Aegisub/auto3/auto3.c
Niels Martin Hansen b3c15d8d2e Somewhat working auto3 on Linux, still needs some minor fixing
Originally committed to SVN as r1167.
2007-05-07 16:44:26 +00:00

934 lines
23 KiB
C

// Copyright (c) 2005, 2006, 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
//
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include "auto3.h"
// Win32 DLL entry point
#ifdef WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <wchar.h>
BOOL APIENTRY DllMain( HANDLE hModule,
DWORD ul_reason_for_call,
LPVOID lpReserved
)
{
// TODO: Destroy any still-alive scripts/interpreters here on unload?
return TRUE;
}
#endif
struct script_reader_data {
FILE *f;
int isfirst;
#define SCRIPT_READER_BUFSIZE 512
char databuf[SCRIPT_READER_BUFSIZE];
};
static const char *script_reader_func(lua_State *L, void *data, size_t *size)
{
struct script_reader_data *self;
unsigned char *b;
FILE *f;
self = (struct script_reader_data *)(data);
b = (unsigned char *)self->databuf;
f = self->f;
if (feof(f)) {
*size = 0;
return NULL;
}
if (self->isfirst) {
self->isfirst = 0;
// check if file is sensible and maybe skip bom
if ((*size = fread(b, 1, 4, f)) == 4) {
if (b[0] == 0xEF && b[1] == 0xBB && b[2] == 0xBF) {
// got an utf8 file with bom
// nothing further to do, already skipped the bom
fseek(f, -1, SEEK_CUR);
} else {
// oops, not utf8 with bom
// check if there is some other BOM in place and complain if there is...
if ((b[0] == 0xFF && b[1] == 0xFE && b[2] == 0x00 && b[3] == 0x00) || // utf32be
(b[0] == 0x00 && b[1] == 0x00 && b[2] == 0xFE && b[3] == 0xFF) || // utf32le
(b[0] == 0xFF && b[1] == 0xFE) || // utf16be
(b[0] == 0xFE && b[1] == 0xFF) || // utf16le
(b[0] == 0x2B && b[1] == 0x2F && b[2] == 0x76) || // utf7
(b[0] == 0x00 && b[2] == 0x00) || // looks like utf16be
(b[1] == 0x00 && b[3] == 0x00)) { // looks like utf16le
// can't support these files
*size = 0;
self->isfirst = -1;
strcpy(self->databuf, "File is an unsupported UTF");
return NULL;
}
// assume utf8 without bom, and rewind file
fseek(f, 0, SEEK_SET);
}
} else {
// hmm, rather short file this...
// doesn't have a bom, assume it's just ascii/utf8 without bom
return self->databuf; // *size is already set
}
}
*size = fread(b, 1, SCRIPT_READER_BUFSIZE, f);
return self->databuf;
}
static int Auto3LuaLoad(lua_State *L, filename_t filename, const char *prettyname, char **error)
{
struct script_reader_data script_reader;
int res;
script_reader.f =
#ifdef WIN32
_wfopen(filename, L"rb");
#else
fopen(filename, "rb");
#endif
if (!script_reader.f) return -1;
script_reader.isfirst = 1;
res = lua_load(L, script_reader_func, &script_reader, prettyname);
fclose(script_reader.f);
if (res) {
*error = strdup(lua_tostring(L, -1));
return res;
}
if (script_reader.isfirst == -1) {
// Signals we got a bad UTF
*error = strdup(script_reader.databuf);
return -1;
}
return 0;
}
// Read the 'config' global and create config struct
static int Auto3ParseConfigData(lua_State *L, struct Auto3Interpreter *script, char **error)
{
struct Auto3ConfigOption *opt;
int i, n;
const char *tmp;
if (!lua_istable(L, -1)) {
// No 'config' table at all, just make the sentinel option
script->config = calloc(1, sizeof(struct Auto3ConfigOption));
return 0;
}
// Get expected number of elements in table
n = luaL_getn(L, -1);
// Allocate memory for max number of elements + 1
script->config = calloc(n+1, sizeof(struct Auto3ConfigOption));
// Prepare traversal
lua_pushnil(L);
opt = script->config;
// Get at most n options
i = 1;
while (lua_next(L, -2)) {
if (i > n) {
// More options than we have space for...
// Just ignore the extra options for now
lua_pop(L, 2);
break;
}
// Top of stack should be the next option living in a table
if (lua_istable(L, -1)) {
// get the "kind"
lua_pushstring(L, "kind");
lua_gettable(L, -2);
if (lua_isstring(L, -1)) {
// use C standard lib functions here, as it's probably faster than messing around with unicode
// lua is known to always properly null-terminate strings, and the strings are known to be pure ascii
tmp = lua_tostring(L, -1);
if (strcmp(tmp, "label") == 0) {
opt->kind = COK_LABEL;
} else if (strcmp(tmp, "text") == 0) {
opt->kind = COK_TEXT;
} else if (strcmp(tmp, "int") == 0) {
opt->kind = COK_INT;
} else if (strcmp(tmp, "float") == 0) {
opt->kind = COK_FLOAT;
} else if (strcmp(tmp, "bool") == 0) {
opt->kind = COK_BOOL;
} else if (strcmp(tmp, "colour") == 0) {
opt->kind = COK_COLOUR;
} else if (strcmp(tmp, "style") == 0) {
opt->kind = COK_STYLE;
} else {
opt->kind = COK_INVALID;
}
} else {
opt->kind = COK_INVALID;
}
// remove "kind" string from stack again
lua_pop(L, 1);
// no need to check for rest if this one is already deemed invalid
if (opt->kind != COK_INVALID) {
// name
lua_pushstring(L, "name");
lua_gettable(L, -2);
if (lua_isstring(L, -1)) {
opt->name = strdup(lua_tostring(L, -1));
} else {
// name is required to be valid
opt->kind = COK_INVALID;
}
lua_pop(L, 1);
// label
lua_pushstring(L, "label");
lua_gettable(L, -2);
if (lua_isstring(L, -1)) {
opt->label = strdup(lua_tostring(L, -1));
} else {
// label is also required
opt->kind = COK_INVALID;
}
lua_pop(L, 1);
// hint
lua_pushstring(L, "hint");
lua_gettable(L, -2);
if (lua_isstring(L, -1)) {
opt->hint = strdup(lua_tostring(L, -1));
} else {
opt->hint = strdup("");
}
lua_pop(L, 1);
// min
lua_pushstring(L, "min");
lua_gettable(L, -2);
if (lua_isnumber(L, -1)) {
opt->min.valid = 1;
opt->min.floatval = (float)lua_tonumber(L, -1);
opt->min.intval = (int)opt->min.floatval;
} else {
opt->min.valid = 0;
}
lua_pop(L, 1);
// max
lua_pushstring(L, "max");
lua_gettable(L, -2);
if (lua_isnumber(L, -1)) {
opt->max.valid = 1;
opt->max.floatval = (float)lua_tonumber(L, -1);
opt->max.intval = (int)opt->max.floatval;
} else {
opt->max.valid = 0;
}
lua_pop(L, 1);
// default
lua_pushstring(L, "default");
lua_gettable(L, -2);
switch (opt->kind) {
case COK_LABEL:
// nothing to do, nothing expected
break;
case COK_TEXT:
case COK_STYLE:
case COK_COLOUR:
// expect it to be a string
if (lua_isstring(L, -1)) {
opt->default_val.stringval = strdup(lua_tostring(L, -1));
} else {
// not a string, baaaad scripter
opt->kind = COK_INVALID;
}
break;
case COK_INT:
// expect it to be a number
if (lua_isnumber(L, -1)) {
opt->default_val.intval = (int)lua_tonumber(L, -1);
} else {
opt->kind = COK_INVALID;
}
break;
case COK_FLOAT:
// expect it to be a number
if (lua_isnumber(L, -1)) {
opt->default_val.floatval = (float)lua_tonumber(L, -1);
} else {
opt->kind = COK_INVALID;
}
break;
case COK_BOOL:
// expect it to be a bool
if (lua_isboolean(L, -1)) {
opt->default_val.intval = lua_toboolean(L, -1);
} else {
opt->kind = COK_INVALID;
}
break;
case COK_INVALID:
break;
}
memcpy(&opt->value, &opt->default_val, sizeof(opt->value));
lua_pop(L, 1);
}
// On to next structure to be filled
opt++;
}
// Remove option table from stack
lua_pop(L, 1);
// Such that the current key is on top, and we can get the next
}
// Remove 'config' table from stack
lua_pop(L, 1);
return 0;
}
// Keeping this file a bit shorter: put all functions called from Lua into a separate file
#include "callables.c"
// Create a new interpreter
AUTO3_API struct Auto3Interpreter *CreateAuto3Script(const filename_t filename, const char *prettyname, struct Auto3Callbacks *cb, char **error)
{
struct Auto3Interpreter *script;
lua_State *L;
script = malloc(sizeof(struct Auto3Interpreter));
if (!script) return NULL;
// Copy in callbacks
memcpy(&script->cb, cb, sizeof(struct Auto3Callbacks));
// Init Lua
script->L = lua_open();
if (!script->L) goto failearly;
L = script->L;
// register standard libs
lua_pushcfunction(L, luaopen_base); lua_call(L, 0, 0);
lua_pushcfunction(L, luaopen_string); lua_call(L, 0, 0);
lua_pushcfunction(L, luaopen_table); lua_call(L, 0, 0);
lua_pushcfunction(L, luaopen_math); lua_call(L, 0, 0);
// dofile and loadfile are replaced with include
lua_pushnil(L);
lua_setglobal(L, "dofile");
lua_pushnil(L);
lua_setglobal(L, "loadfile");
lua_pushlightuserdata(L, script);
lua_pushcclosure(L, LuaInclude, 1);
lua_setglobal(L, "include");
// reference to the script object
lua_pushlightuserdata(L, script);
// make "aegisub" table
lua_newtable(L);
// put helper functions in it
// colorstring_to_rgb is moved to utils.auto3
lua_pushstring(L, "text_extents");
lua_pushvalue(L, -3);
lua_pushcclosure(L, LuaTextExtents, 1);
lua_settable(L, -3);
lua_pushstring(L, "frame_from_ms");
lua_pushvalue(L, -3);
lua_pushcclosure(L, LuaFrameFromMs, 1);
lua_settable(L, -3);
lua_pushstring(L, "ms_from_frame");
lua_pushvalue(L, -3);
lua_pushcclosure(L, LuaMsFromFrame, 1);
lua_settable(L, -3);
lua_pushstring(L, "report_progress");
lua_pushvalue(L, -3);
lua_pushcclosure(L, LuaReportProgress, 1);
lua_settable(L, -3);
lua_pushstring(L, "output_debug");
lua_pushvalue(L, -3);
lua_pushcclosure(L, LuaOutputDebug, 1);
lua_settable(L, -3);
lua_pushstring(L, "set_status");
lua_pushvalue(L, -3);
lua_pushcclosure(L, LuaSetStatus, 1);
lua_settable(L, -3);
lua_pushstring(L, "lua_automation_version");
lua_pushnumber(L, 3);
lua_settable(L, -3);
// store table
lua_setglobal(L, "aegisub");
// remove ref to script object
lua_pop(L, 1);
// Read the script
if (Auto3LuaLoad(L, filename, prettyname, error)) {
// error is already filled
goto faillua;
}
// Execute the script
if (lua_pcall(L, 0, 0, 0)) {
*error = strdup(lua_tostring(L, -1));
goto faillua;
}
// Script has been run, stuff exists in the global environment
lua_getglobal(L, "version");
if (!lua_isnumber(L, -1)) {
*error = strdup("'version' value not found or not a number");
goto faillua;
}
if ((int)lua_tonumber(L, -1) != 3) {
// invalid version
*error = strdup("'version' must be 3 for Automation 3 scripts");
goto faillua;
}
// skip 'kind', it's useless
// name
lua_getglobal(L, "name");
if (!lua_isstring(L, -1)) {
script->name = strdup(prettyname);
} else {
script->name = strdup(lua_tostring(L, -1));
}
// description (optional)
lua_getglobal(L, "description");
if (lua_isstring(L, -1)) {
script->description = strdup(lua_tostring(L, -1));
} else {
script->description = strdup("");
}
lua_pop(L, 3);
// Parse the config data
lua_getglobal(L, "config");
if (Auto3ParseConfigData(L, script, error)) {
goto faildescription;
}
return script;
// Various fail-cases
faildescription:
free(script->description);
free(script->name);
faillua:
lua_close(script->L);
failearly:
free(script);
return NULL;
}
// Release an interpreter
AUTO3_API void DestroyAuto3Script(struct Auto3Interpreter *script)
{
struct Auto3ConfigOption *opt;
// free the config data
opt = script->config;
while (opt->name) {
free(opt->name);
free(opt->label);
free(opt->hint);
if (opt->kind == COK_TEXT || opt->kind == COK_COLOUR || opt->kind == COK_STYLE) {
free(opt->default_val.stringval);
free(opt->value.stringval);
}
opt++;
}
free(script->config);
// free the rest
free(script->description);
free(script->name);
lua_close(script->L);
free(script);
}
// Our "malloc" function, allocate memory for strings with this
AUTO3_API void *Auto3Malloc(size_t amount)
{
return malloc(amount);
}
// Convenience function, use this for duplicating strings this lib should own
AUTO3_API char *Auto3Strdup(const char *str)
{
return strdup(str);
}
// Our "free" function, free generated error messages with this
AUTO3_API void Auto3Free(void *ptr)
{
free(ptr);
}
static void MakeMetaInfoTable(lua_State *L, struct Auto3Interpreter *script)
{
int res_x, res_y;
script->cb.get_meta_info(script->cb.rwdata, &res_x, &res_y);
lua_newtable(L);
lua_pushstring(L, "res_x");
lua_pushnumber(L, res_x);
lua_settable(L, -3);
lua_pushstring(L, "res_y");
lua_pushnumber(L, res_y);
lua_settable(L, -3);
}
static void MakeStylesTable(lua_State *L, struct Auto3Interpreter *script)
{
char *name, *fontname, *color1, *color2, *color3, *color4;
int fontsize, bold, italic, underline, strikeout, borderstyle, align, margin_l, margin_r, margin_v, encoding;
float scale_x, scale_y, spacing, angle, outline, shadow;
int n;
lua_newtable(L);
n = -1;
script->cb.reset_style_pointer(script->cb.rwdata);
while (script->cb.get_next_style(script->cb.rwdata, &name, &fontname, &fontsize, &color1, &color2, &color3, &color4,
&bold, &italic, &underline, &strikeout, &scale_x, &scale_y, &spacing, &angle, &borderstyle, &outline,
&shadow, &align, &margin_l, &margin_r, &margin_v, &encoding)) {
n++;
// Got a style...
lua_pushstring(L, name); // name for table index
lua_newtable(L);
// Set properties
lua_pushstring(L, "name");
lua_pushstring(L, name);
lua_settable(L, -3);
lua_pushstring(L, "fontname");
lua_pushstring(L, fontname);
lua_settable(L, -3);
lua_pushstring(L, "fontsize");
lua_pushnumber(L, fontsize);
lua_settable(L, -3);
lua_pushstring(L, "color1");
lua_pushstring(L, color1);
lua_settable(L, -3);
lua_pushstring(L, "color2");
lua_pushstring(L, color2);
lua_settable(L, -3);
lua_pushstring(L, "color3");
lua_pushstring(L, color3);
lua_settable(L, -3);
lua_pushstring(L, "color4");
lua_pushstring(L, color4);
lua_settable(L, -3);
lua_pushstring(L, "bold");
lua_pushboolean(L, bold);
lua_settable(L, -3);
lua_pushstring(L, "italic");
lua_pushboolean(L, italic);
lua_settable(L, -3);
lua_pushstring(L, "underline");
lua_pushboolean(L, underline);
lua_settable(L, -3);
lua_pushstring(L, "strikeout");
lua_pushboolean(L, strikeout);
lua_settable(L, -3);
lua_pushstring(L, "scale_x");
lua_pushnumber(L, scale_x);
lua_settable(L, -3);
lua_pushstring(L, "scale_y");
lua_pushnumber(L, scale_y);
lua_settable(L, -3);
lua_pushstring(L, "spacing");
lua_pushnumber(L, spacing);
lua_settable(L, -3);
lua_pushstring(L, "angle");
lua_pushnumber(L, angle);
lua_settable(L, -3);
lua_pushstring(L, "borderstyle");
lua_pushnumber(L, borderstyle);
lua_settable(L, -3);
lua_pushstring(L, "outline");
lua_pushnumber(L, outline);
lua_settable(L, -3);
lua_pushstring(L, "shadow");
lua_pushnumber(L, shadow);
lua_settable(L, -3);
lua_pushstring(L, "align");
lua_pushnumber(L, align);
lua_settable(L, -3);
lua_pushstring(L, "margin_l");
lua_pushnumber(L, margin_l);
lua_settable(L, -3);
lua_pushstring(L, "margin_r");
lua_pushnumber(L, margin_r);
lua_settable(L, -3);
lua_pushstring(L, "margin_v");
lua_pushnumber(L, margin_v);
lua_settable(L, -3);
lua_pushstring(L, "encoding");
lua_pushnumber(L, encoding);
lua_settable(L, -3);
// Store to numeric index
lua_pushnumber(L, n);
lua_pushvalue(L, -2); // extra copy of table
lua_settable(L, -5);
// And named index
lua_settable(L, -3);
}
// Finally, make -1 key in table (because the name 'n' might clash with a style name)
lua_pushnumber(L, -1);
lua_pushnumber(L, n);
lua_settable(L, -3);
}
static void MakeEventsTable(lua_State *L, struct Auto3Interpreter *script)
{
int layer, start_time, end_time, margin_l, margin_r, margin_v, comment;
char *style, *actor, *effect, *text;
int n;
lua_newtable(L);
n = -1;
script->cb.reset_subs_pointer(script->cb.rwdata);
while (script->cb.get_next_sub(script->cb.rwdata, &layer, &start_time, &end_time, &style, &actor,
&margin_l, &margin_r, &margin_v, &effect, &text, &comment)) {
n++;
// Got a line...
lua_pushnumber(L, n);
lua_newtable(L);
lua_pushstring(L, "kind");
if (comment)
lua_pushstring(L, "comment");
else
lua_pushstring(L, "dialogue");
lua_settable(L, -3);
lua_pushstring(L, "layer");
lua_pushnumber(L, layer);
lua_settable(L, -3);
lua_pushstring(L, "start_time");
lua_pushnumber(L, start_time);
lua_settable(L, -3);
lua_pushstring(L, "end_time");
lua_pushnumber(L, end_time);
lua_settable(L, -3);
lua_pushstring(L, "style");
lua_pushstring(L, style);
lua_settable(L, -3);
lua_pushstring(L, "name");
lua_pushstring(L, actor);
lua_settable(L, -3);
lua_pushstring(L, "margin_l");
lua_pushnumber(L, margin_l);
lua_settable(L, -3);
lua_pushstring(L, "margin_r");
lua_pushnumber(L, margin_r);
lua_settable(L, -3);
lua_pushstring(L, "margin_v");
lua_pushnumber(L, margin_v);
lua_settable(L, -3);
lua_pushstring(L, "effect");
lua_pushstring(L, effect);
lua_settable(L, -3);
lua_pushstring(L, "text");
lua_pushstring(L, text);
lua_settable(L, -3);
// No parsing karaoke data here, that can just as well be done in Lua code
// Store at numeric index
lua_settable(L, -3);
}
// Finally, make 'n' key in table
lua_pushstring(L, "n");
lua_pushnumber(L, n);
lua_settable(L, -3);
}
static void MakeConfigSettingsTable(lua_State *L, struct Auto3Interpreter *script)
{
struct Auto3ConfigOption *opt;
lua_newtable(L);
opt = script->config;
while (opt->name) {
lua_pushstring(L, opt->name);
switch (opt->kind) {
case COK_TEXT:
case COK_STYLE:
case COK_COLOUR:
lua_pushstring(L, opt->value.stringval);
break;
case COK_INT:
lua_pushnumber(L, opt->value.intval);
break;
case COK_FLOAT:
lua_pushnumber(L, opt->value.floatval);
break;
case COK_BOOL:
lua_pushboolean(L, opt->value.intval);
break;
default:
lua_pushnil(L);
break;
}
lua_settable(L, -3);
opt++;
}
}
static void ReadBackSubs(lua_State *L, struct Auto3Interpreter *script)
{
int layer, start_time, end_time, margin_l, margin_r, margin_v, comment;
const char *style, *actor, *effect, *text, *kind;
int i, n;
script->cb.start_subs_write(script->cb.rwdata);
i = 0;
n = luaL_getn(L, -1);
while (i <= n) {
// Assume n is always correct, this is not entirely compatible
lua_rawgeti(L, -1, i);
if (script->cb.set_progress) script->cb.set_progress(script->cb.logdata, 100.f * i / n);
i++;
if (!lua_istable(L, -1)) {
lua_pop(L, 1);
continue;
}
lua_pushstring(L, "kind");
lua_gettable(L, -2);
if (!lua_isstring(L, -1)) {
lua_pop(L, 2);
continue;
}
kind = lua_tostring(L, -1);
// leave kind on stack so it won't be gc'd
// Make comment rather tell if this is a "non-dialogue" line
comment = strcmp(kind, "dialogue");
// then test if it's a dialogue line (not non-dialogue) or is an actual comment
if (!comment || strcmp(kind, "comment")) {
lua_pushstring(L, "layer");
lua_gettable(L, -3);
lua_pushstring(L, "start_time");
lua_gettable(L, -4);
lua_pushstring(L, "end_time");
lua_gettable(L, -5);
lua_pushstring(L, "style");
lua_gettable(L, -6);
lua_pushstring(L, "name");
lua_gettable(L, -7);
lua_pushstring(L, "margin_l");
lua_gettable(L, -8);
lua_pushstring(L, "margin_r");
lua_gettable(L, -9);
lua_pushstring(L, "margin_v");
lua_gettable(L, -10);
lua_pushstring(L, "effect");
lua_gettable(L, -11);
lua_pushstring(L, "text");
lua_gettable(L, -12);
if (lua_isnumber(L, -10) && lua_isnumber(L, -9) && lua_isnumber(L, -8) &&
lua_isstring(L, -7) && lua_isstring(L, -6) && lua_isnumber(L, -5) &&
lua_isnumber(L, -4) && lua_isnumber(L, -3) && lua_isstring(L, -2) &&
lua_isstring(L, -1)) {
layer = (int)lua_tonumber(L, -10);
start_time = (int)lua_tonumber(L, -9);
end_time = (int)lua_tonumber(L, -8);
style = lua_tostring(L, -7);
actor = lua_tostring(L, -6);
margin_l = (int)lua_tonumber(L, -5);
margin_r = (int)lua_tonumber(L, -4);
margin_v = (int)lua_tonumber(L, -3);
effect = lua_tostring(L, -2);
text = lua_tostring(L, -1);
script->cb.write_sub(script->cb.rwdata, layer, start_time, end_time, style, actor,
margin_l, margin_r, margin_v, effect, text, comment);
} else {
if (script->cb.log_error) script->cb.log_error(script->cb.logdata, "Skipping output line with invalid fields");
}
lua_pop(L, 10);
}
lua_pop(L, 2); // pop line and 'kind'
}
}
// Start the script execution
AUTO3_API int RunAuto3Script(struct Auto3Interpreter *script)
{
lua_State *L;
L = script->L;
if (script->cb.set_status) script->cb.set_status(script->cb.logdata, "Preparing subtitle data");
if (script->cb.set_progress) script->cb.set_progress(script->cb.logdata, 0);
// first put the function itself on the stack
lua_getglobal(L, "process_lines");
// now put the four arguments on the stack
MakeMetaInfoTable(L, script);
MakeStylesTable(L, script);
MakeEventsTable(L, script);
MakeConfigSettingsTable(L, script);
// do the actual call
if (script->cb.set_status) script->cb.set_status(script->cb.logdata, "Running script");
if (lua_pcall(L, 4, 1, 0)) {
if (script->cb.log_error) {
script->cb.log_error(script->cb.logdata, "Runtime error in script:");
script->cb.log_error(script->cb.logdata, lua_tostring(L, -1));
}
return -1;
}
// Check for initial sanity
if (!lua_istable(L, -1)) {
if (script->cb.log_error) script->cb.log_error(script->cb.logdata, "Script did not return a table, unable to process result");
}
// Read back subtitles
if (script->cb.set_status) script->cb.set_status(script->cb.logdata, "Reading back subtitle data");
if (script->cb.set_progress) script->cb.set_progress(script->cb.logdata, 0);
ReadBackSubs(L, script);
// Finished
if (script->cb.set_progress) script->cb.set_progress(script->cb.logdata, 100);
return 0;
}