Split LuaProgressSink into its own cpp file to cut down on the bloatedness of auto4_lua.cpp

Originally committed to SVN as r5620.
This commit is contained in:
Thomas Goyne 2011-09-28 19:45:25 +00:00
parent 0b6ef72242
commit 66e826edb3
6 changed files with 217 additions and 221 deletions

View File

@ -544,6 +544,10 @@
RelativePath="..\..\src\auto4_lua_dialog.cpp"
>
</File>
<File
RelativePath="..\..\src\auto4_lua_progresssink.cpp"
>
</File>
<File
RelativePath="..\..\src\auto4_lua_scriptreader.cpp"
>

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@ -266,6 +266,7 @@
<ClCompile Include="$(SrcDir)auto4_lua.cpp" />
<ClCompile Include="$(SrcDir)auto4_lua_assfile.cpp" />
<ClCompile Include="$(SrcDir)auto4_lua_dialog.cpp" />
<ClCompile Include="$(SrcDir)auto4_lua_progresssink.cpp" />
<ClCompile Include="$(SrcDir)auto4_lua_scriptreader.cpp" />
<ClCompile Include="$(SrcDir)avisynth_wrap.cpp" />
<ClCompile Include="$(SrcDir)base_grid.cpp" />

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@ -920,6 +920,9 @@
<ClCompile Include="$(SrcDir)auto4_lua_dialog.cpp">
<Filter>Automation\Lua</Filter>
</ClCompile>
<ClCompile Include="$(SrcDir)auto4_lua_progresssink.cpp">
<Filter>Automation\Lua</Filter>
</ClCompile>
<ClCompile Include="$(SrcDir)auto4_lua_scriptreader.cpp">
<Filter>Automation\Lua</Filter>
</ClCompile>

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@ -80,8 +80,8 @@ endif
# AUTOMATION
############
ifeq (yes, $(HAVE_AUTO4_LUA))
SRC_OPT += auto4_lua.cpp auto4_lua_assfile.cpp auto4_lua_dialog.cpp auto4_lua_scriptreader.cpp
auto4_lua.o auto4_lua_assfile.o auto4_lua_dialog.o auto4_lua_scriptreader.o: CXXFLAGS += $(CFLAGS_LUA)
SRC_OPT += auto4_lua.cpp auto4_lua_assfile.cpp auto4_lua_dialog.cpp auto4_lua_progresssink.cpp auto4_lua_scriptreader.cpp
auto4_lua.o auto4_lua_assfile.o auto4_lua_dialog.o auto4_lua_progresssink.o auto4_lua_scriptreader.o: CXXFLAGS += $(CFLAGS_LUA)
LDFLAGS += $(LDFLAGS_LUA)
endif

View File

@ -957,225 +957,6 @@ namespace Automation4 {
}
}
// LuaProgressSink
/// @brief DOCME
/// @param _L
/// @param parent
/// @param allow_config_dialog
///
LuaProgressSink::LuaProgressSink(lua_State *_L, wxWindow *parent, bool allow_config_dialog)
: ProgressSink(parent)
, L(_L)
{
LuaProgressSink **ud = (LuaProgressSink**)lua_newuserdata(L, sizeof(LuaProgressSink*));
*ud = this;
// register progress reporting stuff
lua_getglobal(L, "aegisub");
lua_newtable(L);
lua_pushvalue(L, -3);
lua_pushcclosure(L, LuaSetProgress, 1);
lua_setfield(L, -2, "set");
lua_pushvalue(L, -3);
lua_pushcclosure(L, LuaSetTask, 1);
lua_setfield(L, -2, "task");
lua_pushvalue(L, -3);
lua_pushcclosure(L, LuaSetTitle, 1);
lua_setfield(L, -2, "title");
lua_pushvalue(L, -3);
lua_pushcclosure(L, LuaGetCancelled, 1);
lua_setfield(L, -2, "is_cancelled");
lua_setfield(L, -2, "progress");
lua_newtable(L);
lua_pushvalue(L, -3);
lua_pushcclosure(L, LuaDebugOut, 1);
lua_setfield(L, -2, "out");
lua_setfield(L, -2, "debug");
lua_pushvalue(L, -2);
lua_pushcclosure(L, LuaDebugOut, 1);
lua_setfield(L, -2, "log");
if (allow_config_dialog) {
lua_newtable(L);
lua_pushvalue(L, -3);
lua_pushcclosure(L, LuaDisplayDialog, 1);
lua_setfield(L, -2, "display");
lua_setfield(L, -2, "dialog");
}
// reference so other objects can also find the progress sink
lua_pushvalue(L, -2);
lua_setfield(L, LUA_REGISTRYINDEX, "progress_sink");
lua_pop(L, 2);
}
/// @brief DOCME
///
LuaProgressSink::~LuaProgressSink()
{
// remove progress reporting stuff
lua_getglobal(L, "aegisub");
lua_pushnil(L);
lua_setfield(L, -2, "progress");
lua_pushnil(L);
lua_setfield(L, -2, "debug");
lua_pop(L, 1);
lua_pushnil(L);
lua_setfield(L, LUA_REGISTRYINDEX, "progress_sink");
}
/// @brief DOCME
/// @param L
/// @param idx
/// @return
///
LuaProgressSink* LuaProgressSink::GetObjPointer(lua_State *L, int idx)
{
assert(lua_type(L, idx) == LUA_TUSERDATA);
void *ud = lua_touserdata(L, idx);
return *((LuaProgressSink**)ud);
}
/// @brief DOCME
/// @param L
/// @return
///
int LuaProgressSink::LuaSetProgress(lua_State *L)
{
LuaProgressSink *ps = GetObjPointer(L, lua_upvalueindex(1));
float progress = lua_tonumber(L, 1);
ps->SetProgress(progress);
return 0;
}
/// @brief DOCME
/// @param L
/// @return
///
int LuaProgressSink::LuaSetTask(lua_State *L)
{
LuaProgressSink *ps = GetObjPointer(L, lua_upvalueindex(1));
wxString task(lua_tostring(L, 1), wxConvUTF8);
ps->SetTask(task);
return 0;
}
/// @brief DOCME
/// @param L
/// @return
///
int LuaProgressSink::LuaSetTitle(lua_State *L)
{
LuaProgressSink *ps = GetObjPointer(L, lua_upvalueindex(1));
wxString title(lua_tostring(L, 1), wxConvUTF8);
ps->SetTitle(title);
return 0;
}
/// @brief DOCME
/// @param L
/// @return
///
int LuaProgressSink::LuaGetCancelled(lua_State *L)
{
LuaProgressSink *ps = GetObjPointer(L, lua_upvalueindex(1));
lua_pushboolean(L, ps->cancelled);
return 1;
}
/// @brief DOCME
/// @param L
/// @return
///
int LuaProgressSink::LuaDebugOut(lua_State *L)
{
LuaProgressSink *ps = GetObjPointer(L, lua_upvalueindex(1));
// Check trace level
if (lua_isnumber(L, 1)) {
int level = lua_tointeger(L, 1);
if (level > ps->trace_level)
return 0;
// remove trace level
lua_remove(L, 1);
}
// Only do format-string handling if there's more than one argument left
// (If there's more than one argument left, assume first is a format string and rest are format arguments)
if (lua_gettop(L) > 1) {
// Format the string
lua_getglobal(L, "string");
lua_getfield(L, -1, "format");
// Here stack contains format string, format arguments, 'string' table, format function
// remove 'string' table
lua_remove(L, -2);
// put the format function into place
lua_insert(L, 1);
// call format function
lua_call(L, lua_gettop(L)-1, 1);
}
// Top of stack is now a string to output
wxString msg(lua_tostring(L, 1), wxConvUTF8);
ps->AddDebugOutput(msg);
return 0;
}
/// @brief DOCME
/// @param L
/// @return
///
int LuaProgressSink::LuaDisplayDialog(lua_State *L)
{
LuaProgressSink *ps = GetObjPointer(L, lua_upvalueindex(1));
// Check that two arguments were actually given
// If only one, add another empty table for buttons
if (lua_gettop(L) == 1) {
lua_newtable(L);
}
// If more than two, remove the excess
if (lua_gettop(L) > 2) {
lua_settop(L, 2);
}
// Send the "show dialog" event
// See comments in auto4_base.h for more info on this synchronisation
ShowConfigDialogEvent evt;
LuaConfigDialog dlg(L, true); // magically creates the config dialog structure etc
evt.config_dialog = &dlg;
wxSemaphore sema(0, 1);
evt.sync_sema = &sema;
ps->AddPendingEvent(evt);
sema.Wait();
// more magic: puts two values on stack: button pushed and table with control results
return dlg.LuaReadBack(L);
}
/// @brief // Factory methods
///
LuaScriptFactory::LuaScriptFactory() {}

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@ -0,0 +1,207 @@
// Copyright (c) 2006, 2007, 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/
//
// $Id$
/// @file auto4_lua_progresssink.cpp
/// @brief Lua 5.1-based scripting engine
/// @ingroup scripting
///
#ifdef WITH_AUTO4_LUA
#include "auto4_lua.h"
#ifdef __WINDOWS__
#include "../../contrib/lua51/src/lua.h"
#else
#include <lua.hpp>
#endif
static void push_closure(lua_State *L, const char *name, lua_CFunction fn) {
lua_pushvalue(L, -3);
lua_pushcclosure(L, fn, 1);
lua_setfield(L, -2, name);
}
namespace Automation4 {
LuaProgressSink::LuaProgressSink(lua_State *L, wxWindow *parent, bool allow_config_dialog)
: ProgressSink(parent)
, L(L)
{
LuaProgressSink **ud = (LuaProgressSink**)lua_newuserdata(L, sizeof(LuaProgressSink*));
*ud = this;
// register progress reporting stuff
lua_getglobal(L, "aegisub");
lua_newtable(L);
push_closure(L, "set", LuaSetProgress);
push_closure(L, "task", LuaSetTask);
push_closure(L, "title", LuaSetTitle);
push_closure(L, "is_cancelled", LuaGetCancelled);
lua_setfield(L, -2, "progress");
lua_newtable(L);
lua_pushvalue(L, -3);
lua_pushcclosure(L, LuaDebugOut, 1);
lua_setfield(L, -2, "out");
lua_setfield(L, -2, "debug");
lua_pushvalue(L, -2);
lua_pushcclosure(L, LuaDebugOut, 1);
lua_setfield(L, -2, "log");
if (allow_config_dialog) {
lua_newtable(L);
lua_pushvalue(L, -3);
lua_pushcclosure(L, LuaDisplayDialog, 1);
lua_setfield(L, -2, "display");
lua_setfield(L, -2, "dialog");
}
// reference so other objects can also find the progress sink
lua_pushvalue(L, -2);
lua_setfield(L, LUA_REGISTRYINDEX, "progress_sink");
lua_pop(L, 2);
}
LuaProgressSink::~LuaProgressSink()
{
// remove progress reporting stuff
lua_getglobal(L, "aegisub");
lua_pushnil(L);
lua_setfield(L, -2, "progress");
lua_pushnil(L);
lua_setfield(L, -2, "debug");
lua_pop(L, 1);
lua_pushnil(L);
lua_setfield(L, LUA_REGISTRYINDEX, "progress_sink");
}
LuaProgressSink* LuaProgressSink::GetObjPointer(lua_State *L, int idx)
{
assert(lua_type(L, idx) == LUA_TUSERDATA);
void *ud = lua_touserdata(L, idx);
return *((LuaProgressSink**)ud);
}
int LuaProgressSink::LuaSetProgress(lua_State *L)
{
GetObjPointer(L, lua_upvalueindex(1))->SetProgress(lua_tonumber(L, 1));
return 0;
}
int LuaProgressSink::LuaSetTask(lua_State *L)
{
GetObjPointer(L, lua_upvalueindex(1))->SetTask(wxString(lua_tostring(L, 1), wxConvUTF8));
return 0;
}
int LuaProgressSink::LuaSetTitle(lua_State *L)
{
GetObjPointer(L, lua_upvalueindex(1))->SetTitle(wxString(lua_tostring(L, 1), wxConvUTF8));
return 0;
}
int LuaProgressSink::LuaGetCancelled(lua_State *L)
{
lua_pushboolean(L, GetObjPointer(L, lua_upvalueindex(1))->cancelled);
return 1;
}
int LuaProgressSink::LuaDebugOut(lua_State *L)
{
LuaProgressSink *ps = GetObjPointer(L, lua_upvalueindex(1));
// Check trace level
if (lua_isnumber(L, 1)) {
int level = lua_tointeger(L, 1);
if (level > ps->trace_level)
return 0;
// remove trace level
lua_remove(L, 1);
}
// Only do format-string handling if there's more than one argument left
// (If there's more than one argument left, assume first is a format string and rest are format arguments)
if (lua_gettop(L) > 1) {
// Format the string
lua_getglobal(L, "string");
lua_getfield(L, -1, "format");
// Here stack contains format string, format arguments, 'string' table, format function
// remove 'string' table
lua_remove(L, -2);
// put the format function into place
lua_insert(L, 1);
// call format function
lua_call(L, lua_gettop(L)-1, 1);
}
// Top of stack is now a string to output
wxString msg(lua_tostring(L, 1), wxConvUTF8);
ps->AddDebugOutput(msg);
return 0;
}
int LuaProgressSink::LuaDisplayDialog(lua_State *L)
{
LuaProgressSink *ps = GetObjPointer(L, lua_upvalueindex(1));
// Check that two arguments were actually given
// If only one, add another empty table for buttons
if (lua_gettop(L) == 1) {
lua_newtable(L);
}
// If more than two, remove the excess
if (lua_gettop(L) > 2) {
lua_settop(L, 2);
}
// Send the "show dialog" event
// See comments in auto4_base.h for more info on this synchronisation
ShowConfigDialogEvent evt;
LuaConfigDialog dlg(L, true); // magically creates the config dialog structure etc
evt.config_dialog = &dlg;
wxSemaphore sema(0, 1);
evt.sync_sema = &sema;
ps->AddPendingEvent(evt);
sema.Wait();
// more magic: puts two values on stack: button pushed and table with control results
return dlg.LuaReadBack(L);
}
}
#endif