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pd.lua
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pd.lua
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--[[
pdlua -- a Lua embedding for Pd
Copyright (C) 2007,2008 Claude Heiland-Allen <[email protected]>
Copyright (C) 2012 Martin Peach [email protected]
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
--]]
-- storage for Pd C<->Lua interaction
pd._classes = { } -- take absolute paths and turn them into classes
pd._pathnames = { } -- look up absolute path by creation name
pd._objects = { }
pd._clocks = { }
pd._receives = { }
pd._loadpath = ""
-- add a path to Lua's "require" search paths
pd._setrequirepath = function(path)
pd._packagepath = package.path
pd._packagecpath = package.cpath
if (pd._iswindows) then
package.path = path .. "\\?.lua;" .. path .. "\\?\\init.lua;" .. package.path
package.cpath = path .. "\\?.dll;" .. package.cpath
else
package.path = path .. "/?.lua;" .. path .. "/?/init.lua;" .. package.path
package.cpath = path .. "/?.so;" .. package.cpath
end
end
-- reset Lua's "require" search paths
pd._clearrequirepath = function()
package.path = pd._packagepath
package.cpath = pd._packagecpath
end
-- check if we need to register a basename class first
pd._checkbase = function (name)
return pd._pathnames[name] == true
end
-- constructor dispatcher
pd._constructor = function (name, atoms)
local fullpath = pd._pathnames[name]
if nil ~= pd._classes[fullpath] then
local o = pd._classes[fullpath]:new():construct(name, atoms)
if o then
pd._objects[o._object] = o
return o._object
end
end
return nil
end
-- destructor dispatcher
pd._destructor = function (object)
if nil ~= pd._objects[object] then
pd._objects[object]:destruct()
end
end
-- inlet method dispatcher
pd._dispatcher = function (object, inlet, sel, atoms)
if nil ~= pd._objects[object] then
pd._objects[object]:dispatch(inlet, sel, atoms)
end
end
pd._dsp = function (object, samplerate, blocksize, inchans)
local obj = pd._objects[object]
if nil ~= obj and type(obj.dsp) == "function" then
pd._objects[object]:dsp(samplerate, blocksize, inchans)
end
end
pd._perform_dsp = function (object, ...)
local obj = pd._objects[object]
if nil ~= obj and type(obj.perform) == "function" then
return pd._objects[object]:perform(...)
end
end
-- repaint method dispatcher
pd._repaint = function (object)
local obj = pd._objects[object]
if nil ~= obj and type(obj.repaint) == "function" then
obj:repaint(0)
end
end
-- mouse event dispatcher
pd._mouseevent = function (object, x, y, event_type)
if nil ~= pd._objects[object] then
local obj = pd._objects[object]
if event_type == 0 and type(obj.mouse_down) == "function" then
obj:mouse_down(x, y)
end
if event_type == 1 and type(obj.mouse_up) == "function" then
obj:mouse_up(x, y)
end
if event_type == 2 and type(obj.mouse_move) == "function" then
obj:mouse_move(x, y)
end
if event_type == 3 and type(obj.mouse_drag) == "function" then
obj:mouse_drag(x, y)
end
end
end
-- clock method dispatcher
pd._clockdispatch = function (c)
if nil ~= pd._clocks[c] then
local m = pd._clocks[c]._method
pd._clocks[c]._target[m](pd._clocks[c]._target)
end
end
--whoami method dispatcher
pd._whoami = function (object)
if nil ~= pd._objects[object] then
return pd._objects[object]:whoami()
end
end
-- prototypical OO system
pd.Prototype = { }
function pd.Prototype:new(o)
o = o or {}
setmetatable(o, self)
self.__index = self
return o
end
-- clocks
pd.Clock = pd.Prototype:new()
function pd.Clock:register(object, method)
if nil ~= object then
if nil ~= object._object then
self._clock = pd._createclock(object._object, method)
self._target = object
self._method = method
pd._clocks[self._clock] = self
-- ag 20240906: record the clock in the target's _clocks table so that it
-- can be destroyed automatically with the object
if not object._clocks then
object._clocks = { }
end
object._clocks[self._clock] = self
return self
end
end
return nil
end
function pd.Clock:destruct()
-- ag 20240906: remove the clock from the target's _clocks table if any
if self._target and self._target._clocks then
--pd.post(string.format("%s: destroying clock %s", self._target._name, self._method))
self._target._clocks[self._clock] = nil
end
if self._clock then
pd._clocks[self._clock] = nil
pd._clockfree(self._clock)
self._clock = nil
end
end
function pd.Clock:dispatch()
if pd._objects[self._target] then
local m = self._target[self._method]
if type(m) == "function" then
return m(self._target)
else
self._target:error(
"no method for `" .. self._method ..
"' at clock of Lua object `" .. self._name .. "'"
)
end
end
end
function pd.Clock:set(systime)
pd._clockset(self._clock, systime)
end
function pd.Clock:delay(delaytime)
pd._clockdelay(self._clock, delaytime)
end
function pd.Clock:unset()
pd._clockunset(self._clock)
end
-- tables
pd.Table = pd.Prototype:new()
function pd.Table:sync(name)
self.name = name
self._length, self._array = pd._getarray(name)
if self._length < 0 then
return nil
else
return self
end
end
function pd.Table:destruct()
self._length = -3
self._array = nil
end
function pd.Table:get(i)
if type(i) == "number" and 0 <= i and i < self._length then
return pd._readarray(self._length, self._array, i)
else
return nil
end
end
function pd.Table:set(i, f)
if type(i) == "number" and type(f) == "number" and 0 <= i and i < self._length then
return pd._writearray(self._length, self._array, i, f)
else
return nil
end
end
function pd.Table:length()
if self._length >= 0 then
return self._length
else
return nil
end
end
function pd.Table:redraw()
pd._redrawarray(self.name)
end
-- receivers
function pd._receivedispatch(receive, sel, atoms)
if nil ~= pd._receives[receive] then
pd._receives[receive]:dispatch(sel, atoms)
end
end
pd.Receive = pd.Prototype:new()
function pd.Receive:register(object, name, method)
if nil ~= object then
if nil ~= object._object then
self._receive = pd._createreceive(object._object, name)
self._name = name
self._target = object
self._method = method
pd._receives[self._receive] = self
-- ag 20240906: record the receiver in the target's _receives table so
-- that it can be destroyed automatically with the object
if not object._receives then
object._receives = { }
end
object._receives[self._receive] = self
return self
end
end
return nil
end
function pd.Receive:destruct()
-- ag 20240906: remove the receiver from the target's _receives table if any
if self._target and self._target._receives then
--pd.post(string.format("%s: destroying receiver %s", self._target._name, self._method))
self._target._receives[self._receive] = nil
end
if self._receive then
pd._receives[self._receive] = nil
pd._receivefree(self._receive)
self._receive = nil
self._name = nil
self._target = nil
self._method = nil
end
end
function pd.Receive:dispatch(sel, atoms)
self._target[self._method](self._target, sel, atoms)
end
-- patchable objects
pd.Class = pd.Prototype:new()
function pd.Class:register(name)
-- if already registered, return existing
local regname
-- Those trailing slashes keep piling up, thus we need to check whether
-- pd._loadpath already has one. This is only a temporary kludge until a
-- proper fix is deployed. -ag 2023-02-02
--[[
Oh well, it appears that the "temporary kludge" is here to stay, so
let's at least fix it up to preserve an empty _loadpath, which is what we
get with pdluax. Which makes sense, since pdluax's _scriptname will be an
absolute path. But then an empty _loadpath should stay empty so that
self._loadpath .. self._scriptname returns a proper path.
This whole code has been touched so many times during sebshader's quest
to get relative paths in object names right, that I don't really dare to
touch it anymore, but this much we can do. -ag 20240905
]]
local fullpath = string.sub(pd._loadpath, -1) == "/" and pd._loadpath or
pd._loadpath ~= "" and pd._loadpath .. '/' or ""
local fullname = fullpath .. name
if nil ~= pd._classes[fullname] then
return pd._classes[fullname]
end
if pd._loadname then
-- don't alter existing classes of basename,
-- if another file has ownership of basename
if not pd._pathnames[name] then
pd._pathnames[name] = true
end
regname = pd._loadname
else
regname = name
end
pd._pathnames[regname] = fullname
pd._classes[fullname] = self -- record registration
self._class, self._class_gfx = pd._register(name) -- register new class
self._name = name
self._loadpath = fullpath
if name == "pdlua" then
self._scriptname = "pd.lua"
else
self._scriptname = name .. ".pd_lua"
end -- mrpeach 20111027
return self -- return new
end
function pd.Class:construct(sel, atoms)
self._object = pd._create(self._class, self._class_gfx)
self.inlets = 0
self.outlets = 0
self._canvaspath = pd._canvaspath(self._object) .. "/"
if pdx then
pdx.reload(self)
end
if self:initialize(sel, atoms) then
pd._createinlets(self._object, self.inlets)
pd._createoutlets(self._object, self.outlets)
if type(self.paint) == "function" then
pd._creategui(self._object)
end
self:postinitialize()
return self
else
if pdx then
pdx.unreload(self)
end
return nil
end
end
function pd.Class:destruct()
-- ag 20240906: get rid of all clocks and receivers registered for us
if self._clocks then
local clocks = { }
-- since the destruct() method destructively updates our _clocks table,
-- record all registered clock objects in a new table
for _, c in pairs(self._clocks) do
table.insert(clocks, c)
end
-- now destroy them
for _, c in ipairs(clocks) do
c:destruct()
end
self._clocks = nil
end
if self._receives then
local receives = { }
-- since the destruct() method destructively updates our _receives table,
-- record all registered receivers in a new table
for _, r in pairs(self._receives) do
table.insert(receives, r)
end
-- now destroy them
for _, r in ipairs(receives) do
r:destruct()
end
self._receives = nil
end
pd._objects[self] = nil
self:finalize()
pd._destroy(self._object)
end
function pd.Class:dispatch(inlet, sel, atoms)
local m = self[string.format("in_%d_%s", inlet, sel)]
if type(m) == "function" then
if sel == "bang" then return m(self) end
if sel == "float" then return m(self, atoms[1]) end
if sel == "symbol" then return m(self, atoms[1]) end
if sel == "pointer" then return m(self, atoms[1]) end
if sel == "list" then return m(self, atoms) end
return m(self, atoms)
end
m = self["in_n_" .. sel]
if type(m) == "function" then
if sel == "bang" then return m(self, inlet) end
if sel == "float" then return m(self, inlet, atoms[1]) end
if sel == "symbol" then return m(self, inlet, atoms[1]) end
if sel == "pointer" then return m(self, inlet, atoms[1]) end
if sel == "list" then return m(self, inlet, atoms) end
return m(self, inlet, atoms)
end
m = self[string.format("in_%d", inlet)]
if type(m) == "function" then
return m(self, sel, atoms)
end
m = self["in_n"]
if type(m) == "function" then
return m(self, inlet, sel, atoms)
end
self:error(
string.format("no method for `%s' at inlet %d of Lua object `%s'",
sel, inlet, self._name)
)
end
function pd.Class:outlet(outlet, sel, atoms)
pd._outlet(self._object, outlet, sel, atoms)
end
function pd.Class:initialize(sel, atoms) end
function pd.Class:postinitialize() end
function pd.Class:finalize() end
function pd.Class:get_args()
return pd._get_args(self._object)
end
function pd.Class:set_args(args)
pd._set_args(self._object, args)
end
function pd.Class:canvas_realizedollar(s)
return pd._canvas_realizedollar(self._object, s)
end
function pd.Class:signal_setmultiout(n, channelcount)
pd._signal_setmultiout(self._object, n, channelcount)
end
function pd.Class:repaint(layer)
-- do some argument checking first
if type(layer) == "number" then
-- make sure that layer is a nonnegative integer
layer = math.max(0, math.floor(layer))
elseif layer then
self:error(string.format("repaint: invalid layer %s, must be number or nil", tostring(layer)))
return
end
if layer == nil or layer <= 1 then
if type(self.paint) == "function" then
local g = _gfx_internal.start_paint(self._object, 1);
if type(self.paint) == "function" and g ~= nil then
self:paint(g)
_gfx_internal.end_paint(g, 1)
end
end
end
if layer == nil or layer == 0 then
local i = 2
while true do
local paint_layer_method = "paint_layer_" .. tostring(i)
if type(self[paint_layer_method]) == "function" then
local g = _gfx_internal.start_paint(self._object, i)
if g ~= nil then
self[paint_layer_method](self, g)
_gfx_internal.end_paint(g, i)
i = i + 1
else
break
end
else
break -- Exit the loop when no more paint_layer_X methods are found
end
end
end
if layer ~= nil and layer >= 2 then
local paint_layer_method = "paint_layer_" .. tostring(layer)
if type(self[paint_layer_method]) == "function" then
local g = _gfx_internal.start_paint(self._object, layer)
if g ~= nil then
self[paint_layer_method](self, g)
_gfx_internal.end_paint(g, layer)
end
end
end
end
function pd.Class:get_size()
return _gfx_internal.get_size(self._object)
end
function pd.Class:set_size(width, height)
return _gfx_internal.set_size(self._object, width, height)
end
function pd.Class:dofilex(file)
-- in case of register being called, make sure
-- classes in other paths aren't getting affected
-- save old loadname in case of weird nesting loading
local namesave = pd._loadname
local pathsave = pd._loadpath
pd._loadname = nil
pd._loadpath = self._loadpath
local f, path = pd._dofilex(self._class, file)
pd._loadname = namesave
pd._loadpath = pathsave
return f, path
end
function pd.Class:dofile(file)
-- in case of register being called, make sure
-- classes in other paths aren't getting affected
-- save old loadname in case of weird nesting loading
local namesave = pd._loadname
local pathsave = pd._loadpath
pd._loadname = nil
pd._loadpath = self._loadpath
local f, path = pd._dofile(self._object, file)
pd._loadname = namesave
pd._loadpath = pathsave
return f, path
end
function pd.Class:error(msg)
pd._error(self._object, msg)
end
function pd.Class:whoami()
return self._scriptname or self._name
end
function pd.Class:get_class() -- accessor for t_class*
-- ag 20240905: this is now implemented on the C side (you probably
-- shouldn't use this any more, we only keep this here for backward
-- compatibility)
return pd._get_class(self) or nil
end
local lua = pd.Class:new():register("pdlua") -- global controls (the [pdlua] object only)
function lua:initialize(sel, atoms)
self.inlets = 1
self.outlets = 0 -- FIXME: might be nice to have errors go here?
return true
end
function lua:in_1_load(atoms) -- execute a script
self:dofile(atoms[1])
end
local luax = pd.Class:new():register("pdluax") -- classless lua externals (like [pdluax foo])
function luax:initialize(sel, atoms) -- motivation: pd-list 2007-09-23
if not atoms[1] then
-- create a dummy object, which can still be clicked for help
self.inlets = 0
self.outlets = 0
self._scriptname = ""
return true
end
local f, pathname = self:dofile(atoms[1] .. ".pd_luax")
if f and pathname then
local function basename(str)
return string.gsub(str, "(.*/)(.*)", "%2")
end
self._scriptname = pathname .. '/' .. basename(atoms[1]) .. ".pd_luax" -- mrpeach 20120201
local atomstail = { } -- munge for better lua<->luax compatibility
for i,_ in ipairs(atoms) do
if i > 1 then
atomstail[i-1] = atoms[i]
end
end
return f(self, atoms[1], atomstail)
else
return false -- error message already output by dofile()
end
end
-- convenience creation functions for classes, arrays, clocks, receivers
function pd.class(...)
return pd.Class:new():register(...)
end
function pd.table(...)
return pd.Table:new():sync(...)
end
function pd.clock(...)
return pd.Clock:new():register(...)
end
function pd.receive(...)
return pd.Receive:new():register(...)
end
-- constants used in the signal and graphics API
DATA = 0
SIGNAL = 1
Colors = {background = 0, foreground = 1, outline = 2}
-- pre-load pdx.lua (advanced live coding support); if you don't want this,
-- just comment out the line below
pdx = require 'pdx'
-- fin pd.lua