#include <assert.h>
#include <bmusb/bmusb.h>
#include <epoxy/gl.h>
+#include <stdarg.h>
#include <lauxlib.h>
#include <lua.hpp>
#include <movit/deinterlace_effect.h>
#include "flags.h"
#include "image_input.h"
#include "input_state.h"
+#include "lua_utils.h"
#include "pbo_frame_allocator.h"
+#include "scene.h"
class Mixer;
return (Theme *)lua_touserdata(L, lua_upvalueindex(1));
}
+void print_warning(lua_State* L, const char *format, ...)
+{
+ char buf[4096];
+ va_list ap;
+ va_start(ap, format);
+ vsnprintf(buf, sizeof(buf), format, ap);
+ va_end(ap);
+
+ lua_Debug ar;
+ lua_getstack(L, 1, &ar);
+ lua_getinfo(L, "nSl", &ar);
+ fprintf(stderr, "WARNING: %s:%d: %s", ar.source, ar.currentline, buf);
+}
+
int ThemeMenu_set(lua_State *L)
{
Theme *theme = get_theme_updata(L);
return theme->set_theme_menu(L);
}
-namespace {
-
-// Contains basically the same data as InputState, but does not hold on to
-// a reference to the frames. This is important so that we can release them
-// without having to wait for Lua's GC.
-struct InputStateInfo {
- InputStateInfo(const InputState& input_state);
-
- unsigned last_width[MAX_VIDEO_CARDS], last_height[MAX_VIDEO_CARDS];
- bool last_interlaced[MAX_VIDEO_CARDS], last_has_signal[MAX_VIDEO_CARDS], last_is_connected[MAX_VIDEO_CARDS];
- unsigned last_frame_rate_nom[MAX_VIDEO_CARDS], last_frame_rate_den[MAX_VIDEO_CARDS];
- bool has_last_subtitle[MAX_VIDEO_CARDS];
- std::string last_subtitle[MAX_VIDEO_CARDS];
-};
-
InputStateInfo::InputStateInfo(const InputState &input_state)
{
for (unsigned signal_num = 0; signal_num < MAX_VIDEO_CARDS; ++signal_num) {
}
}
-class LuaRefWithDeleter {
+// An effect that does nothing.
+class IdentityEffect : public Effect {
public:
- LuaRefWithDeleter(mutex *m, lua_State *L, int ref) : m(m), L(L), ref(ref) {}
- ~LuaRefWithDeleter() {
- lock_guard<mutex> lock(*m);
- luaL_unref(L, LUA_REGISTRYINDEX, ref);
- }
- int get() const { return ref; }
-
-private:
- LuaRefWithDeleter(const LuaRefWithDeleter &) = delete;
-
- mutex *m;
- lua_State *L;
- int ref;
+ IdentityEffect() {}
+ string effect_type_id() const override { return "IdentityEffect"; }
+ string output_fragment_shader() override { return read_file("identity.frag"); }
};
-template<class T, class... Args>
-int wrap_lua_object(lua_State* L, const char *class_name, Args&&... args)
-{
- // Construct the C++ object and put it on the stack.
- void *mem = lua_newuserdata(L, sizeof(T));
- new(mem) T(forward<Args>(args)...);
-
- // Look up the metatable named <class_name>, and set it on the new object.
- luaL_getmetatable(L, class_name);
- lua_setmetatable(L, -2);
-
- return 1;
+Effect *instantiate_effect(EffectChain *chain, EffectType effect_type)
+{
+ switch (effect_type) {
+ case IDENTITY_EFFECT:
+ return new IdentityEffect;
+ case WHITE_BALANCE_EFFECT:
+ return new WhiteBalanceEffect;
+ case RESAMPLE_EFFECT:
+ return new ResampleEffect;
+ case PADDING_EFFECT:
+ return new PaddingEffect;
+ case INTEGRAL_PADDING_EFFECT:
+ return new IntegralPaddingEffect;
+ case OVERLAY_EFFECT:
+ return new OverlayEffect;
+ case RESIZE_EFFECT:
+ return new ResizeEffect;
+ case MULTIPLY_EFFECT:
+ return new MultiplyEffect;
+ case MIX_EFFECT:
+ return new MixEffect;
+ case LIFT_GAMMA_GAIN_EFFECT:
+ return new LiftGammaGainEffect;
+ default:
+ fprintf(stderr, "Unhandled effect type %d\n", effect_type);
+ abort();
+ }
}
-// Like wrap_lua_object, but the object is not owned by Lua; ie. it's not freed
-// by Lua GC. This is typically the case for Effects, which are owned by EffectChain
-// and expected to be destructed by it. The object will be of type T** instead of T*
-// when exposed to Lua.
-//
-// Note that we currently leak if you allocate an Effect in this way and never call
-// add_effect. We should see if there's a way to e.g. set __gc on it at construction time
-// and then release that once add_effect() takes ownership.
-template<class T, class... Args>
-int wrap_lua_object_nonowned(lua_State* L, const char *class_name, Args&&... args)
-{
- // Construct the pointer ot the C++ object and put it on the stack.
- T **obj = (T **)lua_newuserdata(L, sizeof(T *));
- *obj = new T(forward<Args>(args)...);
+namespace {
- // Look up the metatable named <class_name>, and set it on the new object.
- luaL_getmetatable(L, class_name);
- lua_setmetatable(L, -2);
+Effect *get_effect_from_blueprint(EffectChain *chain, lua_State *L, int idx)
+{
+ EffectBlueprint *blueprint = *(EffectBlueprint **)luaL_checkudata(L, idx, "EffectBlueprint");
+ if (blueprint->effect != nullptr) {
+ luaL_error(L, "An effect can currently only be added to one chain.\n");
+ }
- return 1;
-}
+ Effect *effect = instantiate_effect(chain, blueprint->effect_type);
-Effect *get_effect(lua_State *L, int idx)
-{
- if (luaL_testudata(L, idx, "WhiteBalanceEffect") ||
- luaL_testudata(L, idx, "ResampleEffect") ||
- luaL_testudata(L, idx, "PaddingEffect") ||
- luaL_testudata(L, idx, "IntegralPaddingEffect") ||
- luaL_testudata(L, idx, "OverlayEffect") ||
- luaL_testudata(L, idx, "ResizeEffect") ||
- luaL_testudata(L, idx, "MultiplyEffect") ||
- luaL_testudata(L, idx, "MixEffect") ||
- luaL_testudata(L, idx, "LiftGammaGainEffect") ||
- luaL_testudata(L, idx, "ImageInput")) {
- return *(Effect **)lua_touserdata(L, idx);
+ // Set the parameters that were deferred earlier.
+ for (const auto &kv : blueprint->int_parameters) {
+ if (!effect->set_int(kv.first, kv.second)) {
+ luaL_error(L, "Effect refused set_int(\"%s\", %d) (invalid key?)", kv.first.c_str(), kv.second);
+ }
}
- luaL_error(L, "Error: Index #%d was not an Effect type\n", idx);
- return nullptr;
+ for (const auto &kv : blueprint->float_parameters) {
+ if (!effect->set_float(kv.first, kv.second)) {
+ luaL_error(L, "Effect refused set_float(\"%s\", %f) (invalid key?)", kv.first.c_str(), kv.second);
+ }
+ }
+ for (const auto &kv : blueprint->vec3_parameters) {
+ if (!effect->set_vec3(kv.first, kv.second.data())) {
+ luaL_error(L, "Effect refused set_vec3(\"%s\", %f, %f, %f) (invalid key?)", kv.first.c_str(),
+ kv.second[0], kv.second[1], kv.second[2]);
+ }
+ }
+ for (const auto &kv : blueprint->vec4_parameters) {
+ if (!effect->set_vec4(kv.first, kv.second.data())) {
+ luaL_error(L, "Effect refused set_vec4(\"%s\", %f, %f, %f, %f) (invalid key?)", kv.first.c_str(),
+ kv.second[0], kv.second[1], kv.second[2], kv.second[3]);
+ }
+ }
+ blueprint->effect = effect;
+ return effect;
}
InputStateInfo *get_input_state_info(lua_State *L, int idx)
return nullptr;
}
+} // namespace
+
bool checkbool(lua_State* L, int idx)
{
luaL_checktype(L, idx, LUA_TBOOLEAN);
return string(cstr, len);
}
+namespace {
+
+int Scene_new(lua_State* L)
+{
+ assert(lua_gettop(L) == 2);
+ Theme *theme = get_theme_updata(L);
+ int aspect_w = luaL_checknumber(L, 1);
+ int aspect_h = luaL_checknumber(L, 2);
+
+ return wrap_lua_object<Scene>(L, "Scene", theme, aspect_w, aspect_h);
+}
+
+int Scene_gc(lua_State* L)
+{
+ assert(lua_gettop(L) == 1);
+ Scene *chain = (Scene *)luaL_checkudata(L, 1, "Scene");
+ chain->~Scene();
+ return 0;
+}
+
+} // namespace
+
void add_outputs_and_finalize(EffectChain *chain, bool is_main_chain)
{
// Add outputs as needed.
chain->finalize();
}
+namespace {
+
int EffectChain_new(lua_State* L)
{
assert(lua_gettop(L) == 2);
EffectChain *chain = (EffectChain *)luaL_checkudata(L, 1, "EffectChain");
// TODO: Better error reporting.
- Effect *effect = get_effect(L, 2);
+ Effect *effect;
+ if (luaL_testudata(L, 2, "ImageInput")) {
+ effect = *(ImageInput **)luaL_checkudata(L, 2, "ImageInput");
+ } else {
+ effect = get_effect_from_blueprint(chain, L, 2);
+ }
if (lua_gettop(L) == 2) {
if (effect->num_inputs() == 0) {
chain->add_input((Input *)effect);
if (luaL_testudata(L, idx, "LiveInputWrapper")) {
LiveInputWrapper **input = (LiveInputWrapper **)lua_touserdata(L, idx);
inputs.push_back((*input)->get_effect());
+ } else if (luaL_testudata(L, idx, "ImageInput")) {
+ ImageInput *image = *(ImageInput **)luaL_checkudata(L, idx, "ImageInput");
+ inputs.push_back(image);
} else {
- inputs.push_back(get_effect(L, idx));
+ EffectBlueprint *blueprint = *(EffectBlueprint **)luaL_checkudata(L, idx, "EffectBlueprint");
+ assert(blueprint->effect != nullptr); // Parent must be added to the graph.
+ inputs.push_back(blueprint->effect);
}
}
chain->add_effect(effect, inputs);
int signal_num = luaL_checknumber(L, 2);
bool success = (*input)->connect_signal(signal_num);
if (!success) {
- lua_Debug ar;
- lua_getstack(L, 1, &ar);
- lua_getinfo(L, "nSl", &ar);
- fprintf(stderr, "ERROR: %s:%d: Calling connect_signal() on a video or HTML input. Ignoring.\n",
- ar.source, ar.currentline);
+ print_warning(L, "Calling connect_signal() on a video or HTML input. Ignoring.\n");
}
return 0;
}
int pixel_format = luaL_checknumber(L, 2);
if (pixel_format != bmusb::PixelFormat_8BitYCbCrPlanar &&
pixel_format != bmusb::PixelFormat_8BitBGRA) {
- fprintf(stderr, "WARNING: Invalid enum %d used for video format, choosing Y'CbCr.\n",
- pixel_format);
+ print_warning(L, "Invalid enum %d used for video format, choosing Y'CbCr.\n", pixel_format);
pixel_format = bmusb::PixelFormat_8BitYCbCrPlanar;
}
int ret = wrap_lua_object_nonowned<FFmpegCapture>(L, "VideoInput", filename, global_flags.width, global_flags.height);
}
#endif
+int IdentityEffect_new(lua_State* L)
+{
+ assert(lua_gettop(L) == 0);
+ return wrap_lua_object_nonowned<EffectBlueprint>(L, "EffectBlueprint", IDENTITY_EFFECT);
+}
+
int WhiteBalanceEffect_new(lua_State* L)
{
assert(lua_gettop(L) == 0);
- return wrap_lua_object_nonowned<WhiteBalanceEffect>(L, "WhiteBalanceEffect");
+ return wrap_lua_object_nonowned<EffectBlueprint>(L, "EffectBlueprint", WHITE_BALANCE_EFFECT);
}
int ResampleEffect_new(lua_State* L)
{
assert(lua_gettop(L) == 0);
- return wrap_lua_object_nonowned<ResampleEffect>(L, "ResampleEffect");
+ return wrap_lua_object_nonowned<EffectBlueprint>(L, "EffectBlueprint", RESAMPLE_EFFECT);
}
int PaddingEffect_new(lua_State* L)
{
assert(lua_gettop(L) == 0);
- return wrap_lua_object_nonowned<PaddingEffect>(L, "PaddingEffect");
+ return wrap_lua_object_nonowned<EffectBlueprint>(L, "EffectBlueprint", PADDING_EFFECT);
}
int IntegralPaddingEffect_new(lua_State* L)
{
assert(lua_gettop(L) == 0);
- return wrap_lua_object_nonowned<IntegralPaddingEffect>(L, "IntegralPaddingEffect");
+ return wrap_lua_object_nonowned<EffectBlueprint>(L, "EffectBlueprint", INTEGRAL_PADDING_EFFECT);
}
int OverlayEffect_new(lua_State* L)
{
assert(lua_gettop(L) == 0);
- return wrap_lua_object_nonowned<OverlayEffect>(L, "OverlayEffect");
+ return wrap_lua_object_nonowned<EffectBlueprint>(L, "EffectBlueprint", OVERLAY_EFFECT);
}
int ResizeEffect_new(lua_State* L)
{
assert(lua_gettop(L) == 0);
- return wrap_lua_object_nonowned<ResizeEffect>(L, "ResizeEffect");
+ return wrap_lua_object_nonowned<EffectBlueprint>(L, "EffectBlueprint", RESIZE_EFFECT);
}
int MultiplyEffect_new(lua_State* L)
{
assert(lua_gettop(L) == 0);
- return wrap_lua_object_nonowned<MultiplyEffect>(L, "MultiplyEffect");
+ return wrap_lua_object_nonowned<EffectBlueprint>(L, "EffectBlueprint", MULTIPLY_EFFECT);
}
int MixEffect_new(lua_State* L)
{
assert(lua_gettop(L) == 0);
- return wrap_lua_object_nonowned<MixEffect>(L, "MixEffect");
+ return wrap_lua_object_nonowned<EffectBlueprint>(L, "EffectBlueprint", MIX_EFFECT);
}
int LiftGammaGainEffect_new(lua_State* L)
{
assert(lua_gettop(L) == 0);
- return wrap_lua_object_nonowned<LiftGammaGainEffect>(L, "LiftGammaGainEffect");
+ return wrap_lua_object_nonowned<EffectBlueprint>(L, "EffectBlueprint", LIFT_GAMMA_GAIN_EFFECT);
}
int InputStateInfo_get_width(lua_State* L)
{
assert(lua_gettop(L) == 2);
InputStateInfo *input_state_info = get_input_state_info(L, 1);
+
Theme *theme = get_theme_updata(L);
int signal_num = theme->map_signal(luaL_checknumber(L, 2));
lua_pushnumber(L, input_state_info->last_width[signal_num]);
return 1;
}
-int Effect_set_float(lua_State *L)
+int EffectBlueprint_set_int(lua_State *L)
{
assert(lua_gettop(L) == 3);
- Effect *effect = (Effect *)get_effect(L, 1);
+ EffectBlueprint *blueprint = *(EffectBlueprint **)luaL_checkudata(L, 1, "EffectBlueprint");
string key = checkstdstring(L, 2);
float value = luaL_checknumber(L, 3);
- if (!effect->set_float(key, value)) {
- luaL_error(L, "Effect refused set_float(\"%s\", %d) (invalid key?)", key.c_str(), int(value));
+ if (blueprint->effect != nullptr) {
+ if (!blueprint->effect->set_int(key, value)) {
+ luaL_error(L, "Effect refused set_int(\"%s\", %d) (invalid key?)", key.c_str(), int(value));
+ }
+ } else {
+ // TODO: check validity already here, if possible?
+ blueprint->int_parameters[key] = value;
}
return 0;
}
-int Effect_set_int(lua_State *L)
+int EffectBlueprint_set_float(lua_State *L)
{
assert(lua_gettop(L) == 3);
- Effect *effect = (Effect *)get_effect(L, 1);
+ EffectBlueprint *blueprint = *(EffectBlueprint **)luaL_checkudata(L, 1, "EffectBlueprint");
string key = checkstdstring(L, 2);
float value = luaL_checknumber(L, 3);
- if (!effect->set_int(key, value)) {
- luaL_error(L, "Effect refused set_int(\"%s\", %d) (invalid key?)", key.c_str(), int(value));
+ if (blueprint->effect != nullptr) {
+ if (!blueprint->effect->set_float(key, value)) {
+ luaL_error(L, "Effect refused set_float(\"%s\", %d) (invalid key?)", key.c_str(), int(value));
+ }
+ } else {
+ // TODO: check validity already here, if possible?
+ blueprint->float_parameters[key] = value;
}
return 0;
}
-int Effect_set_vec3(lua_State *L)
+int EffectBlueprint_set_vec3(lua_State *L)
{
assert(lua_gettop(L) == 5);
- Effect *effect = (Effect *)get_effect(L, 1);
+ EffectBlueprint *blueprint = *(EffectBlueprint **)luaL_checkudata(L, 1, "EffectBlueprint");
string key = checkstdstring(L, 2);
- float v[3];
+ array<float, 3> v;
v[0] = luaL_checknumber(L, 3);
v[1] = luaL_checknumber(L, 4);
v[2] = luaL_checknumber(L, 5);
- if (!effect->set_vec3(key, v)) {
- luaL_error(L, "Effect refused set_vec3(\"%s\", %f, %f, %f) (invalid key?)", key.c_str(),
- v[0], v[1], v[2]);
+
+ if (blueprint->effect != nullptr) {
+ if (!blueprint->effect->set_vec3(key, v.data())) {
+ luaL_error(L, "Effect refused set_vec3(\"%s\", %f, %f, %f) (invalid key?)", key.c_str(),
+ v[0], v[1], v[2]);
+ }
+ } else {
+ // TODO: check validity already here, if possible?
+ blueprint->vec3_parameters[key] = v;
}
+
return 0;
}
-int Effect_set_vec4(lua_State *L)
+int EffectBlueprint_set_vec4(lua_State *L)
{
assert(lua_gettop(L) == 6);
- Effect *effect = (Effect *)get_effect(L, 1);
+ EffectBlueprint *blueprint = *(EffectBlueprint **)luaL_checkudata(L, 1, "EffectBlueprint");
string key = checkstdstring(L, 2);
- float v[4];
+ array<float, 4> v;
v[0] = luaL_checknumber(L, 3);
v[1] = luaL_checknumber(L, 4);
v[2] = luaL_checknumber(L, 5);
v[3] = luaL_checknumber(L, 6);
- if (!effect->set_vec4(key, v)) {
- luaL_error(L, "Effect refused set_vec4(\"%s\", %f, %f, %f, %f) (invalid key?)", key.c_str(),
- v[0], v[1], v[2], v[3]);
+ if (blueprint->effect != nullptr) {
+ if (!blueprint->effect->set_vec4(key, v.data())) {
+ luaL_error(L, "Effect refused set_vec4(\"%s\", %f, %f, %f, %f) (invalid key?)", key.c_str(),
+ v[0], v[1], v[2], v[3]);
+ }
+ } else {
+ // TODO: check validity already here, if possible?
+ blueprint->vec4_parameters[key] = v;
}
return 0;
}
+const luaL_Reg Scene_funcs[] = {
+ { "new", Scene_new },
+ { "__gc", Scene_gc },
+ { "add_input", Scene::add_input },
+ { "add_effect", Scene::add_effect },
+ { "add_optional_effect", Scene::add_optional_effect },
+ { "finalize", Scene::finalize },
+ { NULL, NULL }
+};
+
+const luaL_Reg Block_funcs[] = {
+ { "display", Block_display },
+ { "choose_alternative", Block_choose_alternative },
+ { "enable", Block_enable },
+ { "disable", Block_disable },
+ { "set_int", Block_set_int },
+ { "set_float", Block_set_float },
+ { "set_vec3", Block_set_vec3 },
+ { "set_vec4", Block_set_vec4 },
+ { NULL, NULL }
+};
+
+const luaL_Reg EffectBlueprint_funcs[] = {
+ // NOTE: No new() function; that's for the individual effects.
+ { "set_int", EffectBlueprint_set_int },
+ { "set_float", EffectBlueprint_set_float },
+ { "set_vec3", EffectBlueprint_set_vec3 },
+ { "set_vec4", EffectBlueprint_set_vec4 },
+ { NULL, NULL }
+};
+
const luaL_Reg EffectChain_funcs[] = {
{ "new", EffectChain_new },
{ "__gc", EffectChain_gc },
const luaL_Reg ImageInput_funcs[] = {
{ "new", ImageInput_new },
- { "set_float", Effect_set_float },
- { "set_int", Effect_set_int },
- { "set_vec3", Effect_set_vec3 },
- { "set_vec4", Effect_set_vec4 },
{ NULL, NULL }
};
{ NULL, NULL }
};
+// Effects.
+// All of these are solely for new(); the returned metatable will be that of
+// EffectBlueprint, and Effect (returned from add_effect()) is its own type.
+
+const luaL_Reg IdentityEffect_funcs[] = {
+ { "new", IdentityEffect_new },
+ { NULL, NULL }
+};
+
const luaL_Reg WhiteBalanceEffect_funcs[] = {
{ "new", WhiteBalanceEffect_new },
- { "set_float", Effect_set_float },
- { "set_int", Effect_set_int },
- { "set_vec3", Effect_set_vec3 },
- { "set_vec4", Effect_set_vec4 },
{ NULL, NULL }
};
const luaL_Reg ResampleEffect_funcs[] = {
{ "new", ResampleEffect_new },
- { "set_float", Effect_set_float },
- { "set_int", Effect_set_int },
- { "set_vec3", Effect_set_vec3 },
- { "set_vec4", Effect_set_vec4 },
{ NULL, NULL }
};
const luaL_Reg PaddingEffect_funcs[] = {
{ "new", PaddingEffect_new },
- { "set_float", Effect_set_float },
- { "set_int", Effect_set_int },
- { "set_vec3", Effect_set_vec3 },
- { "set_vec4", Effect_set_vec4 },
{ NULL, NULL }
};
const luaL_Reg IntegralPaddingEffect_funcs[] = {
{ "new", IntegralPaddingEffect_new },
- { "set_float", Effect_set_float },
- { "set_int", Effect_set_int },
- { "set_vec3", Effect_set_vec3 },
- { "set_vec4", Effect_set_vec4 },
{ NULL, NULL }
};
const luaL_Reg OverlayEffect_funcs[] = {
{ "new", OverlayEffect_new },
- { "set_float", Effect_set_float },
- { "set_int", Effect_set_int },
- { "set_vec3", Effect_set_vec3 },
- { "set_vec4", Effect_set_vec4 },
{ NULL, NULL }
};
const luaL_Reg ResizeEffect_funcs[] = {
{ "new", ResizeEffect_new },
- { "set_float", Effect_set_float },
- { "set_int", Effect_set_int },
- { "set_vec3", Effect_set_vec3 },
- { "set_vec4", Effect_set_vec4 },
{ NULL, NULL }
};
const luaL_Reg MultiplyEffect_funcs[] = {
{ "new", MultiplyEffect_new },
- { "set_float", Effect_set_float },
- { "set_int", Effect_set_int },
- { "set_vec3", Effect_set_vec3 },
- { "set_vec4", Effect_set_vec4 },
{ NULL, NULL }
};
const luaL_Reg MixEffect_funcs[] = {
{ "new", MixEffect_new },
- { "set_float", Effect_set_float },
- { "set_int", Effect_set_int },
- { "set_vec3", Effect_set_vec3 },
- { "set_vec4", Effect_set_vec4 },
{ NULL, NULL }
};
const luaL_Reg LiftGammaGainEffect_funcs[] = {
{ "new", LiftGammaGainEffect_new },
- { "set_float", Effect_set_float },
- { "set_int", Effect_set_int },
- { "set_vec3", Effect_set_vec3 },
- { "set_vec4", Effect_set_vec4 },
{ NULL, NULL }
};
+// End of effects.
+
const luaL_Reg InputStateInfo_funcs[] = {
{ "get_width", InputStateInfo_get_width },
{ "get_height", InputStateInfo_get_height },
// Set up the API we provide.
register_constants();
+ register_class("Scene", Scene_funcs);
+ register_class("Block", Block_funcs);
+ register_class("EffectBlueprint", EffectBlueprint_funcs);
register_class("EffectChain", EffectChain_funcs);
register_class("LiveInputWrapper", LiveInputWrapper_funcs);
register_class("ImageInput", ImageInput_funcs);
register_class("VideoInput", VideoInput_funcs);
register_class("HTMLInput", HTMLInput_funcs);
+ register_class("IdentityEffect", IdentityEffect_funcs);
register_class("WhiteBalanceEffect", WhiteBalanceEffect_funcs);
register_class("ResampleEffect", ResampleEffect_funcs);
register_class("PaddingEffect", PaddingEffect_funcs);
assert(lua_gettop(L) == 0);
}
-Theme::Chain Theme::get_chain(unsigned num, float t, unsigned width, unsigned height, const InputState &input_state)
+Theme::Chain Theme::get_chain_from_effect_chain(EffectChain *effect_chain, unsigned num, const InputState &input_state)
{
- Chain chain;
-
- lock_guard<mutex> lock(m);
- assert(lua_gettop(L) == 0);
- lua_getglobal(L, "get_chain"); /* function to be called */
- lua_pushnumber(L, num);
- lua_pushnumber(L, t);
- lua_pushnumber(L, width);
- lua_pushnumber(L, height);
- wrap_lua_object<InputStateInfo>(L, "InputStateInfo", input_state);
-
- if (lua_pcall(L, 5, 2, 0) != 0) {
- fprintf(stderr, "error running function `get_chain': %s\n", lua_tostring(L, -1));
- abort();
- }
-
- EffectChain *effect_chain = (EffectChain *)luaL_testudata(L, -2, "EffectChain");
- if (effect_chain == nullptr) {
- fprintf(stderr, "get_chain() for chain number %d did not return an EffectChain\n",
- num);
- abort();
- }
- chain.chain = effect_chain;
if (!lua_isfunction(L, -1)) {
fprintf(stderr, "Argument #-1 should be a function\n");
abort();
lua_pushvalue(L, -1);
shared_ptr<LuaRefWithDeleter> funcref(new LuaRefWithDeleter(&m, L, luaL_ref(L, LUA_REGISTRYINDEX)));
lua_pop(L, 2);
- assert(lua_gettop(L) == 0);
+ Chain chain;
+ chain.chain = effect_chain;
chain.setup_chain = [this, funcref, input_state, effect_chain]{
lock_guard<mutex> lock(m);
this->input_state = nullptr;
};
+ return chain;
+}
+
+Theme::Chain Theme::get_chain(unsigned num, float t, unsigned width, unsigned height, const InputState &input_state)
+{
+ const char *func_name = "get_scene"; // For error reporting.
+ Chain chain;
+
+ lock_guard<mutex> lock(m);
+ assert(lua_gettop(L) == 0);
+ lua_getglobal(L, "get_scene"); /* function to be called */
+ if (lua_isnil(L, -1)) {
+ // Try the pre-1.9.0 name for compatibility.
+ lua_pop(L, 1);
+ lua_getglobal(L, "get_chain");
+ func_name = "get_chain";
+ }
+ lua_pushnumber(L, num);
+ lua_pushnumber(L, t);
+ lua_pushnumber(L, width);
+ lua_pushnumber(L, height);
+ wrap_lua_object<InputStateInfo>(L, "InputStateInfo", input_state);
+
+ if (lua_pcall(L, 5, LUA_MULTRET, 0) != 0) {
+ fprintf(stderr, "error running function ā%sā: %s\n", func_name, lua_tostring(L, -1));
+ abort();
+ }
+
+ if (luaL_testudata(L, -1, "Scene") != nullptr) {
+ if (lua_gettop(L) != 1) {
+ luaL_error(L, "%s() for chain number %d returned an Scene, but also other items", func_name);
+ }
+ Scene *auto_effect_chain = (Scene *)luaL_testudata(L, -1, "Scene");
+ auto chain_and_setup = auto_effect_chain->get_chain(this, L, num, input_state);
+ chain.chain = chain_and_setup.first;
+ chain.setup_chain = move(chain_and_setup.second);
+ } else if (luaL_testudata(L, -2, "EffectChain") != nullptr) {
+ // Old-style (pre-Nageru 1.9.0) return of a single chain and prepare function.
+ if (lua_gettop(L) != 2) {
+ luaL_error(L, "%s() for chain number %d returned an EffectChain, but needs to also return a prepare function (or use Scene)", func_name);
+ }
+ EffectChain *effect_chain = (EffectChain *)luaL_testudata(L, -2, "EffectChain");
+ chain = get_chain_from_effect_chain(effect_chain, num, input_state);
+ } else {
+ luaL_error(L, "%s() for chain number %d did not return an EffectChain or Scene\n", func_name, num);
+ }
+ assert(lua_gettop(L) == 0);
// TODO: Can we do better, e.g. by running setup_chain() and seeing what it references?
// Actually, setup_chain does maybe hold all the references we need now anyway?
++card_index;
}
if (signal_num >= int(num_cards - 1)) {
- fprintf(stderr, "WARNING: Theme asked for input %d, but we only have %u input card(s) (card %d is busy with output).\n",
+ print_warning(L, "Theme asked for input %d, but we only have %u input card(s) (card %d is busy with output).\n",
signal_num, num_cards - 1, global_flags.output_card);
fprintf(stderr, "Mapping to card %d instead.\n", card_index);
}
} else {
card_index = signal_num % num_cards;
if (signal_num >= int(num_cards)) {
- fprintf(stderr, "WARNING: Theme asked for input %d, but we only have %u card(s).\n", signal_num, num_cards);
+ print_warning(L, "Theme asked for input %d, but we only have %u card(s).\n", signal_num, num_cards);
fprintf(stderr, "Mapping to card %d instead.\n", card_index);
}
}