// 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 // // Website: http://aegisub.cellosoft.com // Contact: mailto:jiifurusu@gmail.com // #include "auto4_lua.h" #include "ass_dialogue.h" #include "ass_style.h" #include "ass_file.h" #include "ass_override.h" #include #include #include #include #include #include #include #include namespace Automation4 { // LuaStackcheck #ifdef _DEBUG struct LuaStackcheck { lua_State *L; int startstack; void check(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(0); } }; #else struct LuaStackcheck { void check(int additional) { } void dump() { } LuaStackcheck(lua_State *L) { } ~LuaStackcheck() { } }; #endif // LuaScript LuaScript::LuaScript(const wxString &filename) : Script(filename) , L(0) { Create(); } LuaScript::~LuaScript() { if (L) Destroy(); } 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); _stackcheck.check(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"); // 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(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"); // store aegisub table to globals lua_settable(L, LUA_GLOBALSINDEX); _stackcheck.check(0); // load user script if (luaL_loadfile(L, GetFilename().mb_str(wxConvUTF8))) { wxString *err = new wxString(lua_tostring(L, -1), wxConvUTF8); err->Prepend(_T("An error occurred loading the Lua script file \"") + GetFilename() + _T("\":\n\n")); throw err->c_str(); } _stackcheck.check(1); // and execute it // this is where features are registered // this should run really fast so a progress window isn't needed // (if it infinite-loops, scripter is an idiot and already got his punishment) { LuaThreadedCall call(L, 0, 0); if (call.Wait()) { // error occurred, assumed to be on top of Lua stack wxString *err = new wxString(lua_tostring(L, -1), wxConvUTF8); err->Prepend(_T("An error occurred initialising the Lua script file \"") + GetFilename() + _T("\":\n\n")); throw err->c_str(); } } _stackcheck.check(0); lua_getglobal(L, "script_name"); if (lua_isstring(L, -1)) { name = wxString(lua_tostring(L, -1), wxConvUTF8); } else { name = GetFilename(); } 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, 4); // if we got this far, the script should be ready _stackcheck.check(0); } catch (...) { Destroy(); loaded = false; throw; } } 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; } void LuaScript::Reload() { Destroy(); Create(); } 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; } 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); int 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; } 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, "Could not find Lua script for inclusion: %s", fnames.mb_str(wxConvUTF8)); lua_error(L); } if (luaL_loadfile(L, fname.GetFullPath().mb_str(wxConvUTF8))) { lua_pushfstring(L, "An error occurred loading the Lua script file \"%s\":\n\n%s", fname.GetFullPath().mb_str(wxConvUTF8), 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; } // LuaThreadedCall LuaThreadedCall::LuaThreadedCall(lua_State *_L, int _nargs, int _nresults) : wxThread(wxTHREAD_JOINABLE) , L(_L) , nargs(_nargs) , nresults(_nresults) { Create(); Run(); } 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); // 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); return (wxThread::ExitCode)result; } // LuaFeature LuaFeature::LuaFeature(lua_State *_L, ScriptFeatureClass _featureclass, const wxString &_name) : Feature(_featureclass, _name) , L(_L) { } 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); } 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); } void LuaFeature::CreateIntegerArray(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 (int i = 0; i != ints.size(); ++i) { lua_pushinteger(L, ints[i]+1); lua_rawseti(L, -2, i+1); } } void LuaFeature::ThrowError() { wxString err(lua_tostring(L, -1), wxConvUTF8); lua_pop(L, 1); wxLogError(err); } // LuaFeatureMacro int LuaFeatureMacro::LuaRegister(lua_State *L) { wxString _name(lua_tostring(L, 1), wxConvUTF8); wxString _description(lua_tostring(L, 2), wxConvUTF8); const char *_menustring = lua_tostring(L, 3); MacroMenu _menu = MACROMENU_NONE; if (strcmp(_menustring, "edit") == 0) _menu = MACROMENU_EDIT; else if (strcmp(_menustring, "video") == 0) _menu = MACROMENU_VIDEO; else if (strcmp(_menustring, "audio") == 0) _menu = MACROMENU_AUDIO; else if (strcmp(_menustring, "tools") == 0) _menu = MACROMENU_TOOLS; else if (strcmp(_menustring, "right") == 0) _menu = MACROMENU_RIGHT; if (_menu == MACROMENU_NONE) { lua_pushstring(L, "Error registering macro: Invalid menu name."); lua_error(L); } LuaFeatureMacro *macro = new LuaFeatureMacro(_name, _description, _menu, L); return 0; } LuaFeatureMacro::LuaFeatureMacro(const wxString &_name, const wxString &_description, MacroMenu _menu, lua_State *_L) : LuaFeature(_L, SCRIPTFEATURE_MACRO, _name) , FeatureMacro(_name, _description, _menu) , Feature(SCRIPTFEATURE_MACRO, _name) { // new table for containing the functions for this feature lua_newtable(L); // store processing function if (!lua_isfunction(L, 4)) { lua_pushstring(L, "The macro processing function must be a function"); lua_error(L); } lua_pushvalue(L, 4); lua_rawseti(L, -2, 1); // and validation function lua_pushvalue(L, 5); 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); } bool LuaFeatureMacro::Validate(AssFile *subs, 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); CreateIntegerArray(selected); // selected items lua_pushinteger(L, -1); // active line // do call LuaThreadedCall call(L, 3, 1); wxThread::ExitCode code = call.Wait(); // get result bool result = !!lua_toboolean(L, -1); // clean up stack lua_pop(L, 1); return result; } void LuaFeatureMacro::Process(AssFile *subs, std::vector &selected, int active, wxWindow *progress_parent) { GetFeatureFunction(1); // 1 = processing function // prepare function call LuaAssFile *subsobj = new LuaAssFile(L, subs, true, true); CreateIntegerArray(selected); // selected items lua_pushinteger(L, -1); // active line LuaProgressSink *ps = new LuaProgressSink(L, progress_parent); ps->SetTitle(GetName()); // do call LuaThreadedCall call(L, 3, 0); ps->ShowModal(); wxThread::ExitCode code = call.Wait(); if (code) ThrowError(); delete ps; } // LuaFeatureFilter LuaFeatureFilter::LuaFeatureFilter(const wxString &_name, const wxString &_description, int merit, lua_State *_L) : LuaFeature(_L, SCRIPTFEATURE_FILTER, _name) , FeatureFilter(_name, _description, merit) , Feature(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); } void LuaFeatureFilter::Init() { // Don't think there's anything to do here... (empty in auto3) } 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); return 0; } void LuaFeatureFilter::ProcessSubs(AssFile *subs, wxWindow *export_dialog) { GetFeatureFunction(1); // 1 = processing function // 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*/); // config if (has_config && config_dialog) { assert(config_dialog->LuaReadBack(L) == 1); // TODO, write back stored options here } LuaProgressSink *ps = new LuaProgressSink(L, export_dialog, false); ps->SetTitle(GetName()); // do call LuaThreadedCall call(L, 2, 0); ps->ShowModal(); wxThread::ExitCode code = call.Wait(); if (code) ThrowError(); delete ps; } 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*/); // stored options lua_newtable(L); // TODO, nothing for now LuaProgressSink *ps = new LuaProgressSink(L, 0, false); ps->SetTitle(GetName()); // do call LuaThreadedCall call(L, 2, 1); ps->ShowModal(); wxThread::ExitCode code = call.Wait(); if (code) ThrowError(); delete ps; // The config dialog table should now be on stack return config_dialog = new LuaConfigDialog(L, false); } // LuaProgressSink 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"); 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) { LuaProgressSink *ps = GetObjPointer(L, lua_upvalueindex(1)); float progress = lua_tonumber(L, 1); ps->SetProgress(progress); return 0; } 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; } 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; } int LuaProgressSink::LuaGetCancelled(lua_State *L) { LuaProgressSink *ps = GetObjPointer(L, lua_upvalueindex(1)); lua_pushboolean(L, ps->cancelled); return 1; } int LuaProgressSink::LuaDebugOut(lua_State *L) { LuaProgressSink *ps = GetObjPointer(L, lua_upvalueindex(1)); 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); } // Factory class for Lua scripts // Not declared in header, since it doesn't need to be accessed from outside // except through polymorphism class LuaScriptFactory : public ScriptFactory { public: LuaScriptFactory() { engine_name = _T("Lua"); filename_pattern = _T("*.lua"); Register(this); } virtual Script* 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; } } }; LuaScriptFactory *_script_factory; }; void Initialise_Auto4Lua() { Automation4::_script_factory = new Automation4::LuaScriptFactory; }