mirror of https://github.com/odrling/Aegisub
349 lines
9.2 KiB
C++
349 lines
9.2 KiB
C++
// Copyright (c) 2006, 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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// Aegisub Project http://www.aegisub.org/
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//
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// $Id$
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/// @file auto4_lua.h
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/// @see auto4_lua.cpp
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/// @ingroup scripting
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///
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#ifndef AGI_PRE
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#include <wx/event.h>
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#include <wx/thread.h>
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#endif
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#include "compat.h"
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#include "auto4_base.h"
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#include "command/command.h"
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class AssEntry;
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class wxWindow;
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struct lua_State;
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namespace agi { namespace vfr { class Framerate; } }
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namespace Automation4 {
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/// @class LuaAssFile
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/// @brief Object wrapping an AssFile object for modification through Lua
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class LuaAssFile {
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/// Pointer to file being modified
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AssFile *ass;
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/// Lua state the object exists in
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lua_State *L;
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/// Is the feature this object is created for read-only?
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bool can_modify;
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/// Is the feature allowed to set undo points?
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bool can_set_undo;
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/// throws an error if modification is disallowed
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void CheckAllowModify();
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/// How ass file been modified by the script since the last commit
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int modification_type;
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/// Reference count used to avoid deleting this until both lua and the
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/// calling C++ code are done with it
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int references;
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/// Cursor for last access into file
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std::list<AssEntry*>::iterator last_entry_ptr;
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/// Index for last access into file
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int last_entry_id;
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/// Move last_entry_ptr to 1-based index n
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void SeekCursorTo(int n);
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int ObjectIndexRead(lua_State *L);
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void ObjectIndexWrite(lua_State *L);
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int ObjectGetLen(lua_State *L);
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void ObjectDelete(lua_State *L);
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void ObjectDeleteRange(lua_State *L);
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void ObjectAppend(lua_State *L);
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void ObjectInsert(lua_State *L);
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void ObjectGarbageCollect(lua_State *L);
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int LuaParseTagData(lua_State *L);
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int LuaUnparseTagData(lua_State *L);
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int LuaParseKaraokeData(lua_State *L);
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void LuaSetUndoPoint(lua_State *L);
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// LuaAssFile can only be deleted by the reference count hitting zero
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~LuaAssFile() { }
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public:
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static LuaAssFile *GetObjPointer(lua_State *L, int idx);
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/// makes a Lua representation of AssEntry and places on the top of the stack
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static void AssEntryToLua(lua_State *L, AssEntry *e);
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/// assumes a Lua representation of AssEntry on the top of the stack, and creates an AssEntry object of it
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static AssEntry *LuaToAssEntry(lua_State *L);
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/// @brief Signal that the script using this file is now done running
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/// @param set_undo If there's any uncommitted changes to the file,
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/// they will be automatically committed with this
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/// description
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void ProcessingComplete(wxString const& undo_description = "");
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/// Constructor
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/// @param L lua state
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/// @param ass File to wrap
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/// @param can_modify Is modifying the file allowed?
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/// @param can_set_undo Is setting undo points allowed?
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LuaAssFile(lua_State *L, AssFile *ass, bool can_modify = false, bool can_set_undo = false);
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};
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class LuaProgressSink {
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lua_State *L;
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static int LuaSetProgress(lua_State *L);
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static int LuaSetTask(lua_State *L);
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static int LuaSetTitle(lua_State *L);
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static int LuaGetCancelled(lua_State *L);
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static int LuaDebugOut(lua_State *L);
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static int LuaDisplayDialog(lua_State *L);
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public:
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LuaProgressSink(lua_State *L, ProgressSink *ps, bool allow_config_dialog = true);
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~LuaProgressSink();
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static ProgressSink* GetObjPointer(lua_State *L, int idx);
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};
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/// DOCME
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/// @class LuaConfigDialogControl
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/// @brief DOCME
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///
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/// DOCME
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class LuaConfigDialogControl {
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public:
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/// DOCME
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wxControl *cw; // control window
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/// DOCME
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/// DOCME
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wxString name, hint;
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/// DOCME
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/// DOCME
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/// DOCME
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/// DOCME
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int x, y, width, height;
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virtual wxControl *Create(wxWindow *parent) = 0;
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virtual void ControlReadBack() = 0;
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virtual void LuaReadBack(lua_State *L) = 0;
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/// @brief DOCME
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/// @return
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///
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virtual bool CanSerialiseValue() { return false; }
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/// @brief DOCME
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/// @return
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///
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virtual wxString SerialiseValue() { return ""; }
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/// @brief DOCME
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/// @param serialised
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///
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virtual void UnserialiseValue(const wxString &serialised) { }
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LuaConfigDialogControl(lua_State *L);
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/// @brief DOCME
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///
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virtual ~LuaConfigDialogControl() { }
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};
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/// DOCME
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/// @class LuaConfigDialog
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/// @brief DOCME
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///
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/// DOCME
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class LuaConfigDialog : public ScriptConfigDialog {
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private:
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/// DOCME
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std::vector<LuaConfigDialogControl*> controls;
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/// DOCME
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std::vector<wxString> buttons;
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/// DOCME
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bool use_buttons;
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/// DOCME
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/// @class ButtonEventHandler
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/// @brief DOCME
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///
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/// DOCME
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class ButtonEventHandler : public wxEvtHandler {
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public:
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/// DOCME
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int *button_pushed;
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void OnButtonPush(wxCommandEvent &evt);
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};
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/// DOCME
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ButtonEventHandler *button_event;
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/// DOCME
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int button_pushed;
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protected:
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wxWindow* CreateWindow(wxWindow *parent);
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public:
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LuaConfigDialog(lua_State *_L, bool include_buttons);
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virtual ~LuaConfigDialog();
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int LuaReadBack(lua_State *L); // read back internal structure to lua structures
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wxString Serialise();
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void Unserialise(const wxString &serialised);
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void ReadBack(); // from auto4 base
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};
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class LuaFeature {
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int myid;
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protected:
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lua_State *L;
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void RegisterFeature();
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void UnregisterFeature();
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void GetFeatureFunction(const char *function);
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void ThrowError();
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LuaFeature(lua_State *L);
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};
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void LuaThreadedCall(lua_State *L, int nargs, int nresults, wxString const& title, wxWindow *parent, bool can_open_config);
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class LuaCommand : public cmd::Command, private LuaFeature {
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std::string cmd_name;
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wxString display;
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wxString help;
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int cmd_type;
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LuaCommand(lua_State *L);
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public:
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~LuaCommand();
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const char* name() { return cmd_name.c_str(); }
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wxString StrMenu(const agi::Context *) const { return display; }
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wxString StrDisplay(const agi::Context *) const { return display; }
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wxString StrHelp() const { return help; }
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int Type() const { return cmd_type; }
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void operator()(agi::Context *c);
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bool Validate(const agi::Context *c);
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virtual bool IsActive(const agi::Context *c);
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static int LuaRegister(lua_State *L);
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};
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class LuaExportFilter : public ExportFilter, private LuaFeature {
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bool has_config;
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LuaConfigDialog *config_dialog;
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protected:
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LuaExportFilter(lua_State *L);
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ScriptConfigDialog* GenerateConfigDialog(wxWindow *parent, agi::Context *c);
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public:
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static int LuaRegister(lua_State *L);
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virtual ~LuaExportFilter() { }
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void ProcessSubs(AssFile *subs, wxWindow *export_dialog);
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};
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class LuaScript : public Script {
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lua_State *L;
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wxString name;
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wxString description;
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wxString author;
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wxString version;
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std::vector<cmd::Command*> macros;
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std::vector<ExportFilter*> filters;
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/// load script and create internal structures etc.
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void Create();
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/// destroy internal structures, unreg features and delete environment
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void Destroy();
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static int LuaTextExtents(lua_State *L);
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static int LuaInclude(lua_State *L);
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static int LuaModuleLoader(lua_State *L);
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static int LuaFrameFromMs(lua_State *L);
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static int LuaMsFromFrame(lua_State *L);
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static int LuaVideoSize(lua_State *L);
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public:
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LuaScript(const wxString &filename);
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~LuaScript();
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void RegisterCommand(LuaCommand *command);
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void UnregisterCommand(LuaCommand *command);
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void RegisterFilter(LuaExportFilter *filter);
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static LuaScript* GetScriptObject(lua_State *L);
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// Script implementation
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void Reload();
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wxString GetName() const { return name; }
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wxString GetDescription() const { return description; }
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wxString GetAuthor() const { return author; }
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wxString GetVersion() const { return version; }
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bool GetLoadedState() const { return L != 0; }
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std::vector<cmd::Command*> GetMacros() const { return macros; }
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std::vector<ExportFilter*> GetFilters() const { return filters; }
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std::vector<SubtitleFormat*> GetFormats() const { return std::vector<SubtitleFormat*>(); }
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};
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};
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