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Files
audacity/src/commands/ScriptCommandRelay.cpp
2019-07-09 13:23:07 -04:00

169 lines
4.8 KiB
C++

/**********************************************************************
Audacity - A Digital Audio Editor
Copyright 1999-2018 Audacity Team
File License: wxWidgets
Dan Horgan
******************************************************************//**
\file ScriptCommandRelay.cpp
\brief Contains definitions for ScriptCommandRelay
*//****************************************************************//**
\class ScriptCommandRelay
\brief ScriptCommandRelay is just a way to move some of the scripting-specific
code out of ModuleManager.
*//*******************************************************************/
#include "ScriptCommandRelay.h"
#include "CommandTargets.h"
#include "CommandBuilder.h"
#include "AppCommandEvent.h"
#include <wx/app.h>
#include <wx/window.h>
#include <wx/string.h>
// Declare static class members
CommandHandler *ScriptCommandRelay::sCmdHandler;
tpRegScriptServerFunc ScriptCommandRelay::sScriptFn;
void ScriptCommandRelay::SetRegScriptServerFunc(tpRegScriptServerFunc scriptFn)
{
sScriptFn = scriptFn;
}
void ScriptCommandRelay::SetCommandHandler(CommandHandler &ch)
{
sCmdHandler = &ch;
}
/// Calls the script function, passing it the function for obeying commands
void ScriptCommandRelay::Run()
{
wxASSERT( sScriptFn != NULL );
while( true )
sScriptFn(&ExecCommand);
}
/// Send a command to a project, to be applied in that context.
void ScriptCommandRelay::PostCommand(
wxWindow *pWindow, const OldStyleCommandPointer &cmd)
{
wxASSERT( pWindow );
wxASSERT(cmd != NULL);
if ( pWindow ) {
AppCommandEvent ev;
ev.SetCommand(cmd);
pWindow->GetEventHandler()->AddPendingEvent(ev);
}
}
/// This is the function which actually obeys one command. Rather than applying
/// the command directly, an event containing a reference to the command is sent
/// to the main (GUI) thread. This is because having more than one thread access
/// the GUI at a time causes problems with wxwidgets.
int ExecCommand(wxString *pIn, wxString *pOut)
{
{
CommandBuilder builder(*pIn);
if (builder.WasValid())
{
OldStyleCommandPointer cmd = builder.GetCommand();
ScriptCommandRelay::PostCommand(wxTheApp->GetTopWindow(), cmd);
*pOut = wxEmptyString;
}
else
{
*pOut = wxT("Syntax error!\n");
*pOut += builder.GetErrorMessage() + wxT("\n");
}
}
// Wait until all responses from the command have been received.
// The last response is signalled by an empty line.
wxString msg = ScriptCommandRelay::ReceiveResponse().GetMessage();
while (msg != wxT("\n"))
{
//wxLogDebug( "Msg: %s", msg );
*pOut += msg + wxT("\n");
msg = ScriptCommandRelay::ReceiveResponse().GetMessage();
}
return 0;
}
/// This is the function which actually obeys one command. Rather than applying
/// the command directly, an event containing a reference to the command is sent
/// to the main (GUI) thread. This is because having more than one thread access
/// the GUI at a time causes problems with wxwidgets.
int ExecCommand2(wxString *pIn, wxString *pOut)
{
{
CommandBuilder builder(*pIn);
if (builder.WasValid())
{
OldStyleCommandPointer cmd = builder.GetCommand();
AppCommandEvent ev;
ev.SetCommand(cmd);
// Use SafelyProcessEvent, which stops exceptions, because this is
// expected to be reached from within the XLisp runtime
wxTheApp->SafelyProcessEvent( ev );
*pOut = wxEmptyString;
}
else
{
*pOut = wxT("Syntax error!\n");
*pOut += builder.GetErrorMessage() + wxT("\n");
}
}
// Wait until all responses from the command have been received.
// The last response is signalled by an empty line.
wxString msg = ScriptCommandRelay::ReceiveResponse().GetMessage();
while (msg != wxT("\n"))
{
//wxLogDebug( "Msg: %s", msg );
*pOut += msg + wxT("\n");
msg = ScriptCommandRelay::ReceiveResponse().GetMessage();
}
return 0;
}
// The void * return is actually a Lisp LVAL and will be cast to such as needed.
extern void * ExecForLisp( char * pIn );
extern void * nyq_make_opaque_string( int size, unsigned char *src );
extern void * nyq_reformat_aud_do_response(const wxString & Str);
void * ExecForLisp( char * pIn ){
wxString Str1( pIn );
wxString Str2;
ExecCommand2( &Str1, &Str2 );
// wxString provides a const char *
//const char * pStr = static_cast<const char*>(Str2);
// We'll be passing it as a non-const unsigned char *
// That 'unsafe' cast is actually safe. nyq_make_opaque_string is just copying the string.
void * pResult = nyq_reformat_aud_do_response( Str2 );
return pResult;
};
/// Gets a response from the queue (may block)
Response ScriptCommandRelay::ReceiveResponse()
{
return ResponseQueueTarget::sResponseQueue().WaitAndGetResponse();
}