mirror of https://github.com/odrling/Aegisub
369 lines
11 KiB
C++
369 lines
11 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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// -----------------------------------------------------------------------------
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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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#pragma once
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#ifndef _AUTO4_BASE_H
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#define _AUTO4_BASE_H
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#include <wx/string.h>
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#include <wx/sizer.h>
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#include <wx/gauge.h>
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#include <wx/timer.h>
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#include <wx/stattext.h>
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#include <wx/dialog.h>
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#include <wx/textctrl.h>
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#include <vector>
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#include "ass_export_filter.h"
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#include "subtitle_format.h"
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class AssFile;
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class AssStyle;
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class wxWindow;
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class wxDialog;
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class wxStopWatch;
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class wxPathList;
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DECLARE_EVENT_TYPE(wxEVT_AUTOMATION_SCRIPT_COMPLETED, -1)
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namespace Automation4 {
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// Calculate the extents of a text string given a style
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bool CalculateTextExtents(AssStyle *style, wxString &text, double &width, double &height, double &descent, double &extlead);
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// The class of a Feature...
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enum ScriptFeatureClass {
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SCRIPTFEATURE_MACRO = 0,
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SCRIPTFEATURE_FILTER,
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SCRIPTFEATURE_SUBFORMAT,
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SCRIPTFEATURE_MAX // must be last
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};
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// A Feature describes a function provided by a Script.
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// There are several distinct classes of features.
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class FeatureMacro;
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class FeatureFilter;
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class FeatureSubtitleFormat;
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class Feature {
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private:
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ScriptFeatureClass featureclass;
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wxString name;
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protected:
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Feature(ScriptFeatureClass _featureclass, const wxString &_name);
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public:
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virtual ~Feature() { }
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ScriptFeatureClass GetClass() const;
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FeatureMacro* AsMacro();
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FeatureFilter* AsFilter();
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FeatureSubtitleFormat* AsSubFormat();
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virtual const wxString& GetName() const;
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};
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// The Macro feature; adds a menu item that runs script code
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class FeatureMacro : public virtual Feature {
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private:
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wxString description;
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protected:
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FeatureMacro(const wxString &_name, const wxString &_description);
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public:
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virtual ~FeatureMacro() { }
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const wxString& GetDescription() const;
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virtual bool Validate(AssFile *subs, const std::vector<int> &selected, int active) = 0;
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virtual void Process(AssFile *subs, std::vector<int> &selected, int active, wxWindow * const progress_parent) = 0;
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};
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class ScriptConfigDialog;
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// The Export Filter feature; adds a new export filter
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class FeatureFilter : public virtual Feature, public AssExportFilter {
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private:
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ScriptConfigDialog *config_dialog;
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protected:
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FeatureFilter(const wxString &_name, const wxString &_description, int _priority);
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// Subclasses should probably implement AssExportFilter::Init
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virtual ScriptConfigDialog* GenerateConfigDialog(wxWindow *parent) = 0; // subclasses should implement this, producing a new ScriptConfigDialog
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wxString GetScriptSettingsIdentifier();
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public:
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virtual ~FeatureFilter();
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wxWindow* GetConfigDialogWindow(wxWindow *parent);
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void LoadSettings(bool IsDefault);
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// Subclasses must implement ProcessSubs from AssExportFilter
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};
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// The Subtitle Format feature; adds new subtitle format readers/writers
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class FeatureSubtitleFormat : public virtual Feature, public SubtitleFormat {
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private:
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wxString extension;
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protected:
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FeatureSubtitleFormat(const wxString &_name, const wxString &_extension);
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public:
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virtual ~FeatureSubtitleFormat() { }
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const wxString& GetExtension() const;
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// Default implementations of these are provided, that just checks extension,
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// but subclasses can provide more elaborate implementations, or go back to
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// the "return false" implementation, in case of reader-only or writer-only.
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virtual bool CanWriteFile(wxString filename);
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virtual bool CanReadFile(wxString filename);
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// Subclasses should implement ReadFile and/or WriteFile here
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};
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// Base class for script-provided config dialogs
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class ScriptConfigDialog {
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private:
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wxWindow *win;
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protected:
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virtual wxWindow* CreateWindow(wxWindow *parent) = 0;
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public:
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ScriptConfigDialog() : win(0) { }
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virtual ~ScriptConfigDialog() { }
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wxWindow* GetWindow(wxWindow *parent);
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void DeleteWindow();
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virtual void ReadBack() = 0;
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virtual wxString Serialise();
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virtual void Unserialise(const wxString &serialised) { }
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};
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// Config dialog event class and related stuff (wx </3)
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extern const wxEventType EVT_SHOW_CONFIG_DIALOG_t;
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class ShowConfigDialogEvent : public wxCommandEvent {
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public:
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ShowConfigDialogEvent(const wxEventType &event = EVT_SHOW_CONFIG_DIALOG_t)
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: wxCommandEvent(event)
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, config_dialog(0)
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, sync_sema(0) { };
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virtual wxEvent *Clone() const { return new ShowConfigDialogEvent(*this); }
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ScriptConfigDialog *config_dialog;
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// Synchronisation for config dialog events:
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// You don't want the script asynchronically continue executing while the dialog
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// is displaying, so a synchronisation mechanism is used.
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// The poster of the event should supply a semaphore object with an initial count
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// of zero. After posting the event, the poster should wait for the semaphore.
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// When the dialog is finished, the semaphore is posted, and the poster can
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// continue.
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// The poster is responsible for cleaning up the semaphore.
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wxSemaphore *sync_sema;
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};
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typedef void (wxEvtHandler::*ShowConfigDialogEventFunction)(ShowConfigDialogEvent&);
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#define EVT_SHOW_CONFIG_DIALOG(fn) DECLARE_EVENT_TABLE_ENTRY( EVT_SHOW_CONFIG_DIALOG_t, -1, -1, (wxObjectEventFunction)(wxEventFunction)(ShowConfigDialogEventFunction)&fn, (wxObject*)0 ),
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// Base class for progress reporting/other output
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class ProgressSink : public wxDialog {
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private:
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wxBoxSizer *sizer;
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wxGauge *progress_display;
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wxButton *cancel_button;
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wxStaticText *title_display;
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wxStaticText *task_display;
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wxTextCtrl *debug_output;
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volatile bool debug_visible;
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volatile bool data_updated;
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float progress;
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wxString task;
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wxString title;
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wxString pending_debug_output;
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wxMutex data_mutex;
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wxTimer *update_timer;
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void OnCancel(wxCommandEvent &evt);
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void OnInit(wxInitDialogEvent &evt);
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void OnIdle(wxIdleEvent &evt);
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void OnConfigDialog(ShowConfigDialogEvent &evt);
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void DoUpdateDisplay();
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protected:
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volatile bool cancelled;
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int trace_level;
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ProgressSink(wxWindow *parent);
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virtual ~ProgressSink();
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public:
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void SetProgress(float _progress);
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void SetTask(const wxString &_task);
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void SetTitle(const wxString &_title);
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void AddDebugOutput(const wxString &msg);
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volatile bool has_inited;
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volatile bool script_finished;
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DECLARE_EVENT_TABLE()
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};
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// Base class for Scripts
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class Script {
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private:
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wxString filename;
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protected:
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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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bool loaded; // is the script properly loaded?
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wxPathList include_path;
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std::vector<Feature*> features;
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Script(const wxString &_filename);
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public:
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virtual ~Script();
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virtual void Reload() = 0;
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const wxString& GetFilename() const;
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wxString GetPrettyFilename() const;
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const wxString& GetName() const;
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const wxString& GetDescription() const;
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const wxString& GetAuthor() const;
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const wxString& GetVersion() const;
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bool GetLoadedState() const;
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std::vector<Feature*>& GetFeatures();
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};
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// Manages loaded scripts; for whatever reason, multiple managers might be instantiated. In truth, this is more
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// like a macro manager at the moment, since Export Filter and Subtitle Format are already managed by other
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// classes.
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class ScriptManager {
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private:
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std::vector<Script*> scripts;
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std::vector<FeatureMacro*> macros;
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public:
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ScriptManager();
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virtual ~ScriptManager(); // Deletes all scripts managed
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void Add(Script *script); // Add a script to the manager. The ScriptManager takes owvership of the script and will automatically delete it.
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void Remove(Script *script); // Remove a script from the manager, and delete the Script object.
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void RemoveAll(); // Deletes all scripts managed
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const std::vector<Script*>& GetScripts() const;
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const std::vector<FeatureMacro*>& GetMacros();
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// No need to have getters for the other kinds of features, I think.
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// They automatically register themselves in the relevant places.
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};
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// Scans a directory for scripts and attempts to load all of them
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class AutoloadScriptManager : public ScriptManager {
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private:
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wxString path;
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public:
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AutoloadScriptManager(const wxString &_path);
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void Reload();
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};
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// Script factory; each scripting engine should create exactly one instance of this object and register it.
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// This is used to create Script objects from a file.
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class ScriptFactory {
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private:
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static std::vector<ScriptFactory*> *factories;
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protected:
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ScriptFactory() { }
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virtual ~ScriptFactory() { }
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wxString engine_name;
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wxString filename_pattern;
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public:
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virtual Script* Produce(const wxString &filename) const = 0;
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const wxString& GetEngineName() const;
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const wxString& GetFilenamePattern() const;
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static void Register(ScriptFactory *factory);
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static void Unregister(ScriptFactory *factory);
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static Script* CreateFromFile(const wxString &filename, bool log_errors);
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static bool CanHandleScriptFormat(const wxString &filename);
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static const std::vector<ScriptFactory*>& GetFactories();
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};
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// Dummy class for scripts that could not be loaded by the ScriptFactory
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class UnknownScript : public Script {
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public:
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UnknownScript(const wxString &filename);
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void Reload() { };
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};
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};
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#endif
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