forked from mia/Aegisub
220 lines
7.9 KiB
C++
220 lines
7.9 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 Project http://www.aegisub.org/
|
|
|
|
#include "auto4_base.h"
|
|
|
|
#include <deque>
|
|
#include <vector>
|
|
#include <wx/string.h>
|
|
|
|
class AssEntry;
|
|
class wxControl;
|
|
class wxWindow;
|
|
struct lua_State;
|
|
|
|
namespace Automation4 {
|
|
/// @class LuaAssFile
|
|
/// @brief Object wrapping an AssFile object for modification through Lua
|
|
class LuaAssFile {
|
|
struct PendingCommit {
|
|
wxString mesage;
|
|
int modification_type;
|
|
std::vector<AssEntry*> lines;
|
|
};
|
|
|
|
/// Pointer to file being modified
|
|
AssFile *ass;
|
|
|
|
/// Lua state the object exists in
|
|
lua_State *L;
|
|
|
|
/// Is the feature this object is created for read-only?
|
|
bool can_modify;
|
|
/// Is the feature allowed to set undo points?
|
|
bool can_set_undo;
|
|
/// throws an error if modification is disallowed
|
|
void CheckAllowModify();
|
|
/// throws an error if the line index is out of bounds
|
|
void CheckBounds(int idx);
|
|
|
|
/// How ass file been modified by the script since the last commit
|
|
int modification_type = 0;
|
|
|
|
/// Reference count used to avoid deleting this until both lua and the
|
|
/// calling C++ code are done with it
|
|
int references = 2;
|
|
|
|
/// Set of subtitle lines being modified; initially a shallow copy of ass->Line
|
|
std::vector<AssEntry*> lines;
|
|
bool script_info_copied = false;
|
|
|
|
/// Commits to apply once processing completes successfully
|
|
std::deque<PendingCommit> pending_commits;
|
|
/// Lines to delete once processing complete successfully
|
|
std::vector<std::unique_ptr<AssEntry>> lines_to_delete;
|
|
|
|
/// Create copies of all of the lines in the script info section if it
|
|
/// hasn't already happened. This is done lazily, since it only needs
|
|
/// to happen when the user modifies the headers in some way, which
|
|
/// most runs of a script will not do.
|
|
void InitScriptInfoIfNeeded();
|
|
/// Add the line at the given index to the list of lines to be deleted
|
|
/// when the script completes, unless it's an AssInfo, since those are
|
|
/// owned by the container.
|
|
void QueueLineForDeletion(size_t idx);
|
|
/// Set the line at the index to the given value
|
|
void AssignLine(size_t idx, std::unique_ptr<AssEntry> e);
|
|
void InsertLine(std::vector<AssEntry *> &vec, size_t idx, std::unique_ptr<AssEntry> e);
|
|
|
|
int ObjectIndexRead(lua_State *L);
|
|
void ObjectIndexWrite(lua_State *L);
|
|
int ObjectGetLen(lua_State *L);
|
|
void ObjectDelete(lua_State *L);
|
|
void ObjectDeleteRange(lua_State *L);
|
|
void ObjectAppend(lua_State *L);
|
|
void ObjectInsert(lua_State *L);
|
|
void ObjectGarbageCollect(lua_State *L);
|
|
int ObjectIPairs(lua_State *L);
|
|
int IterNext(lua_State *L);
|
|
|
|
int LuaParseKaraokeData(lua_State *L);
|
|
|
|
void LuaSetUndoPoint(lua_State *L);
|
|
|
|
// LuaAssFile can only be deleted by the reference count hitting zero
|
|
~LuaAssFile();
|
|
public:
|
|
static LuaAssFile *GetObjPointer(lua_State *L, int idx, bool allow_expired);
|
|
|
|
/// makes a Lua representation of AssEntry and places on the top of the stack
|
|
void AssEntryToLua(lua_State *L, size_t idx);
|
|
/// assumes a Lua representation of AssEntry on the top of the stack, and creates an AssEntry object of it
|
|
static std::unique_ptr<AssEntry> LuaToAssEntry(lua_State *L, AssFile *ass=nullptr);
|
|
|
|
/// @brief Signal that the script using this file is now done running
|
|
/// @param set_undo If there's any uncommitted changes to the file,
|
|
/// they will be automatically committed with this
|
|
/// description
|
|
std::vector<AssEntry *> ProcessingComplete(wxString const& undo_description = wxString());
|
|
|
|
/// End processing without applying any changes made
|
|
void Cancel();
|
|
|
|
/// Constructor
|
|
/// @param L lua state
|
|
/// @param ass File to wrap
|
|
/// @param can_modify Is modifying the file allowed?
|
|
/// @param can_set_undo Is setting undo points allowed?
|
|
LuaAssFile(lua_State *L, AssFile *ass, bool can_modify = false, bool can_set_undo = false);
|
|
};
|
|
|
|
class LuaProgressSink {
|
|
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);
|
|
static int LuaDisplayOpenDialog(lua_State *L);
|
|
static int LuaDisplaySaveDialog(lua_State *L);
|
|
|
|
public:
|
|
LuaProgressSink(lua_State *L, ProgressSink *ps, bool allow_config_dialog = true);
|
|
~LuaProgressSink();
|
|
|
|
static ProgressSink* GetObjPointer(lua_State *L, int idx);
|
|
};
|
|
|
|
/// Base class for controls in dialogs
|
|
class LuaDialogControl {
|
|
public:
|
|
/// Name of this control in the output table
|
|
std::string name;
|
|
|
|
/// Tooltip of this control
|
|
std::string hint;
|
|
|
|
int x, y, width, height;
|
|
|
|
/// Create the associated wxControl
|
|
virtual wxControl *Create(wxWindow *parent) = 0;
|
|
|
|
/// Get the default flags to use when inserting this control into a sizer
|
|
virtual int GetSizerFlags() const { return wxEXPAND; }
|
|
|
|
/// Push the current value of the control onto the lua stack. Must not
|
|
/// touch the GUI as this may be called on a background thread.
|
|
virtual void LuaReadBack(lua_State *L) = 0;
|
|
|
|
/// Does this control have any user-changeable data that can be serialized?
|
|
virtual bool CanSerialiseValue() const { return false; }
|
|
|
|
/// Serialize the control's current value so that it can be stored
|
|
/// in the script
|
|
virtual std::string SerialiseValue() const { return ""; }
|
|
|
|
/// Restore the control's value from a saved value in the script
|
|
virtual void UnserialiseValue(const std::string &serialised) { }
|
|
|
|
LuaDialogControl(lua_State *L);
|
|
|
|
/// Virtual destructor so this can safely be inherited from
|
|
virtual ~LuaDialogControl() = default;
|
|
};
|
|
|
|
/// A lua-generated dialog or panel in the export options dialog
|
|
class LuaDialog final : public ScriptDialog {
|
|
/// Controls in this dialog
|
|
std::vector<std::unique_ptr<LuaDialogControl>> controls;
|
|
/// The names and IDs of buttons in this dialog if non-default ones were used
|
|
std::vector<std::pair<int, std::string>> buttons;
|
|
|
|
/// Does the dialog contain any buttons
|
|
bool use_buttons;
|
|
|
|
/// Id of the button pushed (once a button has been pushed)
|
|
int button_pushed = -1;
|
|
|
|
wxWindow *window = nullptr;
|
|
|
|
public:
|
|
LuaDialog(lua_State *L, bool include_buttons);
|
|
|
|
/// Push the values of the controls in this dialog onto the lua stack
|
|
/// in a single table
|
|
int LuaReadBack(lua_State *L);
|
|
|
|
// ScriptDialog implementation
|
|
wxWindow* CreateWindow(wxWindow *parent) override;
|
|
std::string Serialise() override;
|
|
void Unserialise(const std::string &serialised) override;
|
|
};
|
|
}
|