Robin Gareus
1d2a76f239
No incremental leaks here.. * downcase (const char*) uses strdup, caller needs to free * free allocated cursors when the editor is destroyed * drop static editor lua-instance & bindings * delete allocated gtk image/icons
144 lines
4.1 KiB
C++
144 lines
4.1 KiB
C++
#ifndef __gtkardour_luainstance_h__
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#define __gtkardour_luainstance_h__
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#include <bitset>
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#include "pbd/id.h"
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#include "pbd/signals.h"
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#include "pbd/xml++.h"
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#include "ardour/luascripting.h"
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#include "ardour/lua_script_params.h"
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#include "ardour/luabindings.h"
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#include "ardour/session_handle.h"
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#include "lua/luastate.h"
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#include "luasignal.h"
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namespace luabridge {
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class LuaRef;
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}
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typedef std::bitset<LuaSignal::LAST_SIGNAL> ActionHook;
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class LuaCallback : public ARDOUR::SessionHandlePtr, public sigc::trackable
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{
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public:
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LuaCallback (ARDOUR::Session*, const std::string&, const std::string&, const ActionHook&, const ARDOUR::LuaScriptParamList&);
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LuaCallback (ARDOUR::Session*, XMLNode & node);
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~LuaCallback ();
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XMLNode& get_state (void);
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void set_session (ARDOUR::Session *);
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const PBD::ID& id () const { return _id; }
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const std::string& name () const { return _name; }
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ActionHook signals () const { return _signals; }
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bool lua_slot (std::string&, std::string&, ActionHook&, ARDOUR::LuaScriptParamList&);
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PBD::Signal0<void> drop_callback;
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protected:
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void session_going_away ();
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private:
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LuaState lua;
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PBD::ID _id;
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std::string _name;
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ActionHook _signals;
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void reconnect ();
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template <class T> void reconnect_object (T);
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void init ();
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luabridge::LuaRef * _lua_add;
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luabridge::LuaRef * _lua_get;
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luabridge::LuaRef * _lua_call;
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luabridge::LuaRef * _lua_save;
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luabridge::LuaRef * _lua_load;
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PBD::ScopedConnectionList _connections;
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template <typename T, typename S> void connect_0 (enum LuaSignal::LuaSignal, T, S*);
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template <typename T> void proxy_0 (enum LuaSignal::LuaSignal, T);
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template <typename T, typename C1> void connect_1 (enum LuaSignal::LuaSignal, T, PBD::Signal1<void, C1>*);
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template <typename T, typename C1> void proxy_1 (enum LuaSignal::LuaSignal, T, C1);
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template <typename T, typename C1, typename C2> void connect_2 (enum LuaSignal::LuaSignal, T, PBD::Signal2<void, C1, C2>*);
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template <typename T, typename C1, typename C2> void proxy_2 (enum LuaSignal::LuaSignal, T, C1, C2);
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};
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typedef boost::shared_ptr<LuaCallback> LuaCallbackPtr;
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typedef std::map<PBD::ID, LuaCallbackPtr> LuaCallbackMap;
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class LuaInstance : public PBD::ScopedConnectionList, public ARDOUR::SessionHandlePtr
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{
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public:
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static LuaInstance* instance();
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static void destroy_instance();
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~LuaInstance();
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static void register_classes (lua_State* L);
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static void register_hooks (lua_State* L);
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static void bind_cairo (lua_State* L);
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void set_session (ARDOUR::Session* s);
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int set_state (const XMLNode&);
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XMLNode& get_action_state (void);
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XMLNode& get_hook_state (void);
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bool interactive_add (ARDOUR::LuaScriptInfo::ScriptType, int);
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/* actions */
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void call_action (const int);
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bool set_lua_action (const int, const std::string&, const std::string&, const ARDOUR::LuaScriptParamList&);
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bool remove_lua_action (const int);
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bool lua_action_name (const int, std::string&);
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std::vector<std::string> lua_action_names ();
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bool lua_action (const int, std::string&, std::string&, ARDOUR::LuaScriptParamList&);
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sigc::signal<void,int,std::string> ActionChanged;
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/* callbacks */
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bool register_lua_slot (const std::string&, const std::string&, const ARDOUR::LuaScriptParamList&);
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bool unregister_lua_slot (const PBD::ID&);
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std::vector<PBD::ID> lua_slots () const;
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bool lua_slot_name (const PBD::ID&, std::string&) const;
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std::vector<std::string> lua_slot_names () const;
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bool lua_slot (const PBD::ID&, std::string&, std::string&, ActionHook&, ARDOUR::LuaScriptParamList&);
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sigc::signal<void,PBD::ID,std::string,ActionHook> SlotChanged;
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static PBD::Signal0<void> LuaTimerDS; // deci-seconds (Timer every .1s)
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private:
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LuaInstance();
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static LuaInstance* _instance;
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void init ();
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void session_going_away ();
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LuaState lua;
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luabridge::LuaRef * _lua_call_action;
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luabridge::LuaRef * _lua_add_action;
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luabridge::LuaRef * _lua_del_action;
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luabridge::LuaRef * _lua_get_action;
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luabridge::LuaRef * _lua_load;
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luabridge::LuaRef * _lua_save;
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luabridge::LuaRef * _lua_clear;
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LuaCallbackMap _callbacks;
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PBD::ScopedConnectionList _slotcon;
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void every_point_one_seconds ();
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sigc::connection point_one_second_connection;
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};
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#endif
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