Aegisub/aegisub/auto4_base.h

368 lines
11 KiB
C++

// Copyright (c) 2006, Niels Martin Hansen
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
// * Neither the name of the Aegisub Group nor the names of its contributors
// may be used to endorse or promote products derived from this software
// without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//
// -----------------------------------------------------------------------------
//
// AEGISUB
//
// Website: http://aegisub.cellosoft.com
// Contact: mailto:jiifurusu@gmail.com
//
#pragma once
#ifndef _AUTO4_BASE_H
#define _AUTO4_BASE_H
#include <wx/string.h>
#include <wx/sizer.h>
#include <wx/gauge.h>
#include <wx/timer.h>
#include <wx/stattext.h>
#include <wx/dialog.h>
#include <wx/textctrl.h>
#include <vector>
#include "ass_export_filter.h"
#include "subtitle_format.h"
class AssFile;
class AssStyle;
class wxWindow;
class wxDialog;
class wxStopWatch;
class wxPathList;
DECLARE_EVENT_TYPE(wxEVT_AUTOMATION_SCRIPT_COMPLETED, -1)
namespace Automation4 {
// Calculate the extents of a text string given a style
bool CalculateTextExtents(AssStyle *style, wxString &text, double &width, double &height, double &descent, double &extlead);
// The class of a Feature...
enum ScriptFeatureClass {
SCRIPTFEATURE_MACRO = 0,
SCRIPTFEATURE_FILTER,
SCRIPTFEATURE_SUBFORMAT,
SCRIPTFEATURE_MAX // must be last
};
// A Feature describes a function provided by a Script.
// There are several distinct classes of features.
class FeatureMacro;
class FeatureFilter;
class FeatureSubtitleFormat;
class Feature {
private:
ScriptFeatureClass featureclass;
wxString name;
protected:
Feature(ScriptFeatureClass _featureclass, const wxString &_name);
public:
virtual ~Feature() { }
ScriptFeatureClass GetClass() const;
FeatureMacro* AsMacro();
FeatureFilter* AsFilter();
FeatureSubtitleFormat* AsSubFormat();
virtual const wxString& GetName() const;
};
// The Macro feature; adds a menu item that runs script code
class FeatureMacro : public virtual Feature {
private:
wxString description;
protected:
FeatureMacro(const wxString &_name, const wxString &_description);
public:
virtual ~FeatureMacro() { }
const wxString& GetDescription() const;
virtual bool Validate(AssFile *subs, const std::vector<int> &selected, int active) = 0;
virtual void Process(AssFile *subs, std::vector<int> &selected, int active, wxWindow * const progress_parent) = 0;
};
class ScriptConfigDialog;
// The Export Filter feature; adds a new export filter
class FeatureFilter : public virtual Feature, public AssExportFilter {
private:
ScriptConfigDialog *config_dialog;
protected:
FeatureFilter(const wxString &_name, const wxString &_description, int _priority);
// Subclasses should probably implement AssExportFilter::Init
virtual ScriptConfigDialog* GenerateConfigDialog(wxWindow *parent) = 0; // subclasses should implement this, producing a new ScriptConfigDialog
wxString GetScriptSettingsIdentifier();
public:
virtual ~FeatureFilter();
wxWindow* GetConfigDialogWindow(wxWindow *parent);
void LoadSettings(bool IsDefault);
// Subclasses must implement ProcessSubs from AssExportFilter
};
// The Subtitle Format feature; adds new subtitle format readers/writers
class FeatureSubtitleFormat : public virtual Feature, public SubtitleFormat {
private:
wxString extension;
protected:
FeatureSubtitleFormat(const wxString &_name, const wxString &_extension);
public:
virtual ~FeatureSubtitleFormat() { }
const wxString& GetExtension() const;
// Default implementations of these are provided, that just checks extension,
// but subclasses can provide more elaborate implementations, or go back to
// the "return false" implementation, in case of reader-only or writer-only.
virtual bool CanWriteFile(wxString filename);
virtual bool CanReadFile(wxString filename);
// Subclasses should implement ReadFile and/or WriteFile here
};
// Base class for script-provided config dialogs
class ScriptConfigDialog {
private:
wxWindow *win;
protected:
virtual wxWindow* CreateWindow(wxWindow *parent) = 0;
public:
ScriptConfigDialog() : win(0) { }
virtual ~ScriptConfigDialog() { }
wxWindow* GetWindow(wxWindow *parent);
void DeleteWindow();
virtual void ReadBack() = 0;
virtual wxString Serialise();
virtual void Unserialise(const wxString &serialised) { }
};
// Config dialog event class and related stuff (wx </3)
extern const wxEventType EVT_SHOW_CONFIG_DIALOG_t;
class ShowConfigDialogEvent : public wxCommandEvent {
public:
ShowConfigDialogEvent(const wxEventType &event = EVT_SHOW_CONFIG_DIALOG_t)
: wxCommandEvent(event)
, config_dialog(0)
, sync_sema(0) { };
virtual wxEvent *Clone() const { return new ShowConfigDialogEvent(*this); }
ScriptConfigDialog *config_dialog;
// Synchronisation for config dialog events:
// You don't want the script asynchronically continue executing while the dialog
// is displaying, so a synchronisation mechanism is used.
// The poster of the event should supply a semaphore object with an initial count
// of zero. After posting the event, the poster should wait for the semaphore.
// When the dialog is finished, the semaphore is posted, and the poster can
// continue.
// The poster is responsible for cleaning up the semaphore.
wxSemaphore *sync_sema;
};
typedef void (wxEvtHandler::*ShowConfigDialogEventFunction)(ShowConfigDialogEvent&);
#define EVT_SHOW_CONFIG_DIALOG(fn) DECLARE_EVENT_TABLE_ENTRY( EVT_SHOW_CONFIG_DIALOG_t, -1, -1, (wxObjectEventFunction)(wxEventFunction)(ShowConfigDialogEventFunction)&fn, (wxObject*)0 ),
// Base class for progress reporting/other output
class ProgressSink : public wxDialog {
private:
wxBoxSizer *sizer;
wxGauge *progress_display;
wxButton *cancel_button;
wxStaticText *title_display;
wxStaticText *task_display;
wxTextCtrl *debug_output;
volatile bool debug_visible;
volatile bool data_updated;
float progress;
wxString task;
wxString title;
wxString pending_debug_output;
wxMutex data_mutex;
wxTimer *update_timer;
void OnCancel(wxCommandEvent &evt);
void OnInit(wxInitDialogEvent &evt);
void OnIdle(wxIdleEvent &evt);
void OnConfigDialog(ShowConfigDialogEvent &evt);
void DoUpdateDisplay();
protected:
volatile bool cancelled;
int trace_level;
ProgressSink(wxWindow *parent);
virtual ~ProgressSink();
public:
void SetProgress(float _progress);
void SetTask(const wxString &_task);
void SetTitle(const wxString &_title);
void AddDebugOutput(const wxString &msg);
volatile bool has_inited;
volatile bool script_finished;
DECLARE_EVENT_TABLE()
};
// Base class for Scripts
class Script {
private:
wxString filename;
protected:
wxString name;
wxString description;
wxString author;
wxString version;
bool loaded; // is the script properly loaded?
wxPathList include_path;
std::vector<Feature*> features;
Script(const wxString &_filename);
public:
virtual ~Script();
virtual void Reload() = 0;
const wxString& GetFilename() const;
wxString GetPrettyFilename() const;
const wxString& GetName() const;
const wxString& GetDescription() const;
const wxString& GetAuthor() const;
const wxString& GetVersion() const;
bool GetLoadedState() const;
std::vector<Feature*>& GetFeatures();
};
// Manages loaded scripts; for whatever reason, multiple managers might be instantiated. In truth, this is more
// like a macro manager at the moment, since Export Filter and Subtitle Format are already managed by other
// classes.
class ScriptManager {
private:
std::vector<Script*> scripts;
std::vector<FeatureMacro*> macros;
public:
ScriptManager();
virtual ~ScriptManager(); // Deletes all scripts managed
void Add(Script *script); // Add a script to the manager. The ScriptManager takes owvership of the script and will automatically delete it.
void Remove(Script *script); // Remove a script from the manager, and delete the Script object.
void RemoveAll(); // Deletes all scripts managed
const std::vector<Script*>& GetScripts() const;
const std::vector<FeatureMacro*>& GetMacros();
// No need to have getters for the other kinds of features, I think.
// They automatically register themselves in the relevant places.
};
// Scans a directory for scripts and attempts to load all of them
class AutoloadScriptManager : public ScriptManager {
private:
wxString path;
public:
AutoloadScriptManager(const wxString &_path);
void Reload();
};
// Script factory; each scripting engine should create exactly one instance of this object and register it.
// This is used to create Script objects from a file.
class ScriptFactory {
private:
static std::vector<ScriptFactory*> *factories;
protected:
ScriptFactory() { }
virtual ~ScriptFactory() { }
wxString engine_name;
wxString filename_pattern;
public:
virtual Script* Produce(const wxString &filename) const = 0;
const wxString& GetEngineName() const;
const wxString& GetFilenamePattern() const;
static void Register(ScriptFactory *factory);
static void Unregister(ScriptFactory *factory);
static Script* CreateFromFile(const wxString &filename, bool log_errors);
static const std::vector<ScriptFactory*>& GetFactories();
};
// Dummy class for scripts that could not be loaded by the ScriptFactory
class UnknownScript : public Script {
public:
UnknownScript(const wxString &filename);
void Reload() { };
};
};
#endif