Aegisub/aegisub/auto4_lua.h
Niels Martin Hansen a2c8d7922e Auto3 engine for auto4 seems to work now
Originally committed to SVN as r833.
2007-01-18 08:15:02 +00:00

251 lines
7.5 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_LUA_H
#define _AUTO4_LUA_H
#include "auto4_base.h"
#include <wx/thread.h>
#include <wx/event.h>
#include "../lua51/src/lua.h"
#include "../lua51/src/lauxlib.h"
class wxWindow;
namespace Automation4 {
// Manage reading in a Lua script file
struct LuaScriptReader {
FILE *f;
bool first;
char *databuf;
static const size_t bufsize = 512;
LuaScriptReader(const wxString &filename);
~LuaScriptReader();
static const char* reader_func(lua_State *L, void *data, size_t *size);
};
// Provides access to an AssFile object (and all lines contained) for a Lua script
class LuaAssFile {
private:
AssFile *ass;
lua_State *L;
bool can_modify;
bool can_set_undo;
void CheckAllowModify(); // throws an error if modification is disallowed
// keep a cursor of last accessed item to avoid walking over the entire file on every access
std::list<AssEntry*>::iterator last_entry_ptr;
int last_entry_id;
void GetAssEntry(int n); // set last_entry_ptr to point to item n
static int ObjectIndexRead(lua_State *L);
static int ObjectIndexWrite(lua_State *L);
static int ObjectGetLen(lua_State *L);
static int ObjectDelete(lua_State *L);
static int ObjectDeleteRange(lua_State *L);
static int ObjectAppend(lua_State *L);
static int ObjectInsert(lua_State *L);
static int ObjectGarbageCollect(lua_State *L);
static int LuaParseTagData(lua_State *L);
static int LuaUnparseTagData(lua_State *L);
static int LuaParseKaraokeData(lua_State *L);
static int LuaSetUndoPoint(lua_State *L);
static LuaAssFile *GetObjPointer(lua_State *L, int idx);
~LuaAssFile();
public:
static void AssEntryToLua(lua_State *L, AssEntry *e); // makes a Lua representation of AssEntry and places on the top of the stack
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
LuaAssFile(lua_State *_L, AssFile *_ass, bool _can_modify, bool _can_set_undo);
};
// Provides progress UI and control functions for a Lua script
class LuaProgressSink : public ProgressSink {
private:
lua_State *L;
static int LuaSetProgress(lua_State *L);
static int LuaSetTask(lua_State *L);
static int LuaSetTitle(lua_State *L);
static int LuaGetCancelled(lua_State *L);
static int LuaDebugOut(lua_State *L);
static int LuaDisplayDialog(lua_State *L);
public:
LuaProgressSink(lua_State *_L, wxWindow *parent, bool allow_config_dialog = true);
virtual ~LuaProgressSink();
static LuaProgressSink* GetObjPointer(lua_State *L, int idx);
};
// Provides Config UI functions for a Lua script
class LuaConfigDialogControl {
public:
wxControl *cw; // control window
wxString name, hint;
int x, y, width, height;
virtual wxControl *Create(wxWindow *parent) = 0;
virtual void ControlReadBack() = 0;
virtual void LuaReadBack(lua_State *L) = 0;
LuaConfigDialogControl(lua_State *L);
virtual ~LuaConfigDialogControl() { }
};
class LuaConfigDialog : public ScriptConfigDialog {
private:
std::vector<LuaConfigDialogControl*> controls;
std::vector<wxString> buttons;
bool use_buttons;
class ButtonEventHandler : public wxEvtHandler {
public:
int *button_pushed;
void OnButtonPush(wxCommandEvent &evt);
};
ButtonEventHandler *button_event;
int button_pushed;
protected:
wxWindow* CreateWindow(wxWindow *parent);
public:
LuaConfigDialog(lua_State *_L, bool include_buttons);
virtual ~LuaConfigDialog();
int LuaReadBack(lua_State *L); // read back internal structure to lua structures
void ReadBack(); // from auto4 base
};
// Second base-class for Lua implemented Features
class LuaFeature : public virtual Feature {
protected:
lua_State *L;
int myid;
LuaFeature(lua_State *_L, ScriptFeatureClass _featureclass, const wxString &_name);
void RegisterFeature();
void GetFeatureFunction(int functionid);
void CreateIntegerArray(const std::vector<int> &ints);
void ThrowError();
};
// Class of Lua scripts
class LuaScript : public Script {
friend class LuaFeature;
private:
lua_State *L;
void Create(); // load script and create internal structures etc.
void Destroy(); // destroy internal structures, unreg features and delete environment
static LuaScript* GetScriptObject(lua_State *L);
static int LuaTextExtents(lua_State *L);
static int LuaInclude(lua_State *L);
public:
LuaScript(const wxString &filename);
virtual ~LuaScript();
virtual void Reload();
};
// A single call to a Lua function, run inside a separate thread.
// This object should be created on the stack in the function that does the call.
class LuaThreadedCall : public wxThread {
private:
lua_State *L;
int nargs;
int nresults;
public:
LuaThreadedCall(lua_State *_L, int _nargs, int _nresults);
virtual ExitCode Entry();
};
// Implementation of the Macro Feature for Lua scripts
class LuaFeatureMacro : public FeatureMacro, LuaFeature {
private:
bool no_validate;
protected:
LuaFeatureMacro(const wxString &_name, const wxString &_description, lua_State *_L);
public:
static int LuaRegister(lua_State *L);
virtual ~LuaFeatureMacro() { }
virtual bool Validate(AssFile *subs, const std::vector<int> &selected, int active);
virtual void Process(AssFile *subs, const std::vector<int> &selected, int active, wxWindow * const progress_parent);
};
// Implementation of the Export Filter Feature for Lua scripts
class LuaFeatureFilter : public FeatureFilter, LuaFeature {
private:
bool has_config;
LuaConfigDialog *config_dialog;
protected:
LuaFeatureFilter(const wxString &_name, const wxString &_description, int merit, lua_State *_L);
ScriptConfigDialog* GenerateConfigDialog(wxWindow *parent);
void Init();
public:
static int LuaRegister(lua_State *L);
void ProcessSubs(AssFile *subs, wxWindow *export_dialog);
};
};
#endif