forked from mia/Aegisub
30792ec961
Fixes to error reporting from Lua, now the error messages are more concise, and instead of exploding with an error message box, the script is just marked as "not loaded" and the actual error as its description. Originally committed to SVN as r936.
356 lines
10 KiB
C++
356 lines
10 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 <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, const 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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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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};
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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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bool debug_visible;
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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 script_finished;
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volatile bool has_inited;
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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);
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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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