audacia/src/prefs/ModulePrefs.cpp

166 lines
4.9 KiB
C++

/**********************************************************************
Audacity: A Digital Audio Editor
ModulePrefs.cpp
James Crook
*******************************************************************//**
\class ModulePrefs
\brief A PrefsPanel to enable/disable certain modules. 'Modules' are
dynamically linked libraries that modify Audacity. They are plug-ins
with names like mnod-script-pipe that add new features.
*//*******************************************************************/
#include "../Audacity.h"
#include <wx/defs.h>
#include <wx/filename.h>
#include "../ShuttleGui.h"
#include "ModulePrefs.h"
#include "../Prefs.h"
////////////////////////////////////////////////////////////////////////////////
/* i18n-hint: Modules are optional extensions to Audacity that add new features.*/
ModulePrefs::ModulePrefs(wxWindow * parent)
: PrefsPanel(parent, _("Modules"))
{
Populate();
}
ModulePrefs::~ModulePrefs()
{
}
void ModulePrefs::GetAllModuleStatuses(){
wxString str;
long dummy;
// Modules could for example be:
// mod-script-pipe
// mod-nyq-bench
// mod-track-panel
// mod-menu-munger
// mod-theming
// TODO: On an Audacity upgrade we should (?) actually untick modules.
// The old modules might be still around, and we do not want to use them.
mModules.Clear();
mStatuses.Clear();
mPaths.Clear();
// Iterate through all Modules listed in prefs.
// Get their names and values.
gPrefs->SetPath( wxT("Module/") );
bool bCont = gPrefs->GetFirstEntry(str, dummy);
while ( bCont ) {
int iStatus;
gPrefs->Read( str, &iStatus, kModuleDisabled );
wxString fname;
gPrefs->Read( wxString( wxT("/ModulePath/") ) + str, &fname, wxEmptyString );
if( fname != wxEmptyString && wxFileExists( fname ) ){
if( iStatus > kModuleNew ){
iStatus = kModuleNew;
gPrefs->Write( str, iStatus );
}
//wxLogDebug( wxT("Entry: %s Value: %i"), str.c_str(), iStatus );
mModules.Add( str );
mStatuses.Add( iStatus );
mPaths.Add( fname );
}
bCont = gPrefs->GetNextEntry(str, dummy);
}
gPrefs->SetPath( wxT("") );
}
void ModulePrefs::Populate()
{
GetAllModuleStatuses();
//------------------------- Main section --------------------
// Now construct the GUI itself.
// Use 'eIsCreatingFromPrefs' so that the GUI is
// initialised with values from gPrefs.
ShuttleGui S(this, eIsCreatingFromPrefs);
PopulateOrExchange(S);
// ----------------------- End of main section --------------
}
void ModulePrefs::PopulateOrExchange(ShuttleGui & S)
{
wxArrayString StatusChoices;
StatusChoices.Add( _("Disabled" ) );
StatusChoices.Add( _("Enabled" ) );
StatusChoices.Add( _("Ask" ) );
StatusChoices.Add( _("Failed" ) );
StatusChoices.Add( _("New" ) );
S.SetBorder(2);
S.StartStatic(wxT(""));
{
S.AddFixedText(_("These are experimental modules. Enable them only if you've read the Audacity Manual\nand know what you are doing.") );
S.AddFixedText(wxString(wxT(" ")) + _("'Ask' means Audacity will ask if you want to load the module each time it starts.") );
S.AddFixedText(wxString(wxT(" ")) + _("'Failed' means Audacity thinks the module is broken and won't run it.") );
S.AddFixedText(wxString(wxT(" ")) + _("'New' means no choice has been made yet.") );
S.AddFixedText(_("Changes to these settings only take effect when Audacity starts up."));
S.StartScroller();
{
S.StartMultiColumn( 2 );
int i;
for(i=0;i<(int)mModules.GetCount();i++)
S.TieChoice( mModules[i], mStatuses[i], &StatusChoices );
S.EndMultiColumn();
}
if( mModules.GetCount() < 1 )
{
S.AddFixedText( _("No modules were found") );
}
S.EndScroller();
}
S.EndStatic();
}
bool ModulePrefs::Apply()
{
ShuttleGui S(this, eIsSavingToPrefs);
PopulateOrExchange(S);
int i;
for(i=0;i<(int)mPaths.GetCount();i++)
SetModuleStatus( mPaths[i], mStatuses[i] );
return true;
}
// static function that tells us about a module.
int ModulePrefs::GetModuleStatus( wxString fname ){
// Default status is new module, and we will ask once.
int iStatus = kModuleNew;
wxString ShortName = wxFileName( fname ).GetName();
wxString PrefName = wxString( wxT("/Module/") ) + ShortName.Lower();
gPrefs->Read( PrefName, &iStatus, kModuleNew );
// fix up a bad status.
if( iStatus > kModuleNew )
iStatus=kModuleNew;
return iStatus;
}
void ModulePrefs::SetModuleStatus( wxString fname, int iStatus ){
wxString ShortName = wxFileName( fname ).GetName();
wxString PrefName = wxString( wxT("/Module/") ) + ShortName.Lower();
gPrefs->Write( PrefName, iStatus );
PrefName = wxString( wxT("/ModulePath/") ) + ShortName.Lower();
gPrefs->Write( PrefName, fname );
gPrefs->Flush();
}