mirror of https://github.com/odrling/Aegisub
896 lines
24 KiB
C++
896 lines
24 KiB
C++
// Copyright (c) 2006, 2007, Niels Martin Hansen
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// * Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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// * Neither the name of the Aegisub Group nor the names of its contributors
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// may be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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//
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// -----------------------------------------------------------------------------
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//
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// AEGISUB
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//
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// Website: http://aegisub.cellosoft.com
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// Contact: mailto:jiifurusu@gmail.com
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//
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#include "auto4_lua.h"
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#include "auto4_lua_scriptreader.h"
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#if WITH_AUTO3 == 1
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#include "auto4_auto3.h"
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#endif
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#include "ass_dialogue.h"
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#include "ass_style.h"
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#include "ass_file.h"
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#include "ass_override.h"
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#include "text_file_reader.h"
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#include "options.h"
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#include "vfr.h"
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#include "../lua51/src/lualib.h"
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#include "../lua51/src/lauxlib.h"
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#include <wx/msgdlg.h>
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#include <wx/filename.h>
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#include <wx/filefn.h>
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#include <wx/window.h>
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#include <assert.h>
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#include <algorithm>
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namespace Automation4 {
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// LuaStackcheck
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//#ifdef _DEBUG
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#if 0
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struct LuaStackcheck {
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lua_State *L;
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int startstack;
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void check(int additional)
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{
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int top = lua_gettop(L);
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if (top - additional != startstack) {
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wxLogDebug(_T("Lua stack size mismatch."));
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dump();
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assert(top - additional == startstack);
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}
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}
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void dump()
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{
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int top = lua_gettop(L);
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wxLogDebug(_T("Dumping Lua stack..."));
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for (int i = top; i > 0; i--) {
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lua_pushvalue(L, i);
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wxString type(lua_typename(L, lua_type(L, -1)), wxConvUTF8);
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if (lua_isstring(L, i)) {
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wxLogDebug(type + _T(": ") + wxString(lua_tostring(L, -1), wxConvUTF8));
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} else {
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wxLogDebug(type);
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}
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lua_pop(L, 1);
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}
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wxLogDebug(_T("--- end dump"));
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}
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LuaStackcheck(lua_State *_L) : L(_L) { startstack = lua_gettop(L); }
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~LuaStackcheck() { check(0); }
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};
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#else
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struct LuaStackcheck {
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void check(int additional) { }
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void dump() { }
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LuaStackcheck(lua_State *L) { }
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~LuaStackcheck() { }
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};
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#endif
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// LuaScript
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LuaScript::LuaScript(const wxString &filename)
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: Script(filename)
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, L(0)
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{
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Create();
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}
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LuaScript::~LuaScript()
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{
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if (L) Destroy();
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}
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void LuaScript::Create()
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{
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Destroy();
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loaded = true;
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try {
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// create lua environment
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L = lua_open();
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LuaStackcheck _stackcheck(L);
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// register standard libs
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lua_pushcfunction(L, luaopen_base); lua_call(L, 0, 0);
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lua_pushcfunction(L, luaopen_package); lua_call(L, 0, 0);
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lua_pushcfunction(L, luaopen_string); lua_call(L, 0, 0);
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lua_pushcfunction(L, luaopen_table); lua_call(L, 0, 0);
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lua_pushcfunction(L, luaopen_math); lua_call(L, 0, 0);
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lua_pushcfunction(L, luaopen_io); lua_call(L, 0, 0);
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lua_pushcfunction(L, luaopen_os); lua_call(L, 0, 0);
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_stackcheck.check(0);
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// dofile and loadfile are replaced with include
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lua_pushnil(L);
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lua_setglobal(L, "dofile");
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lua_pushnil(L);
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lua_setglobal(L, "loadfile");
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lua_pushcfunction(L, LuaInclude);
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lua_setglobal(L, "include");
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// prepare stuff in the registry
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// reference to the script object
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lua_pushlightuserdata(L, this);
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lua_setfield(L, LUA_REGISTRYINDEX, "aegisub");
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// the "feature" table
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// integer indexed, using same indexes as "features" vector in the base Script class
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lua_newtable(L);
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lua_setfield(L, LUA_REGISTRYINDEX, "features");
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_stackcheck.check(0);
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// make "aegisub" table
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lua_pushstring(L, "aegisub");
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lua_newtable(L);
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// aegisub.register_macro
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lua_pushcfunction(L, LuaFeatureMacro::LuaRegister);
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lua_setfield(L, -2, "register_macro");
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// aegisub.register_filter
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lua_pushcfunction(L, LuaFeatureFilter::LuaRegister);
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lua_setfield(L, -2, "register_filter");
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// aegisub.text_extents
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lua_pushcfunction(L, LuaTextExtents);
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lua_setfield(L, -2, "text_extents");
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// VFR handling
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lua_pushcfunction(L, LuaFrameFromMs);
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lua_setfield(L, -2, "frame_from_ms");
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lua_pushcfunction(L, LuaMsFromFrame);
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lua_setfield(L, -2, "ms_from_frame");
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// aegisub.lua_automation_version
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lua_pushinteger(L, 4);
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lua_setfield(L, -2, "lua_automation_version");
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// store aegisub table to globals
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lua_settable(L, LUA_GLOBALSINDEX);
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_stackcheck.check(0);
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// load user script
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LuaScriptReader script_reader(GetFilename());
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if (lua_load(L, script_reader.reader_func, &script_reader, GetPrettyFilename().mb_str(wxConvUTF8))) {
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wxString *err = new wxString(lua_tostring(L, -1), wxConvUTF8);
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err->Prepend(_T("Error loading Lua script \"") + GetPrettyFilename() + _T("\":\n\n"));
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throw err->c_str();
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}
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_stackcheck.check(1);
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// and execute it
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// this is where features are registered
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// don't thread this, as there's no point in it and it seems to break on wx 2.8.3, for some reason
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if (lua_pcall(L, 0, 0, 0)) {
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// error occurred, assumed to be on top of Lua stack
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wxString *err = new wxString(lua_tostring(L, -1), wxConvUTF8);
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err->Prepend(_T("Error initialising Lua script \"") + GetPrettyFilename() + _T("\":\n\n"));
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throw err->c_str();
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}
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_stackcheck.check(0);
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lua_getglobal(L, "version");
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if (lua_isnumber(L, -1)) {
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if (lua_tointeger(L, -1) == 3) {
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lua_pop(L, 1); // just to avoid tripping the stackcheck in debug
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// So this is an auto3 script...
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// Throw it as an exception, the script factory manager will catch this and use the auto3 script instead of this script object
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#if WITH_AUTO3 == 1
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throw new Auto3Script(GetFilename());
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#else
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throw _T("Attempted loading an Automation 3 script, but Automation 3 support is not available");
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#endif
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}
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}
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lua_getglobal(L, "script_name");
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if (lua_isstring(L, -1)) {
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name = wxString(lua_tostring(L, -1), wxConvUTF8);
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} else {
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name = GetPrettyFilename();
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}
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lua_getglobal(L, "script_description");
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if (lua_isstring(L, -1)) {
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description = wxString(lua_tostring(L, -1), wxConvUTF8);
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}
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lua_getglobal(L, "script_author");
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if (lua_isstring(L, -1)) {
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author = wxString(lua_tostring(L, -1), wxConvUTF8);
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}
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lua_getglobal(L, "script_version");
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if (lua_isstring(L, -1)) {
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version = wxString(lua_tostring(L, -1), wxConvUTF8);
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}
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lua_pop(L, 5);
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// if we got this far, the script should be ready
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_stackcheck.check(0);
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}
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catch (const char *e) {
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Destroy();
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loaded = false;
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name = GetPrettyFilename();
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description = wxString(e, wxConvUTF8);
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}
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catch (const wchar_t *e) {
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Destroy();
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loaded = false;
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name = GetPrettyFilename();
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description = e;
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}
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catch (Script *s) {
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// Be sure to properly propagate any scripts throw
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throw s;
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}
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catch (...) {
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Destroy();
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loaded = false;
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name = GetPrettyFilename();
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description = _T("Unknown error initialising Lua script");
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}
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}
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void LuaScript::Destroy()
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{
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// Assume the script object is clean if there's no Lua state
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if (!L) return;
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// remove features
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for (int i = 0; i < (int)features.size(); i++) {
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Feature *f = features[i];
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delete f;
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}
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features.clear();
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// delete environment
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lua_close(L);
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L = 0;
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loaded = false;
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}
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void LuaScript::Reload()
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{
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Destroy();
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Create();
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}
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LuaScript* LuaScript::GetScriptObject(lua_State *L)
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{
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lua_getfield(L, LUA_REGISTRYINDEX, "aegisub");
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void *ptr = lua_touserdata(L, -1);
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lua_pop(L, 1);
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return (LuaScript*)ptr;
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}
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int LuaScript::LuaTextExtents(lua_State *L)
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{
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if (!lua_istable(L, 1)) {
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lua_pushstring(L, "First argument to text_extents must be a table");
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lua_error(L);
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}
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if (!lua_isstring(L, 2)) {
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lua_pushstring(L, "Second argument to text_extents must be a string");
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lua_error(L);
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}
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lua_pushvalue(L, 1);
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AssEntry *et = LuaAssFile::LuaToAssEntry(L);
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AssStyle *st = dynamic_cast<AssStyle*>(et);
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lua_pop(L, 1);
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if (!st) {
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delete et; // Make sure to delete the "live" pointer
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lua_pushstring(L, "Not a style entry");
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lua_error(L);
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}
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wxString text(lua_tostring(L, 2), wxConvUTF8);
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double width, height, descent, extlead;
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if (!CalculateTextExtents(st, text, width, height, descent, extlead)) {
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delete st;
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lua_pushstring(L, "Some internal error occurred calculating text_extents");
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lua_error(L);
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}
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delete st;
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lua_pushnumber(L, width);
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lua_pushnumber(L, height);
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lua_pushnumber(L, descent);
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lua_pushnumber(L, extlead);
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return 4;
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}
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int LuaScript::LuaInclude(lua_State *L)
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{
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LuaScript *s = GetScriptObject(L);
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if (!lua_isstring(L, 1)) {
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lua_pushstring(L, "Argument to include must be a string");
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lua_error(L);
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return 0;
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}
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wxString fnames(lua_tostring(L, 1), wxConvUTF8);
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wxFileName fname(fnames);
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if (fname.GetDirCount() == 0) {
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// filename only
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fname = s->include_path.FindAbsoluteValidPath(fnames);
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} else if (fname.IsRelative()) {
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// relative path
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wxFileName sfname(s->GetFilename());
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fname.MakeAbsolute(sfname.GetPath(true));
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} else {
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// absolute path, do nothing
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}
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if (!fname.IsOk() || !fname.FileExists()) {
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lua_pushfstring(L, "Lua include not found: %s", fnames.mb_str(wxConvUTF8).data());
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lua_error(L);
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}
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LuaScriptReader script_reader(fname.GetFullPath());
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if (lua_load(L, script_reader.reader_func, &script_reader, fname.GetFullName().mb_str(wxConvUTF8))) {
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lua_pushfstring(L, "Error loading Lua include \"%s\":\n\n%s", fname.GetFullPath().mb_str(wxConvUTF8).data(), lua_tostring(L, -1));
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lua_error(L);
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return 0;
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}
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int pretop = lua_gettop(L) - 1; // don't count the function value itself
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lua_call(L, 0, LUA_MULTRET);
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return lua_gettop(L) - pretop;
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}
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int LuaScript::LuaFrameFromMs(lua_State *L)
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{
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int ms = (int)lua_tonumber(L, -1);
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lua_pop(L, 1);
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if (VFR_Output.IsLoaded()) {
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lua_pushnumber(L, VFR_Output.GetFrameAtTime(ms, true));
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return 1;
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} else {
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lua_pushnil(L);
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return 1;
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}
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}
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int LuaScript::LuaMsFromFrame(lua_State *L)
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{
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int frame = (int)lua_tonumber(L, -1);
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lua_pop(L, 1);
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if (VFR_Output.IsLoaded()) {
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lua_pushnumber(L, VFR_Output.GetTimeAtFrame(frame, true));
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return 1;
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} else {
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lua_pushnil(L);
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return 1;
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}
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}
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// LuaThreadedCall
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LuaThreadedCall::LuaThreadedCall(lua_State *_L, int _nargs, int _nresults)
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: wxThread(wxTHREAD_JOINABLE)
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, L(_L)
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, nargs(_nargs)
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, nresults(_nresults)
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{
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int prio = Options.AsInt(_T("Automation Thread Priority"));
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if (prio == 0) prio = 50; // normal
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else if (prio == 1) prio = 30; // below normal
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else if (prio == 2) prio = 10; // lowest
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else prio = 50; // fallback normal
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Create();
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SetPriority(prio);
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Run();
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}
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wxThread::ExitCode LuaThreadedCall::Entry()
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{
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int result = lua_pcall(L, nargs, nresults, 0);
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// see if there's a progress sink window to close
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lua_getfield(L, LUA_REGISTRYINDEX, "progress_sink");
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if (lua_isuserdata(L, -1)) {
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LuaProgressSink *ps = LuaProgressSink::GetObjPointer(L, -1);
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if (result) {
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// if the call failed, log the error here
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wxString errmsg(lua_tostring(L, -2), wxConvUTF8);
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ps->AddDebugOutput(_T("\n\nLua reported a runtime error:\n"));
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ps->AddDebugOutput(errmsg);
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lua_pop(L, 1);
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}
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// don't bother protecting this with a mutex, it should be safe enough like this
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ps->script_finished = true;
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// tell wx to run its idle-events now, just to make the progress window notice earlier that we're done
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wxWakeUpIdle();
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}
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lua_pop(L, 1);
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lua_gc(L, LUA_GCCOLLECT, 0);
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return (wxThread::ExitCode)result; // works no matter what MSVC says
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}
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// LuaFeature
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LuaFeature::LuaFeature(lua_State *_L, ScriptFeatureClass _featureclass, const wxString &_name)
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: Feature(_featureclass, _name)
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, L(_L)
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{
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}
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void LuaFeature::RegisterFeature()
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{
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// get the LuaScript objects
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lua_getfield(L, LUA_REGISTRYINDEX, "aegisub");
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LuaScript *s = (LuaScript*)lua_touserdata(L, -1);
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lua_pop(L, 1);
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// add the Feature object
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s->features.push_back(this);
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// get the index+1 it was pushed into
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myid = (int)s->features.size()-1;
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// create table with the functions
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// get features table
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lua_getfield(L, LUA_REGISTRYINDEX, "features");
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lua_pushvalue(L, -2);
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lua_rawseti(L, -2, myid);
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lua_pop(L, 1);
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}
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void LuaFeature::GetFeatureFunction(int functionid)
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{
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// get feature table
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lua_getfield(L, LUA_REGISTRYINDEX, "features");
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// get this feature's function pointers
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lua_rawgeti(L, -1, myid);
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// get pointer for validation function
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lua_rawgeti(L, -1, functionid);
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lua_remove(L, -2);
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lua_remove(L, -2);
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}
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void LuaFeature::CreateIntegerArray(const std::vector<int> &ints)
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{
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// create an array-style table with an integer vector in it
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// leave the new table on top of the stack
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lua_newtable(L);
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for (size_t i = 0; i != ints.size(); ++i) {
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lua_pushinteger(L, ints[i]+1);
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lua_rawseti(L, -2, (int)i+1);
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}
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}
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void LuaFeature::ThrowError()
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{
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wxString err(lua_tostring(L, -1), wxConvUTF8);
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lua_pop(L, 1);
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wxLogError(err);
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}
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// LuaFeatureMacro
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int LuaFeatureMacro::LuaRegister(lua_State *L)
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{
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wxString _name(lua_tostring(L, 1), wxConvUTF8);
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wxString _description(lua_tostring(L, 2), wxConvUTF8);
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LuaFeatureMacro *macro = new LuaFeatureMacro(_name, _description, L);
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(void)macro;
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return 0;
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}
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LuaFeatureMacro::LuaFeatureMacro(const wxString &_name, const wxString &_description, lua_State *_L)
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: Feature(SCRIPTFEATURE_MACRO, _name)
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, FeatureMacro(_name, _description)
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, LuaFeature(_L, SCRIPTFEATURE_MACRO, _name)
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{
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// new table for containing the functions for this feature
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lua_newtable(L);
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// store processing function
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if (!lua_isfunction(L, 3)) {
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lua_pushstring(L, "The macro processing function must be a function");
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lua_error(L);
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}
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lua_pushvalue(L, 3);
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lua_rawseti(L, -2, 1);
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// and validation function
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lua_pushvalue(L, 4);
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no_validate = !lua_isfunction(L, -1);
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lua_rawseti(L, -2, 2);
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// make the feature known
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RegisterFeature();
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// and remove the feature function table again
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lua_pop(L, 1);
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}
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bool LuaFeatureMacro::Validate(AssFile *subs, const std::vector<int> &selected, int active)
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{
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if (no_validate)
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return true;
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GetFeatureFunction(2); // 2 = validation function
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// prepare function call
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LuaAssFile *subsobj = new LuaAssFile(L, subs, false, false);
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(void) subsobj;
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CreateIntegerArray(selected); // selected items
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lua_pushinteger(L, -1); // active line
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// do call
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LuaThreadedCall call(L, 3, 1);
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wxThread::ExitCode code = call.Wait();
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(void) code;
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// get result
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bool result = !!lua_toboolean(L, -1);
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// clean up stack
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lua_pop(L, 1);
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return result;
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}
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void LuaFeatureMacro::Process(AssFile *subs, const std::vector<int> &selected, int active, wxWindow * const progress_parent)
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{
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GetFeatureFunction(1); // 1 = processing function
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// prepare function call
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LuaAssFile *subsobj = new LuaAssFile(L, subs, true, true);
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(void) subsobj;
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CreateIntegerArray(selected); // selected items
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lua_pushinteger(L, -1); // active line
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LuaProgressSink *ps = new LuaProgressSink(L, progress_parent);
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ps->SetTitle(GetName());
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// do call
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LuaThreadedCall call(L, 3, 0);
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ps->ShowModal();
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wxThread::ExitCode code = call.Wait();
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(void) code;
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//if (code) ThrowError();
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delete ps;
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}
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// LuaFeatureFilter
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LuaFeatureFilter::LuaFeatureFilter(const wxString &_name, const wxString &_description, int merit, lua_State *_L)
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: Feature(SCRIPTFEATURE_FILTER, _name)
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, FeatureFilter(_name, _description, merit)
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, LuaFeature(_L, SCRIPTFEATURE_FILTER, _name)
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{
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// Works the same as in LuaFeatureMacro
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lua_newtable(L);
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if (!lua_isfunction(L, 4)) {
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lua_pushstring(L, "The filter processing function must be a function");
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lua_error(L);
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}
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lua_pushvalue(L, 4);
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lua_rawseti(L, -2, 1);
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lua_pushvalue(L, 5);
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has_config = lua_isfunction(L, -1);
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lua_rawseti(L, -2, 2);
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RegisterFeature();
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lua_pop(L, 1);
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}
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void LuaFeatureFilter::Init()
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{
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// Don't think there's anything to do here... (empty in auto3)
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}
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int LuaFeatureFilter::LuaRegister(lua_State *L)
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{
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wxString _name(lua_tostring(L, 1), wxConvUTF8);
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wxString _description(lua_tostring(L, 2), wxConvUTF8);
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int _merit = lua_tointeger(L, 3);
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LuaFeatureFilter *filter = new LuaFeatureFilter(_name, _description, _merit, L);
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(void) filter;
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return 0;
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}
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void LuaFeatureFilter::ProcessSubs(AssFile *subs, wxWindow *export_dialog)
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{
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GetFeatureFunction(1); // 1 = processing function
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assert(lua_isfunction(L, -1));
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// prepare function call
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// subtitles (undo doesn't make sense in exported subs, in fact it'll totally break the undo system)
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LuaAssFile *subsobj = new LuaAssFile(L, subs, true/*allow modifications*/, false/*disallow undo*/);
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(void) subsobj;
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// config
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if (has_config && config_dialog) {
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assert(config_dialog->LuaReadBack(L) == 1);
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// TODO, write back stored options here
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} else {
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// no config so put an empty table instead
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lua_newtable(L);
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}
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LuaProgressSink *ps = new LuaProgressSink(L, export_dialog, false);
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ps->SetTitle(GetName());
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// do call
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LuaThreadedCall call(L, 2, 0);
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ps->ShowModal();
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wxThread::ExitCode code = call.Wait();
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(void) code;
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//if (code) ThrowError();
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delete ps;
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}
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ScriptConfigDialog* LuaFeatureFilter::GenerateConfigDialog(wxWindow *parent)
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{
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if (!has_config)
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return 0;
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GetFeatureFunction(2); // 2 = config dialog function
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// prepare function call
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// subtitles (don't allow any modifications during dialog creation, ideally the subs aren't even accessed)
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LuaAssFile *subsobj = new LuaAssFile(L, AssFile::top, false/*allow modifications*/, false/*disallow undo*/);
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(void) subsobj;
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// stored options
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lua_newtable(L); // TODO, nothing for now
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LuaProgressSink *ps = new LuaProgressSink(L, 0, false);
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ps->SetTitle(GetName());
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// do call
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LuaThreadedCall call(L, 2, 1);
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ps->ShowModal();
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wxThread::ExitCode code = call.Wait();
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delete ps;
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if (!code) {
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// The config dialog table should now be on stack as LuaConfigDialog constructor expects
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return config_dialog = new LuaConfigDialog(L, false);
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} else {
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return config_dialog = 0;
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}
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}
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// LuaProgressSink
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LuaProgressSink::LuaProgressSink(lua_State *_L, wxWindow *parent, bool allow_config_dialog)
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: ProgressSink(parent)
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, L(_L)
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{
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LuaProgressSink **ud = (LuaProgressSink**)lua_newuserdata(L, sizeof(LuaProgressSink*));
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*ud = this;
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// register progress reporting stuff
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lua_getglobal(L, "aegisub");
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lua_newtable(L);
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lua_pushvalue(L, -3);
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lua_pushcclosure(L, LuaSetProgress, 1);
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lua_setfield(L, -2, "set");
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lua_pushvalue(L, -3);
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lua_pushcclosure(L, LuaSetTask, 1);
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lua_setfield(L, -2, "task");
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lua_pushvalue(L, -3);
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lua_pushcclosure(L, LuaSetTitle, 1);
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lua_setfield(L, -2, "title");
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lua_pushvalue(L, -3);
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lua_pushcclosure(L, LuaGetCancelled, 1);
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lua_setfield(L, -2, "is_cancelled");
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lua_setfield(L, -2, "progress");
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lua_newtable(L);
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lua_pushvalue(L, -3);
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lua_pushcclosure(L, LuaDebugOut, 1);
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lua_setfield(L, -2, "out");
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lua_setfield(L, -2, "debug");
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lua_pushvalue(L, -2);
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lua_pushcclosure(L, LuaDebugOut, 1);
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lua_setfield(L, -2, "log");
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if (allow_config_dialog) {
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lua_newtable(L);
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lua_pushvalue(L, -3);
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lua_pushcclosure(L, LuaDisplayDialog, 1);
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lua_setfield(L, -2, "display");
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lua_setfield(L, -2, "dialog");
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}
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// reference so other objects can also find the progress sink
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lua_pushvalue(L, -2);
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lua_setfield(L, LUA_REGISTRYINDEX, "progress_sink");
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lua_pop(L, 2);
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}
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LuaProgressSink::~LuaProgressSink()
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{
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// remove progress reporting stuff
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lua_getglobal(L, "aegisub");
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lua_pushnil(L);
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lua_setfield(L, -2, "progress");
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lua_pushnil(L);
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lua_setfield(L, -2, "debug");
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lua_pop(L, 1);
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lua_pushnil(L);
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lua_setfield(L, LUA_REGISTRYINDEX, "progress_sink");
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}
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LuaProgressSink* LuaProgressSink::GetObjPointer(lua_State *L, int idx)
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{
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assert(lua_type(L, idx) == LUA_TUSERDATA);
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void *ud = lua_touserdata(L, idx);
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return *((LuaProgressSink**)ud);
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}
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int LuaProgressSink::LuaSetProgress(lua_State *L)
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{
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LuaProgressSink *ps = GetObjPointer(L, lua_upvalueindex(1));
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float progress = lua_tonumber(L, 1);
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ps->SetProgress(progress);
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return 0;
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}
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int LuaProgressSink::LuaSetTask(lua_State *L)
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{
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LuaProgressSink *ps = GetObjPointer(L, lua_upvalueindex(1));
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wxString task(lua_tostring(L, 1), wxConvUTF8);
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ps->SetTask(task);
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return 0;
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}
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int LuaProgressSink::LuaSetTitle(lua_State *L)
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{
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LuaProgressSink *ps = GetObjPointer(L, lua_upvalueindex(1));
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wxString title(lua_tostring(L, 1), wxConvUTF8);
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ps->SetTitle(title);
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return 0;
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}
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int LuaProgressSink::LuaGetCancelled(lua_State *L)
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{
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LuaProgressSink *ps = GetObjPointer(L, lua_upvalueindex(1));
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lua_pushboolean(L, ps->cancelled);
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return 1;
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}
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int LuaProgressSink::LuaDebugOut(lua_State *L)
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{
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LuaProgressSink *ps = GetObjPointer(L, lua_upvalueindex(1));
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// Check trace level
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if (lua_isnumber(L, 1)) {
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int level = lua_tointeger(L, 1);
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if (level > ps->trace_level)
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return 0;
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// remove trace level
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lua_remove(L, 1);
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}
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// Only do format-string handling if there's more than one argument left
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// (If there's more than one argument left, assume first is a format string and rest are format arguments)
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if (lua_gettop(L) > 1) {
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// Format the string
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lua_getglobal(L, "string");
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lua_getfield(L, -1, "format");
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// Here stack contains format string, format arguments, 'string' table, format function
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// remove 'string' table
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lua_remove(L, -2);
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// put the format function into place
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lua_insert(L, 1);
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// call format function
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lua_call(L, lua_gettop(L)-1, 1);
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}
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// Top of stack is now a string to output
|
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wxString msg(lua_tostring(L, 1), wxConvUTF8);
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ps->AddDebugOutput(msg);
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return 0;
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}
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int LuaProgressSink::LuaDisplayDialog(lua_State *L)
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{
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LuaProgressSink *ps = GetObjPointer(L, lua_upvalueindex(1));
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// Check that two arguments were actually given
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// If only one, add another empty table for buttons
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if (lua_gettop(L) == 1) {
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lua_newtable(L);
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}
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// If more than two, remove the excess
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if (lua_gettop(L) > 2) {
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lua_settop(L, 2);
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}
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// Send the "show dialog" event
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// See comments in auto4_base.h for more info on this synchronisation
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ShowConfigDialogEvent evt;
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LuaConfigDialog dlg(L, true); // magically creates the config dialog structure etc
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evt.config_dialog = &dlg;
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wxSemaphore sema(0, 1);
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evt.sync_sema = &sema;
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ps->AddPendingEvent(evt);
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sema.Wait();
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// more magic: puts two values on stack: button pushed and table with control results
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return dlg.LuaReadBack(L);
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}
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// Factory class for Lua scripts
|
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// Not declared in header, since it doesn't need to be accessed from outside
|
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// except through polymorphism
|
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class LuaScriptFactory : public ScriptFactory {
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public:
|
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LuaScriptFactory()
|
|
{
|
|
engine_name = _T("Lua");
|
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filename_pattern = _T("*.lua");
|
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Register(this);
|
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}
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~LuaScriptFactory() { }
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virtual Script* Produce(const wxString &filename) const
|
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{
|
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// Just check if file extension is .lua
|
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// Reject anything else
|
|
if (filename.Right(4).Lower() == _T(".lua")) {
|
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return new LuaScript(filename);
|
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} else {
|
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return 0;
|
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}
|
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}
|
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};
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LuaScriptFactory _lua_script_factory;
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};
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