// 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.cpp /// @brief Lua 5.1-based scripting engine /// @ingroup scripting /// #include "config.h" #ifdef WITH_AUTO4_LUA #ifndef AGI_PRE #include #include #include #include #include #include #include #include #endif #include "ass_dialogue.h" #include "ass_file.h" #include "ass_override.h" #include "ass_style.h" #include "auto4_lua.h" #include "auto4_lua_factory.h" #include "auto4_lua_scriptreader.h" #include "main.h" #include "options.h" #include "standard_paths.h" #include "text_file_reader.h" #include "vfr.h" #include "video_context.h" // This must be below the headers above. #ifdef __WINDOWS__ #include "../../contrib/lua51/src/lualib.h" #include "../../contrib/lua51/src/lauxlib.h" #else #include #include #endif /// DOCME namespace Automation4 { // LuaStackcheck //#ifdef _DEBUG #if 0 struct LuaStackcheck { lua_State *L; int startstack; void check_stack(int additional) { int top = lua_gettop(L); if (top - additional != startstack) { wxLogDebug(_T("Lua stack size mismatch.")); dump(); assert(top - additional == startstack); } } void dump() { int top = lua_gettop(L); wxLogDebug(_T("Dumping Lua stack...")); for (int i = top; i > 0; i--) { lua_pushvalue(L, i); wxString type(lua_typename(L, lua_type(L, -1)), wxConvUTF8); if (lua_isstring(L, i)) { wxLogDebug(type + _T(": ") + wxString(lua_tostring(L, -1), wxConvUTF8)); } else { wxLogDebug(type); } lua_pop(L, 1); } wxLogDebug(_T("--- end dump")); } LuaStackcheck(lua_State *_L) : L(_L) { startstack = lua_gettop(L); } ~LuaStackcheck() { check_stack(0); } }; #else /// DOCME struct LuaStackcheck { /// @brief DOCME /// @param additional /// void check_stack(int additional) { } /// @brief DOCME /// void dump() { } /// @brief DOCME /// @param L /// LuaStackcheck(lua_State *L) { } /// @brief DOCME /// ~LuaStackcheck() { } }; #endif // LuaScript /// @brief DOCME /// @param filename /// LuaScript::LuaScript(const wxString &filename) : Script(filename) , L(0) { Create(); } /// @brief DOCME /// LuaScript::~LuaScript() { if (L) Destroy(); } /// @brief DOCME /// void LuaScript::Create() { Destroy(); loaded = true; try { // create lua environment L = lua_open(); LuaStackcheck _stackcheck(L); // register standard libs lua_pushcfunction(L, luaopen_base); lua_call(L, 0, 0); lua_pushcfunction(L, luaopen_package); lua_call(L, 0, 0); lua_pushcfunction(L, luaopen_string); lua_call(L, 0, 0); lua_pushcfunction(L, luaopen_table); lua_call(L, 0, 0); lua_pushcfunction(L, luaopen_math); lua_call(L, 0, 0); lua_pushcfunction(L, luaopen_io); lua_call(L, 0, 0); lua_pushcfunction(L, luaopen_os); lua_call(L, 0, 0); _stackcheck.check_stack(0); // dofile and loadfile are replaced with include lua_pushnil(L); lua_setglobal(L, "dofile"); lua_pushnil(L); lua_setglobal(L, "loadfile"); lua_pushcfunction(L, LuaInclude); lua_setglobal(L, "include"); // add include_path to the module load path lua_getglobal(L, "package"); lua_pushstring(L, "path"); lua_pushstring(L, "path"); lua_gettable(L, -3); wxStringTokenizer toker(lagi_wxString(OPT_GET("Path/Automation/Include")->GetString()), _T("|"), wxTOKEN_STRTOK); while (toker.HasMoreTokens()) { wxFileName path(StandardPaths::DecodePath(toker.GetNextToken())); if (path.IsOk() && !path.IsRelative() && path.DirExists()) { wxCharBuffer p = path.GetLongPath().utf8_str(); lua_pushfstring(L, ";%s?.lua;%s?/init.lua", p.data(), p.data()); lua_concat(L, 2); } } lua_settable(L, -3); // Replace the default lua module loader with our utf-8 compatible one lua_getfield(L, -1, "loaders"); lua_pushcfunction(L, LuaModuleLoader); lua_rawseti(L, -2, 2); lua_pop(L, 2); _stackcheck.check_stack(0); // prepare stuff in the registry // reference to the script object lua_pushlightuserdata(L, this); lua_setfield(L, LUA_REGISTRYINDEX, "aegisub"); // the "feature" table // integer indexed, using same indexes as "features" vector in the base Script class lua_newtable(L); lua_setfield(L, LUA_REGISTRYINDEX, "features"); _stackcheck.check_stack(0); // make "aegisub" table lua_pushstring(L, "aegisub"); lua_newtable(L); // aegisub.register_macro lua_pushcfunction(L, LuaFeatureMacro::LuaRegister); lua_setfield(L, -2, "register_macro"); // aegisub.register_filter lua_pushcfunction(L, LuaFeatureFilter::LuaRegister); lua_setfield(L, -2, "register_filter"); // aegisub.text_extents lua_pushcfunction(L, LuaTextExtents); lua_setfield(L, -2, "text_extents"); // VFR handling lua_pushcfunction(L, LuaFrameFromMs); lua_setfield(L, -2, "frame_from_ms"); lua_pushcfunction(L, LuaMsFromFrame); lua_setfield(L, -2, "ms_from_frame"); lua_pushcfunction(L, LuaVideoSize); lua_setfield(L, -2, "video_size"); // aegisub.lua_automation_version lua_pushinteger(L, 4); lua_setfield(L, -2, "lua_automation_version"); // store aegisub table to globals lua_settable(L, LUA_GLOBALSINDEX); _stackcheck.check_stack(0); // load user script LuaScriptReader script_reader(GetFilename()); if (lua_load(L, script_reader.reader_func, &script_reader, GetPrettyFilename().mb_str(wxConvUTF8))) { wxString err(lua_tostring(L, -1), wxConvUTF8); err.Prepend(_T("Error loading Lua script \"") + GetPrettyFilename() + _T("\":\n\n")); throw err; } _stackcheck.check_stack(1); // and execute it // this is where features are registered // don't thread this, as there's no point in it and it seems to break on wx 2.8.3, for some reason if (lua_pcall(L, 0, 0, 0)) { // error occurred, assumed to be on top of Lua stack wxString err(lua_tostring(L, -1), wxConvUTF8); err.Prepend(_T("Error initialising Lua script \"") + GetPrettyFilename() + _T("\":\n\n")); throw err; } _stackcheck.check_stack(0); lua_getglobal(L, "version"); if (lua_isnumber(L, -1)) { if (lua_tointeger(L, -1) == 3) { lua_pop(L, 1); // just to avoid tripping the stackcheck in debug // So this is an auto3 script... // Throw it as an exception, the script factory manager will catch this and use the auto3 script instead of this script object throw _T("Attempted to load an Automation 3 script as an Automation 4 Lua script. Automation 3 is no longer supported."); } } lua_getglobal(L, "script_name"); if (lua_isstring(L, -1)) { name = wxString(lua_tostring(L, -1), wxConvUTF8); } else { name = GetPrettyFilename(); } lua_getglobal(L, "script_description"); if (lua_isstring(L, -1)) { description = wxString(lua_tostring(L, -1), wxConvUTF8); } lua_getglobal(L, "script_author"); if (lua_isstring(L, -1)) { author = wxString(lua_tostring(L, -1), wxConvUTF8); } lua_getglobal(L, "script_version"); if (lua_isstring(L, -1)) { version = wxString(lua_tostring(L, -1), wxConvUTF8); } lua_pop(L, 5); // if we got this far, the script should be ready _stackcheck.check_stack(0); } catch (const char *e) { Destroy(); loaded = false; name = GetPrettyFilename(); description = wxString(e, wxConvUTF8); } catch (const wchar_t *e) { Destroy(); loaded = false; name = GetPrettyFilename(); description = e; } catch (const wxString& e) { Destroy(); loaded = false; name = GetPrettyFilename(); description = e; } catch (Script *s) { // Be sure to properly propagate any scripts throw throw s; } catch (...) { Destroy(); loaded = false; name = GetPrettyFilename(); description = _T("Unknown error initialising Lua script"); } } /// @brief DOCME /// @return /// void LuaScript::Destroy() { // Assume the script object is clean if there's no Lua state if (!L) return; // remove features for (int i = 0; i < (int)features.size(); i++) { Feature *f = features[i]; delete f; } features.clear(); // delete environment lua_close(L); L = 0; loaded = false; } /// @brief DOCME /// void LuaScript::Reload() { Destroy(); Create(); } /// @brief DOCME /// @param L /// @return /// LuaScript* LuaScript::GetScriptObject(lua_State *L) { lua_getfield(L, LUA_REGISTRYINDEX, "aegisub"); void *ptr = lua_touserdata(L, -1); lua_pop(L, 1); return (LuaScript*)ptr; } /// @brief DOCME /// @param L /// @return /// int LuaScript::LuaTextExtents(lua_State *L) { if (!lua_istable(L, 1)) { lua_pushstring(L, "First argument to text_extents must be a table"); lua_error(L); } if (!lua_isstring(L, 2)) { lua_pushstring(L, "Second argument to text_extents must be a string"); lua_error(L); } lua_pushvalue(L, 1); AssEntry *et = LuaAssFile::LuaToAssEntry(L); AssStyle *st = dynamic_cast(et); lua_pop(L, 1); if (!st) { delete et; // Make sure to delete the "live" pointer lua_pushstring(L, "Not a style entry"); lua_error(L); } wxString text(lua_tostring(L, 2), wxConvUTF8); double width, height, descent, extlead; if (!CalculateTextExtents(st, text, width, height, descent, extlead)) { delete st; lua_pushstring(L, "Some internal error occurred calculating text_extents"); lua_error(L); } delete st; lua_pushnumber(L, width); lua_pushnumber(L, height); lua_pushnumber(L, descent); lua_pushnumber(L, extlead); return 4; } /// @brief Module loader which uses our include rather than Lua's, for unicode file support /// @param L The Lua state /// @return Always 1 per loader_Lua? int LuaScript::LuaModuleLoader(lua_State *L) { int pretop = lua_gettop(L); wxString module(lua_tostring(L, -1), wxConvUTF8); module.Replace(".", LUA_DIRSEP); lua_getglobal(L, "package"); lua_pushstring(L, "path"); lua_gettable(L, -2); wxString package_paths(lua_tostring(L, -1), wxConvUTF8); lua_pop(L, 2); wxStringTokenizer toker(package_paths, L";", wxTOKEN_STRTOK); while (toker.HasMoreTokens()) { wxString filename = toker.GetNextToken(); filename.Replace(L"?", module); if (wxFileName::FileExists(filename)) { LuaScriptReader script_reader(filename); if (lua_load(L, script_reader.reader_func, &script_reader, filename.utf8_str())) { lua_pushfstring(L, "Error loading Lua module \"%s\":\n\n%s", filename.utf8_str().data(), lua_tostring(L, -1)); lua_error(L); return lua_gettop(L) - pretop; } } } return lua_gettop(L) - pretop; } /// @brief DOCME /// @param L /// @return /// int LuaScript::LuaInclude(lua_State *L) { LuaScript *s = GetScriptObject(L); if (!lua_isstring(L, 1)) { lua_pushstring(L, "Argument to include must be a string"); lua_error(L); return 0; } wxString fnames(lua_tostring(L, 1), wxConvUTF8); wxFileName fname(fnames); if (fname.GetDirCount() == 0) { // filename only fname = s->include_path.FindAbsoluteValidPath(fnames); } else if (fname.IsRelative()) { // relative path wxFileName sfname(s->GetFilename()); fname.MakeAbsolute(sfname.GetPath(true)); } else { // absolute path, do nothing } if (!fname.IsOk() || !fname.FileExists()) { lua_pushfstring(L, "Lua include not found: %s", fnames.mb_str(wxConvUTF8).data()); lua_error(L); } LuaScriptReader script_reader(fname.GetFullPath()); if (lua_load(L, script_reader.reader_func, &script_reader, fname.GetFullName().mb_str(wxConvUTF8))) { lua_pushfstring(L, "Error loading Lua include \"%s\":\n\n%s", fname.GetFullPath().mb_str(wxConvUTF8).data(), lua_tostring(L, -1)); lua_error(L); return 0; } int pretop = lua_gettop(L) - 1; // don't count the function value itself lua_call(L, 0, LUA_MULTRET); return lua_gettop(L) - pretop; } /// @brief DOCME /// @param L /// @return /// int LuaScript::LuaFrameFromMs(lua_State *L) { int ms = (int)lua_tonumber(L, -1); lua_pop(L, 1); if (VFR_Output.IsLoaded()) { lua_pushnumber(L, VFR_Output.GetFrameAtTime(ms, true)); return 1; } else { lua_pushnil(L); return 1; } } /// @brief DOCME /// @param L /// @return /// int LuaScript::LuaMsFromFrame(lua_State *L) { int frame = (int)lua_tonumber(L, -1); lua_pop(L, 1); if (VFR_Output.IsLoaded()) { lua_pushnumber(L, VFR_Output.GetTimeAtFrame(frame, true)); return 1; } else { lua_pushnil(L); return 1; } } /// @brief DOCME /// @param L /// @return /// int LuaScript::LuaVideoSize(lua_State *L) { VideoContext *ctx = VideoContext::Get(); if (ctx->IsLoaded()) { lua_pushnumber(L, ctx->GetWidth()); lua_pushnumber(L, ctx->GetHeight()); lua_pushnumber(L, ctx->GetAspectRatioValue()); lua_pushnumber(L, ctx->GetAspectRatioType()); return 4; } else { lua_pushnil(L); return 1; } } // LuaThreadedCall /// @brief DOCME /// @param _L /// @param _nargs /// @param _nresults /// LuaThreadedCall::LuaThreadedCall(lua_State *_L, int _nargs, int _nresults) : wxThread(wxTHREAD_JOINABLE) , L(_L) , nargs(_nargs) , nresults(_nresults) { int prio = OPT_GET("Automation/Lua/Thread Priority")->GetInt(); if (prio == 0) prio = 50; // normal else if (prio == 1) prio = 30; // below normal else if (prio == 2) prio = 10; // lowest else prio = 50; // fallback normal Create(); SetPriority(prio); Run(); } /// @brief DOCME /// @return /// wxThread::ExitCode LuaThreadedCall::Entry() { int result = lua_pcall(L, nargs, nresults, 0); // see if there's a progress sink window to close lua_getfield(L, LUA_REGISTRYINDEX, "progress_sink"); if (lua_isuserdata(L, -1)) { LuaProgressSink *ps = LuaProgressSink::GetObjPointer(L, -1); if (result) { // if the call failed, log the error here wxString errmsg(lua_tostring(L, -2), wxConvUTF8); ps->AddDebugOutput(_T("\n\nLua reported a runtime error:\n")); ps->AddDebugOutput(errmsg); lua_pop(L, 1); } // don't bother protecting this with a mutex, it should be safe enough like this ps->script_finished = true; // tell wx to run its idle-events now, just to make the progress window notice earlier that we're done wxWakeUpIdle(); } lua_pop(L, 1); lua_gc(L, LUA_GCCOLLECT, 0); if (result) return (wxThread::ExitCode) 1; else return 0; } // LuaFeature /// @brief DOCME /// @param _L /// @param _featureclass /// @param _name /// LuaFeature::LuaFeature(lua_State *_L, ScriptFeatureClass _featureclass, const wxString &_name) : Feature(_featureclass, _name) , L(_L) { } /// @brief DOCME /// void LuaFeature::RegisterFeature() { // get the LuaScript objects lua_getfield(L, LUA_REGISTRYINDEX, "aegisub"); LuaScript *s = (LuaScript*)lua_touserdata(L, -1); lua_pop(L, 1); // add the Feature object s->features.push_back(this); // get the index+1 it was pushed into myid = (int)s->features.size()-1; // create table with the functions // get features table lua_getfield(L, LUA_REGISTRYINDEX, "features"); lua_pushvalue(L, -2); lua_rawseti(L, -2, myid); lua_pop(L, 1); } /// @brief DOCME /// @param functionid /// void LuaFeature::GetFeatureFunction(int functionid) { // get feature table lua_getfield(L, LUA_REGISTRYINDEX, "features"); // get this feature's function pointers lua_rawgeti(L, -1, myid); // get pointer for validation function lua_rawgeti(L, -1, functionid); lua_remove(L, -2); lua_remove(L, -2); } /// @brief DOCME /// @param ints /// void LuaFeature::CreateIntegerArray(const std::vector &ints) { // create an array-style table with an integer vector in it // leave the new table on top of the stack lua_newtable(L); for (size_t i = 0; i != ints.size(); ++i) { lua_pushinteger(L, ints[i]+1); lua_rawseti(L, -2, (int)i+1); } } /// @brief DOCME /// void LuaFeature::ThrowError() { wxString err(lua_tostring(L, -1), wxConvUTF8); lua_pop(L, 1); wxLogError(err); } // LuaFeatureMacro /// @brief DOCME /// @param L /// @return /// int LuaFeatureMacro::LuaRegister(lua_State *L) { wxString _name(lua_tostring(L, 1), wxConvUTF8); wxString _description(lua_tostring(L, 2), wxConvUTF8); LuaFeatureMacro *macro = new LuaFeatureMacro(_name, _description, L); (void)macro; return 0; } /// @brief DOCME /// @param _name /// @param _description /// @param _L /// LuaFeatureMacro::LuaFeatureMacro(const wxString &_name, const wxString &_description, lua_State *_L) : Feature(SCRIPTFEATURE_MACRO, _name) , FeatureMacro(_name, _description) , LuaFeature(_L, SCRIPTFEATURE_MACRO, _name) { // new table for containing the functions for this feature lua_newtable(L); // store processing function if (!lua_isfunction(L, 3)) { lua_pushstring(L, "The macro processing function must be a function"); lua_error(L); } lua_pushvalue(L, 3); lua_rawseti(L, -2, 1); // and validation function lua_pushvalue(L, 4); no_validate = !lua_isfunction(L, -1); lua_rawseti(L, -2, 2); // make the feature known RegisterFeature(); // and remove the feature function table again lua_pop(L, 1); } /// @brief DOCME /// @param subs /// @param selected /// @param active /// @return /// bool LuaFeatureMacro::Validate(AssFile *subs, const std::vector &selected, int active) { if (no_validate) return true; GetFeatureFunction(2); // 2 = validation function // prepare function call LuaAssFile *subsobj = new LuaAssFile(L, subs, false, false); (void) subsobj; CreateIntegerArray(selected); // selected items lua_pushinteger(L, -1); // active line // do call int err = lua_pcall(L, 3, 1, 0); bool result; if (err) { wxString errmsg(lua_tostring(L, -1), wxConvUTF8); wxLogWarning(_T("Runtime error in Lua macro validation function:\n%s"), errmsg.c_str()); result = false; } else { result = !!lua_toboolean(L, -1); } // clean up stack (result or error message) lua_pop(L, 1); return result; } /// @brief DOCME /// @param subs /// @param selected /// @param active /// @param progress_parent /// @return /// void LuaFeatureMacro::Process(AssFile *subs, std::vector &selected, int active, wxWindow * const progress_parent) { GetFeatureFunction(1); // 1 = processing function // prepare function call LuaAssFile *subsobj = new LuaAssFile(L, subs, true, true); (void) subsobj; CreateIntegerArray(selected); // selected items lua_pushinteger(L, -1); // active line LuaProgressSink *ps = new LuaProgressSink(L, progress_parent); ps->SetTitle(GetName()); // do call // 3 args: subtitles, selected lines, active line // 1 result: new selected lines LuaThreadedCall call(L, 3, 1); ps->ShowModal(); wxThread::ExitCode code = call.Wait(); (void) code; // ignore //if (code) ThrowError(); // top of stack will be selected lines array, if any was returned if (lua_istable(L, -1)) { selected.clear(); selected.reserve(lua_objlen(L, -1)); lua_pushnil(L); while (lua_next(L, -2)) { if (lua_isnumber(L, -1)) { selected.push_back(lua_tointeger(L, -1)); } lua_pop(L, 1); } std::sort(selected.begin(), selected.end()); } // either way, there will be something on the stack lua_pop(L, 1); delete ps; } // LuaFeatureFilter /// @brief DOCME /// @param _name /// @param _description /// @param merit /// @param _L /// LuaFeatureFilter::LuaFeatureFilter(const wxString &_name, const wxString &_description, int merit, lua_State *_L) : Feature(SCRIPTFEATURE_FILTER, _name) , FeatureFilter(_name, _description, merit) , LuaFeature(_L, SCRIPTFEATURE_FILTER, _name) { // Works the same as in LuaFeatureMacro lua_newtable(L); if (!lua_isfunction(L, 4)) { lua_pushstring(L, "The filter processing function must be a function"); lua_error(L); } lua_pushvalue(L, 4); lua_rawseti(L, -2, 1); lua_pushvalue(L, 5); has_config = lua_isfunction(L, -1); lua_rawseti(L, -2, 2); RegisterFeature(); lua_pop(L, 1); } /// @brief DOCME /// void LuaFeatureFilter::Init() { // Don't think there's anything to do here... (empty in auto3) } /// @brief DOCME /// @param L /// @return /// int LuaFeatureFilter::LuaRegister(lua_State *L) { wxString _name(lua_tostring(L, 1), wxConvUTF8); wxString _description(lua_tostring(L, 2), wxConvUTF8); int _merit = lua_tointeger(L, 3); LuaFeatureFilter *filter = new LuaFeatureFilter(_name, _description, _merit, L); (void) filter; return 0; } /// @brief DOCME /// @param subs /// @param export_dialog /// void LuaFeatureFilter::ProcessSubs(AssFile *subs, wxWindow *export_dialog) { LuaStackcheck stackcheck(L); GetFeatureFunction(1); // 1 = processing function assert(lua_isfunction(L, -1)); stackcheck.check_stack(1); // prepare function call // subtitles (undo doesn't make sense in exported subs, in fact it'll totally break the undo system) LuaAssFile *subsobj = new LuaAssFile(L, subs, true/*allow modifications*/, false/*disallow undo*/); assert(lua_isuserdata(L, -1)); stackcheck.check_stack(2); // config if (has_config && config_dialog) { int results_produced = config_dialog->LuaReadBack(L); assert(results_produced == 1); (void) results_produced; // avoid warning on release builds // TODO, write back stored options here } else { // no config so put an empty table instead lua_newtable(L); } assert(lua_istable(L, -1)); stackcheck.check_stack(3); LuaProgressSink *ps = new LuaProgressSink(L, export_dialog, false); ps->SetTitle(GetName()); stackcheck.check_stack(3); // do call LuaThreadedCall call(L, 2, 0); ps->ShowModal(); wxThread::ExitCode code = call.Wait(); (void) code; //if (code) ThrowError(); stackcheck.check_stack(0); // Just ensure that subsobj survives until here (void) subsobj; delete ps; } /// @brief DOCME /// @param parent /// @return /// ScriptConfigDialog* LuaFeatureFilter::GenerateConfigDialog(wxWindow *parent) { if (!has_config) return 0; GetFeatureFunction(2); // 2 = config dialog function // prepare function call // subtitles (don't allow any modifications during dialog creation, ideally the subs aren't even accessed) LuaAssFile *subsobj = new LuaAssFile(L, AssFile::top, false/*allow modifications*/, false/*disallow undo*/); (void) subsobj; // stored options lua_newtable(L); // TODO, nothing for now // do call int err = lua_pcall(L, 2, 1, 0); if (err) { wxString errmsg(lua_tostring(L, -1), wxConvUTF8); wxLogWarning(_T("Runtime error in Lua macro validation function:\n%s"), errmsg.c_str()); lua_pop(L, 1); // remove error message return config_dialog = 0; } else { // Create config dialogue from table on top of stack return config_dialog = new LuaConfigDialog(L, false); } } // 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() {} /// @brief DOCME /// LuaScriptFactory::~LuaScriptFactory() {} /// @brief DOCME /// void LuaScriptFactory::RegisterFactory () { engine_name = _T("Lua"); filename_pattern = _T("*.lua"); Register(this); } /// @brief DOCME /// @param filename /// Script* LuaScriptFactory::Produce(const wxString &filename) const { // Just check if file extension is .lua // Reject anything else if (filename.Right(4).Lower() == _T(".lua")) { return new LuaScript(filename); } else { return 0; } } }; #endif // WITH_AUTO4_LUA