Aegisub/aegisub/src/auto4_base.h

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// Copyright (c) 2006, 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/
/// @file auto4_base.h
/// @see auto4_base.cpp
/// @ingroup scripting
///
#pragma once
#include <libaegisub/background_runner.h>
#include <libaegisub/exception.h>
#include <libaegisub/fs_fwd.h>
#include <libaegisub/signal.h>
#include "ass_export_filter.h"
#include "compat.h"
#include <boost/filesystem/path.hpp>
#include <deque>
#include <memory>
#include <vector>
#include <wx/dialog.h>
class AssFile;
class AssStyle;
class DialogProgress;
class SubtitleFormat;
class wxWindow;
class wxDialog;
namespace agi { struct Context; }
namespace cmd { class Command; }
namespace Automation4 {
DEFINE_BASE_EXCEPTION_NOINNER(AutomationError, agi::Exception)
DEFINE_SIMPLE_EXCEPTION_NOINNER(ScriptLoadError, AutomationError, "automation/load/generic")
DEFINE_SIMPLE_EXCEPTION_NOINNER(MacroRunError, AutomationError, "automation/macro/generic")
// Calculate the extents of a text string given a style
bool CalculateTextExtents(AssStyle *style, std::string const& text, double &width, double &height, double &descent, double &extlead);
class ScriptDialog;
class ExportFilter : public AssExportFilter {
std::unique_ptr<ScriptDialog> config_dialog;
/// subclasses should implement this, producing a new ScriptDialog
virtual ScriptDialog* GenerateConfigDialog(wxWindow *parent, agi::Context *c) = 0;
protected:
std::string GetScriptSettingsIdentifier();
public:
ExportFilter(std::string const& name, std::string const& description, int priority);
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wxWindow* GetConfigDialogWindow(wxWindow *parent, agi::Context *c) override;
void LoadSettings(bool is_default, agi::Context *c) override;
// Subclasses must implement ProcessSubs from AssExportFilter
};
/// A "dialog" which actually generates a non-top-level window that is then
/// either inserted into a dialog or into the export filter configuration
/// panel
class ScriptDialog {
public:
virtual ~ScriptDialog() { }
/// Create a window with the given parent
virtual wxWindow *CreateWindow(wxWindow *parent) = 0;
/// Serialize the values of the controls in this dialog to a string
/// suitable for storage in the subtitle script
virtual std::string Serialise() { return ""; }
/// Restore the values of the controls in this dialog from a string
/// stored in the subtitle script
virtual void Unserialise(std::string const& serialised) { }
};
class ProgressSink;
class BackgroundScriptRunner {
std::unique_ptr<DialogProgress> impl;
public:
wxWindow *GetParentWindow() const;
std::string GetTitle() const;
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void Run(std::function<void(ProgressSink*)> task);
BackgroundScriptRunner(wxWindow *parent, std::string const& title);
~BackgroundScriptRunner();
};
/// A wrapper around agi::ProgressSink which adds the ability to open
/// dialogs on the GUI thread
class ProgressSink : public agi::ProgressSink {
agi::ProgressSink *impl;
BackgroundScriptRunner *bsr;
int trace_level;
public:
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void SetIndeterminate() override { impl->SetIndeterminate(); }
void SetTitle(std::string const& title) override { impl->SetTitle(title); }
void SetMessage(std::string const& msg) override { impl->SetMessage(msg); }
void SetProgress(int64_t cur, int64_t max) override { impl->SetProgress(cur, max); }
void Log(std::string const& str) override { impl->Log(str); }
bool IsCancelled() override { return impl->IsCancelled(); }
/// Show the passed dialog on the GUI thread, blocking the calling
/// thread until it closes
void ShowDialog(ScriptDialog *config_dialog);
int ShowDialog(wxDialog *dialog);
wxWindow *GetParentWindow() const { return bsr->GetParentWindow(); }
/// Get the current automation trace level
int GetTraceLevel() const { return trace_level; }
ProgressSink(agi::ProgressSink *impl, BackgroundScriptRunner *bsr);
};
class Script {
agi::fs::path filename;
protected:
/// The automation include path, consisting of the user-specified paths
/// along with the script's path
std::vector<agi::fs::path> include_path;
Script(agi::fs::path const& filename);
public:
virtual ~Script() { }
/// Reload this script
virtual void Reload() = 0;
/// The script's file name with path
agi::fs::path GetFilename() const { return filename; }
/// The script's file name without path
agi::fs::path GetPrettyFilename() const { return filename.filename(); }
/// The script's name. Not required to be unique.
virtual std::string GetName() const=0;
/// A short description of the script
virtual std::string GetDescription() const=0;
/// The author of the script
virtual std::string GetAuthor() const=0;
/// A version string that should not be used for anything but display
virtual std::string GetVersion() const=0;
/// Did the script load correctly?
virtual bool GetLoadedState() const=0;
/// Get a list of commands provided by this script
virtual std::vector<cmd::Command*> GetMacros() const=0;
/// Get a list of export filters provided by this script
virtual std::vector<ExportFilter*> GetFilters() const=0;
/// Get a list of subtitle formats provided by this script
virtual std::vector<SubtitleFormat*> GetFormats() const=0;
};
/// A manager of loaded automation scripts
class ScriptManager {
protected:
std::vector<std::unique_ptr<Script>> scripts;
std::vector<cmd::Command*> macros;
agi::signal::Signal<> ScriptsChanged;
public:
/// Deletes all scripts managed
virtual ~ScriptManager();
/// Add a script to the manager.
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void Add(std::unique_ptr<Script> script);
/// Remove a script from the manager, and delete the Script object.
void Remove(Script *script);
/// Deletes all scripts managed
void RemoveAll();
/// Reload all scripts managed
virtual void Reload() = 0;
/// Reload a single managed script
virtual void Reload(Script *script);
/// Get all managed scripts (both loaded and invalid)
const std::vector<std::unique_ptr<Script>>& GetScripts() const { return scripts; }
const std::vector<cmd::Command*>& GetMacros();
// No need to have getters for the other kinds of features, I think.
// They automatically register themselves in the relevant places.
DEFINE_SIGNAL_ADDERS(ScriptsChanged, AddScriptChangeListener)
};
/// Manager for scripts specified by a subtitle file
class LocalScriptManager : public ScriptManager {
std::deque<agi::signal::Connection> slots;
agi::Context *context;
void OnSubtitlesSave();
public:
LocalScriptManager(agi::Context *context);
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void Reload() override;
};
/// Manager for scripts in the autoload directory
class AutoloadScriptManager : public ScriptManager {
std::string path;
public:
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AutoloadScriptManager(std::string path);
void Reload() override;
};
/// Both a base class for script factories and a manager of registered
/// script factories
class ScriptFactory {
std::string engine_name;
std::string filename_pattern;
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/// Load a file, or return nullptr if the file is not in a supported
/// format. If the file is in a supported format but is invalid, a
/// script should be returned which returns false from IsLoaded and
/// an appropriate error message from GetDescription.
///
/// This is private as it should only ever be called through
/// CreateFromFile
virtual std::unique_ptr<Script> Produce(agi::fs::path const& filename) const = 0;
static std::vector<std::unique_ptr<ScriptFactory>>& Factories();
protected:
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ScriptFactory(std::string engine_name, std::string filename_pattern);
public:
virtual ~ScriptFactory() { }
/// Name of this automation engine
const std::string& GetEngineName() const { return engine_name; }
/// Extension which this engine supports
const std::string& GetFilenamePattern() const { return filename_pattern; }
/// Register an automation engine.
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static void Register(std::unique_ptr<ScriptFactory> factory);
/// Get the full wildcard string for all loaded engines
static std::string GetWildcardStr();
/// Load a script from a file
/// @param filename Script to load
/// @param complain_about_unrecognised Should an error be displayed for files that aren't automation scripts?
/// @param create_unknown Create a placeholder rather than returning nullptr if no script engine supports the file
static std::unique_ptr<Script> CreateFromFile(agi::fs::path const& filename, bool complain_about_unrecognised, bool create_unknown=true);
static const std::vector<std::unique_ptr<ScriptFactory>>& GetFactories();
};
/// A script which represents a file not recognized by any registered
/// automation engines
class UnknownScript : public Script {
public:
UnknownScript(agi::fs::path const& filename) : Script(filename) { }
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void Reload() override { }
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std::string GetName() const override { return GetFilename().stem().string(); }
std::string GetDescription() const override { return from_wx(_("File was not recognized as a script")); }
std::string GetAuthor() const override { return ""; }
std::string GetVersion() const override { return ""; }
bool GetLoadedState() const override { return false; }
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std::vector<cmd::Command*> GetMacros() const override { return {}; }
std::vector<ExportFilter*> GetFilters() const override { return {}; }
std::vector<SubtitleFormat*> GetFormats() const override { return {}; }
};
}