Aegisub/aegisub/auto4_auto3.h

187 lines
4.9 KiB
C++

// Copyright (c) 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
//
// Scripting engine for legacy Automation 3 compatibility
#pragma once
#ifndef _AUTO4_AUTO3_H
#define _AUTO4_AUTO3_H
#include "auto4_base.h"
#include <wx/thread.h>
#include <wx/event.h>
#include "../lua51/src/lua.h"
#include "../lua51/src/lauxlib.h"
#include "ass_file.h"
#include "ass_entry.h"
#include "ass_dialogue.h"
#include "ass_style.h"
namespace Automation4 {
class Auto3ProgressSink : public ProgressSink {
private:
lua_State *L;
static int LuaSetStatus(lua_State *L);
static int LuaOutputDebug(lua_State *L);
static int LuaReportProgress(lua_State *L);
public:
Auto3ProgressSink(lua_State *_L, wxWindow *parent);
virtual ~Auto3ProgressSink();
static Auto3ProgressSink* GetObjPointer(lua_State *L, int idx);
};
enum Auto3ScriptConfigurationOptionKind {
COK_INVALID = 0,
COK_LABEL,
COK_TEXT,
COK_INT,
COK_FLOAT,
COK_BOOL,
COK_COLOUR,
COK_STYLE
};
struct Auto3ScriptConfigurationOption {
wxString name;
Auto3ScriptConfigurationOptionKind kind;
wxString label;
wxString hint;
union {
bool isset;
int intval;
double floatval;
} min, max;
struct {
wxString stringval;
int intval;
double floatval;
bool boolval;
AssColor colourval;
} default_val, value;
};
class Auto3ConfigDialog : public ScriptConfigDialog {
// copypasta
private:
bool present; // is there any configuration option set at all?
std::vector<Auto3ScriptConfigurationOption> options;
struct Control {
wxStaticText *label;
wxControl *control;
Auto3ScriptConfigurationOption *option;
Control() : label(0), control(0), option(0) {}
};
std::vector<Control> controls;
protected:
wxWindow* CreateWindow(wxWindow *parent);
public:
Auto3ConfigDialog(lua_State *L);
virtual ~Auto3ConfigDialog();
int LuaReadBack(lua_State *L); // read back internal structure to lua structures
void ReadBack(); // from auto4 base
wxString Serialise(); // make a string from the option name+value pairs
void Unserialise(const wxString &settings); // set the option values from a serialized string
};
class Auto3Filter : public FeatureFilter {
private:
Auto3ConfigDialog *config;
AssFile *_file;
lua_State *L;
protected:
ScriptConfigDialog* GenerateConfigDialog(wxWindow *parent);
void Init();
public:
Auto3Filter(const wxString &_name, const wxString &_description, lua_State *_L);
void ProcessSubs(AssFile *subs, wxWindow *export_dialog);
};
class Auto3ThreadedProcessor : public wxThread {
private:
lua_State *L;
AssFile *file;
Auto3ConfigDialog *config;
Auto3ProgressSink *sink;
public:
Auto3ThreadedProcessor(lua_State *_L, AssFile *_file, Auto3ConfigDialog *_config, Auto3ProgressSink *_sink);
virtual ExitCode Entry();
};
class Auto3Script : public Script {
private:
Auto3Filter *filter;
lua_State *L;
static int LuaTextExtents(lua_State *L);
static int LuaInclude(lua_State *L);
static int LuaColorstringToRGB(lua_State *L);
static int LuaFrameFromMs(lua_State *L);
static int LuaMsFromFrame(lua_State *L);
void Create();
void Destroy();
static Auto3Script* GetScriptObject(lua_State *L);
public:
Auto3Script(const wxString &filename);
virtual ~Auto3Script();
virtual void Reload();
};
};
#endif