Aegisub/aegisub/auto4_lua.cpp

896 lines
24 KiB
C++

// 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
//
// Website: http://aegisub.cellosoft.com
// Contact: mailto:jiifurusu@gmail.com
//
#include "auto4_lua.h"
#include "auto4_lua_scriptreader.h"
#if WITH_AUTO3 == 1
#include "auto4_auto3.h"
#endif
#include "ass_dialogue.h"
#include "ass_style.h"
#include "ass_file.h"
#include "ass_override.h"
#include "text_file_reader.h"
#include "options.h"
#include "vfr.h"
#include "../lua51/src/lualib.h"
#include "../lua51/src/lauxlib.h"
#include <wx/msgdlg.h>
#include <wx/filename.h>
#include <wx/filefn.h>
#include <wx/window.h>
#include <assert.h>
#include <algorithm>
namespace Automation4 {
// LuaStackcheck
//#ifdef _DEBUG
#if 0
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);
lua_pushcfunction(L, luaopen_io); lua_call(L, 0, 0);
lua_pushcfunction(L, luaopen_os); 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");
// VFR handling
lua_pushcfunction(L, LuaFrameFromMs);
lua_setfield(L, -2, "frame_from_ms");
lua_pushcfunction(L, LuaMsFromFrame);
lua_setfield(L, -2, "ms_from_frame");
// 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(0);
// load user script
LuaScriptReader script_reader(GetFilename());
if (lua_load(L, script_reader.reader_func, &script_reader, GetPrettyFilename().mb_str(wxConvUTF8))) {
wxString *err = new wxString(lua_tostring(L, -1), wxConvUTF8);
err->Prepend(_T("Error loading Lua script \"") + GetPrettyFilename() + _T("\":\n\n"));
throw err->c_str();
}
_stackcheck.check(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 = new wxString(lua_tostring(L, -1), wxConvUTF8);
err->Prepend(_T("Error initialising Lua script \"") + GetPrettyFilename() + _T("\":\n\n"));
throw err->c_str();
}
_stackcheck.check(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
#if WITH_AUTO3 == 1
throw new Auto3Script(GetFilename());
#else
throw _T("Attempted loading an Automation 3 script, but Automation 3 support is not available");
#endif
}
}
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(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 (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");
}
}
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<AssStyle*>(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;
}
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;
}
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;
}
}
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;
}
}
// LuaThreadedCall
LuaThreadedCall::LuaThreadedCall(lua_State *_L, int _nargs, int _nresults)
: wxThread(wxTHREAD_JOINABLE)
, L(_L)
, nargs(_nargs)
, nresults(_nresults)
{
int prio = Options.AsInt(_T("Automation Thread Priority"));
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();
}
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);
return (wxThread::ExitCode)result; // works no matter what MSVC says
}
// 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(const std::vector<int> &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);
}
}
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);
LuaFeatureMacro *macro = new LuaFeatureMacro(_name, _description, L);
(void)macro;
return 0;
}
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);
}
bool LuaFeatureMacro::Validate(AssFile *subs, const std::vector<int> &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
LuaThreadedCall call(L, 3, 1);
wxThread::ExitCode code = call.Wait();
(void) code;
// get result
bool result = !!lua_toboolean(L, -1);
// clean up stack
lua_pop(L, 1);
return result;
}
void LuaFeatureMacro::Process(AssFile *subs, const std::vector<int> &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
LuaThreadedCall call(L, 3, 0);
ps->ShowModal();
wxThread::ExitCode code = call.Wait();
(void) code;
//if (code) ThrowError();
delete ps;
}
// LuaFeatureFilter
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);
}
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);
(void) filter;
return 0;
}
void LuaFeatureFilter::ProcessSubs(AssFile *subs, wxWindow *export_dialog)
{
GetFeatureFunction(1); // 1 = processing function
assert(lua_isfunction(L, -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*/);
(void) subsobj;
// config
if (has_config && config_dialog) {
assert(config_dialog->LuaReadBack(L) == 1);
// TODO, write back stored options here
} else {
// no config so put an empty table instead
lua_newtable(L);
}
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();
(void) code;
//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*/);
(void) subsobj;
// 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();
delete ps;
if (!code) {
// The config dialog table should now be on stack as LuaConfigDialog constructor expects
return config_dialog = new LuaConfigDialog(L, false);
} else {
return config_dialog = 0;
}
}
// 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");
lua_pushvalue(L, -2);
lua_pushcclosure(L, LuaDebugOut, 1);
lua_setfield(L, -2, "log");
if (allow_config_dialog) {
lua_newtable(L);
lua_pushvalue(L, -3);
lua_pushcclosure(L, LuaDisplayDialog, 1);
lua_setfield(L, -2, "display");
lua_setfield(L, -2, "dialog");
}
// reference so other objects can also find the progress sink
lua_pushvalue(L, -2);
lua_setfield(L, LUA_REGISTRYINDEX, "progress_sink");
lua_pop(L, 2);
}
LuaProgressSink::~LuaProgressSink()
{
// remove progress reporting stuff
lua_getglobal(L, "aegisub");
lua_pushnil(L);
lua_setfield(L, -2, "progress");
lua_pushnil(L);
lua_setfield(L, -2, "debug");
lua_pop(L, 1);
lua_pushnil(L);
lua_setfield(L, LUA_REGISTRYINDEX, "progress_sink");
}
LuaProgressSink* LuaProgressSink::GetObjPointer(lua_State *L, int idx)
{
assert(lua_type(L, idx) == LUA_TUSERDATA);
void *ud = lua_touserdata(L, idx);
return *((LuaProgressSink**)ud);
}
int LuaProgressSink::LuaSetProgress(lua_State *L)
{
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));
// Check trace level
if (lua_isnumber(L, 1)) {
int level = lua_tointeger(L, 1);
if (level > ps->trace_level)
return 0;
// remove trace level
lua_remove(L, 1);
}
// Only do format-string handling if there's more than one argument left
// (If there's more than one argument left, assume first is a format string and rest are format arguments)
if (lua_gettop(L) > 1) {
// Format the string
lua_getglobal(L, "string");
lua_getfield(L, -1, "format");
// Here stack contains format string, format arguments, 'string' table, format function
// remove 'string' table
lua_remove(L, -2);
// put the format function into place
lua_insert(L, 1);
// call format function
lua_call(L, lua_gettop(L)-1, 1);
}
// Top of stack is now a string to output
wxString msg(lua_tostring(L, 1), wxConvUTF8);
ps->AddDebugOutput(msg);
return 0;
}
int LuaProgressSink::LuaDisplayDialog(lua_State *L)
{
LuaProgressSink *ps = GetObjPointer(L, lua_upvalueindex(1));
// Check that two arguments were actually given
// If only one, add another empty table for buttons
if (lua_gettop(L) == 1) {
lua_newtable(L);
}
// If more than two, remove the excess
if (lua_gettop(L) > 2) {
lua_settop(L, 2);
}
// Send the "show dialog" event
// See comments in auto4_base.h for more info on this synchronisation
ShowConfigDialogEvent evt;
LuaConfigDialog dlg(L, true); // magically creates the config dialog structure etc
evt.config_dialog = &dlg;
wxSemaphore sema(0, 1);
evt.sync_sema = &sema;
ps->AddPendingEvent(evt);
sema.Wait();
// more magic: puts two values on stack: button pushed and table with control results
return dlg.LuaReadBack(L);
}
// 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);
}
~LuaScriptFactory() { }
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 _lua_script_factory;
};