル: tk3d.c プロジェクト: aosm/tcl
void
Tk_Draw3DPolygon(
    Tk_Window tkwin,		/* Window for which border was allocated. */
    Drawable drawable,		/* X window or pixmap in which to draw. */
    Tk_3DBorder border,		/* Token for border to draw. */
    XPoint *pointPtr,		/* Array of points describing polygon. All
				 * points must be absolute
				 * (CoordModeOrigin). */
    int numPoints,		/* Number of points at *pointPtr. */
    int borderWidth,		/* Width of border, measured in pixels to the
				 * left of the polygon's trajectory. May be
				 * negative. */
    int leftRelief)		/* TK_RELIEF_RAISED or TK_RELIEF_SUNKEN:
				 * indicates how stuff to left of trajectory
				 * looks relative to stuff on right. */
{
    XPoint poly[4], b1, b2, newB1, newB2;
    XPoint perp, c, shift1, shift2;	/* Used for handling parallel lines. */
    register XPoint *p1Ptr, *p2Ptr;
    TkBorder *borderPtr = (TkBorder *) border;
    GC gc;
    int i, lightOnLeft, dx, dy, parallel, pointsSeen;
    Display *display = Tk_Display(tkwin);

    if (borderPtr->lightGC == None) {
	TkpGetShadows(borderPtr, tkwin);
    }

    /*
     * Handle grooves and ridges with recursive calls.
     */

    if ((leftRelief == TK_RELIEF_GROOVE) || (leftRelief == TK_RELIEF_RIDGE)) {
	int halfWidth;

	halfWidth = borderWidth/2;
	Tk_Draw3DPolygon(tkwin, drawable, border, pointPtr, numPoints,
		halfWidth, (leftRelief == TK_RELIEF_GROOVE) ? TK_RELIEF_RAISED
		: TK_RELIEF_SUNKEN);
	Tk_Draw3DPolygon(tkwin, drawable, border, pointPtr, numPoints,
		-halfWidth, (leftRelief == TK_RELIEF_GROOVE) ? TK_RELIEF_SUNKEN
		: TK_RELIEF_RAISED);
	return;
    }

    /*
     * If the polygon is already closed, drop the last point from it (we'll
     * close it automatically).
     */

    p1Ptr = &pointPtr[numPoints-1];
    p2Ptr = &pointPtr[0];
    if ((p1Ptr->x == p2Ptr->x) && (p1Ptr->y == p2Ptr->y)) {
	numPoints--;
    }

    /*
     * The loop below is executed once for each vertex in the polgon. At the
     * beginning of each iteration things look like this:
     *
     *          poly[1]       /
     *             *        /
     *             |      /
     *             b1   * poly[0] (pointPtr[i-1])
     *             |    |
     *             |    |
     *             |    |
     *             |    |
     *             |    |
     *             |    | *p1Ptr            *p2Ptr
     *             b2   *--------------------*
     *             |
     *             |
     *             x-------------------------
     *
     * The job of this iteration is to do the following:
     * (a) Compute x (the border corner corresponding to pointPtr[i]) and put
     *	   it in poly[2]. As part of this, compute a new b1 and b2 value for
     *	   the next side of the polygon.
     * (b) Put pointPtr[i] into poly[3].
     * (c) Draw the polygon given by poly[0..3].
     * (d) Advance poly[0], poly[1], b1, and b2 for the next side of the
     *     polygon.
     */

    /*
     * The above situation doesn't first come into existence until two points
     * have been processed; the first two points are used to "prime the pump",
     * so some parts of the processing are ommitted for these points. The
     * variable "pointsSeen" keeps track of the priming process; it has to be
     * separate from i in order to be able to ignore duplicate points in the
     * polygon.
     */

    pointsSeen = 0;
    for (i = -2, p1Ptr = &pointPtr[numPoints-2], p2Ptr = p1Ptr+1;
	    i < numPoints; i++, p1Ptr = p2Ptr, p2Ptr++) {
	if ((i == -1) || (i == numPoints-1)) {
	    p2Ptr = pointPtr;
	}
	if ((p2Ptr->x == p1Ptr->x) && (p2Ptr->y == p1Ptr->y)) {
	    /*
	     * Ignore duplicate points (they'd cause core dumps in ShiftLine
	     * calls below).
	     */

	    continue;
	}
	ShiftLine(p1Ptr, p2Ptr, borderWidth, &newB1);
	newB2.x = newB1.x + (p2Ptr->x - p1Ptr->x);
	newB2.y = newB1.y + (p2Ptr->y - p1Ptr->y);
	poly[3] = *p1Ptr;
	parallel = 0;
	if (pointsSeen >= 1) {
	    parallel = Intersect(&newB1, &newB2, &b1, &b2, &poly[2]);

	    /*
	     * If two consecutive segments of the polygon are parallel, then
	     * things get more complex. Consider the following diagram:
	     *
	     * poly[1]
	     *    *----b1-----------b2------a
	     *                                \
	     *                                  \
	     *         *---------*----------*    b
	     *        poly[0]  *p2Ptr   *p1Ptr  /
	     *                                /
	     *              --*--------*----c
	     *              newB1    newB2
	     *
	     * Instead of using x and *p1Ptr for poly[2] and poly[3], as in
	     * the original diagram, use a and b as above. Then instead of
	     * using x and *p1Ptr for the new poly[0] and poly[1], use b and c
	     * as above.
	     *
	     * Do the computation in three stages:
	     * 1. Compute a point "perp" such that the line p1Ptr-perp is
	     *    perpendicular to p1Ptr-p2Ptr.
	     * 2. Compute the points a and c by intersecting the lines b1-b2
	     *    and newB1-newB2 with p1Ptr-perp.
	     * 3. Compute b by shifting p1Ptr-perp to the right and
	     *    intersecting it with p1Ptr-p2Ptr.
	     */

	    if (parallel) {
		perp.x = p1Ptr->x + (p2Ptr->y - p1Ptr->y);
		perp.y = p1Ptr->y - (p2Ptr->x - p1Ptr->x);
		(void) Intersect(p1Ptr, &perp, &b1, &b2, &poly[2]);
		(void) Intersect(p1Ptr, &perp, &newB1, &newB2, &c);
		ShiftLine(p1Ptr, &perp, borderWidth, &shift1);
		shift2.x = shift1.x + (perp.x - p1Ptr->x);
		shift2.y = shift1.y + (perp.y - p1Ptr->y);
		(void) Intersect(p1Ptr, p2Ptr, &shift1, &shift2, &poly[3]);
	    }
	}
	if (pointsSeen >= 2) {
	    dx = poly[3].x - poly[0].x;
	    dy = poly[3].y - poly[0].y;
	    if (dx > 0) {
		lightOnLeft = (dy <= dx);
	    } else {
		lightOnLeft = (dy < dx);
	    }
	    if (lightOnLeft ^ (leftRelief == TK_RELIEF_RAISED)) {
		gc = borderPtr->lightGC;
	    } else {
		gc = borderPtr->darkGC;
	    }
	    XFillPolygon(display, drawable, gc, poly, 4, Convex,
		    CoordModeOrigin);
	}
	b1.x = newB1.x;
	b1.y = newB1.y;
	b2.x = newB2.x;
	b2.y = newB2.y;
	poly[0].x = poly[3].x;
	poly[0].y = poly[3].y;
	if (parallel) {
	    poly[1].x = c.x;
	    poly[1].y = c.y;
	} else if (pointsSeen >= 1) {
	    poly[1].x = poly[2].x;
	    poly[1].y = poly[2].y;
	}
	pointsSeen++;
    }
}