mirror of https://github.com/odrling/Aegisub
254 lines
7.6 KiB
C++
254 lines
7.6 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_LUA_H
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#define _AUTO4_LUA_H
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#include "auto4_base.h"
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#include <wx/thread.h>
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#include <wx/event.h>
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#include "../lua51/src/lua.h"
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#include "../lua51/src/lauxlib.h"
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class wxWindow;
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namespace Automation4 {
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// Manage reading in a Lua script file
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struct LuaScriptReader {
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FILE *f;
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bool first;
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char *databuf;
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static const size_t bufsize = 512;
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LuaScriptReader(const wxString &filename);
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~LuaScriptReader();
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static const char* reader_func(lua_State *L, void *data, size_t *size);
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};
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// Provides access to an AssFile object (and all lines contained) for a Lua script
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class LuaAssFile {
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private:
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AssFile *ass;
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lua_State *L;
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bool can_modify;
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bool can_set_undo;
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void CheckAllowModify(); // throws an error if modification is disallowed
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// keep a cursor of last accessed item to avoid walking over the entire file on every access
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std::list<AssEntry*>::iterator last_entry_ptr;
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int last_entry_id;
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void GetAssEntry(int n); // set last_entry_ptr to point to item n
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static int ObjectIndexRead(lua_State *L);
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static int ObjectIndexWrite(lua_State *L);
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static int ObjectGetLen(lua_State *L);
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static int ObjectDelete(lua_State *L);
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static int ObjectDeleteRange(lua_State *L);
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static int ObjectAppend(lua_State *L);
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static int ObjectInsert(lua_State *L);
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static int ObjectGarbageCollect(lua_State *L);
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static int LuaParseTagData(lua_State *L);
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static int LuaUnparseTagData(lua_State *L);
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static int LuaParseKaraokeData(lua_State *L);
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static int LuaSetUndoPoint(lua_State *L);
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static LuaAssFile *GetObjPointer(lua_State *L, int idx);
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~LuaAssFile();
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public:
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static void AssEntryToLua(lua_State *L, AssEntry *e); // makes a Lua representation of AssEntry and places on the top of the stack
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static AssEntry *LuaToAssEntry(lua_State *L); // assumes a Lua representation of AssEntry on the top of the stack, and creates an AssEntry object of it
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LuaAssFile(lua_State *_L, AssFile *_ass, bool _can_modify, bool _can_set_undo);
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};
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// Provides progress UI and control functions for a Lua script
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class LuaProgressSink : public ProgressSink {
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private:
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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, wxWindow *parent, bool allow_config_dialog = true);
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virtual ~LuaProgressSink();
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static LuaProgressSink* GetObjPointer(lua_State *L, int idx);
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};
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// Provides Config UI functions for a Lua script
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class LuaConfigDialogControl {
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public:
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wxControl *cw; // control window
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wxString name, hint;
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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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LuaConfigDialogControl(lua_State *L);
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virtual ~LuaConfigDialogControl() { }
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};
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class LuaConfigDialog : public ScriptConfigDialog {
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private:
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std::vector<LuaConfigDialogControl*> controls;
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std::vector<wxString> buttons;
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bool use_buttons;
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class ButtonEventHandler : public wxEvtHandler {
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public:
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int *button_pushed;
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void OnButtonPush(wxCommandEvent &evt);
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};
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ButtonEventHandler *button_event;
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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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void ReadBack(); // from auto4 base
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};
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// Second base-class for Lua implemented Features
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class LuaFeature : public virtual Feature {
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protected:
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lua_State *L;
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int myid;
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LuaFeature(lua_State *_L, ScriptFeatureClass _featureclass, const wxString &_name);
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void RegisterFeature();
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void GetFeatureFunction(int functionid);
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void CreateIntegerArray(const std::vector<int> &ints);
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void ThrowError();
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};
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// Class of Lua scripts
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class LuaScript : public Script {
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friend class LuaFeature;
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private:
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lua_State *L;
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void Create(); // load script and create internal structures etc.
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void Destroy(); // destroy internal structures, unreg features and delete environment
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static LuaScript* GetScriptObject(lua_State *L);
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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 LuaFrameFromMs(lua_State *L);
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static int LuaMsFromFrame(lua_State *L);
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public:
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LuaScript(const wxString &filename);
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virtual ~LuaScript();
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virtual void Reload();
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};
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// A single call to a Lua function, run inside a separate thread.
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// This object should be created on the stack in the function that does the call.
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class LuaThreadedCall : public wxThread {
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private:
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lua_State *L;
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int nargs;
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int nresults;
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public:
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LuaThreadedCall(lua_State *_L, int _nargs, int _nresults);
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virtual ExitCode Entry();
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};
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// Implementation of the Macro Feature for Lua scripts
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class LuaFeatureMacro : public FeatureMacro, LuaFeature {
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private:
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bool no_validate;
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protected:
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LuaFeatureMacro(const wxString &_name, const wxString &_description, lua_State *_L);
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public:
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static int LuaRegister(lua_State *L);
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virtual ~LuaFeatureMacro() { }
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virtual bool Validate(AssFile *subs, const std::vector<int> &selected, int active);
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virtual void Process(AssFile *subs, const std::vector<int> &selected, int active, wxWindow * const progress_parent);
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};
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// Implementation of the Export Filter Feature for Lua scripts
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class LuaFeatureFilter : public FeatureFilter, LuaFeature {
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private:
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bool has_config;
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LuaConfigDialog *config_dialog;
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protected:
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LuaFeatureFilter(const wxString &_name, const wxString &_description, int merit, lua_State *_L);
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ScriptConfigDialog* GenerateConfigDialog(wxWindow *parent);
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void Init();
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public:
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static int LuaRegister(lua_State *L);
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void ProcessSubs(AssFile *subs, wxWindow *export_dialog);
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};
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};
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#endif
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