audacia/src/Menus.cpp

1550 lines
48 KiB
C++

/**********************************************************************
Audacity: A Digital Audio Editor
Menus.cpp
Dominic Mazzoni
Brian Gunlogson
et al.
*******************************************************************//**
\file Menus.cpp
\brief Functions for building toobar menus and enabling and disabling items
*//****************************************************************//**
\class MenuCreator
\brief MenuCreator is responsible for creating the main menu bar.
*//****************************************************************//**
\class MenuManager
\brief MenuManager handles updates to menu state.
*//*******************************************************************/
#include "Audacity.h" // for USE_* macros
#include "Menus.h"
#include "Experimental.h"
#include <wx/frame.h>
#include "Project.h"
#include "ProjectHistory.h"
#include "ProjectSettings.h"
#include "UndoManager.h"
#include "commands/CommandManager.h"
#include "prefs/TracksPrefs.h"
#include "toolbars/ToolManager.h"
#include "widgets/AudacityMessageBox.h"
#include "widgets/ErrorDialog.h"
#include <unordered_set>
#include <wx/menu.h>
#include <wx/windowptr.h>
MenuCreator::MenuCreator()
{
}
MenuCreator::~MenuCreator()
{
}
static const AudacityProject::AttachedObjects::RegisteredFactory key{
[]( AudacityProject &project ){
return std::make_shared< MenuManager >( project ); }
};
MenuManager &MenuManager::Get( AudacityProject &project )
{
return project.AttachedObjects::Get< MenuManager >( key );
}
const MenuManager &MenuManager::Get( const AudacityProject &project )
{
return Get( const_cast< AudacityProject & >( project ) );
}
MenuManager::MenuManager( AudacityProject &project )
: mProject{ project }
{
UpdatePrefs();
mProject.Bind( EVT_UNDO_OR_REDO, &MenuManager::OnUndoRedo, this );
mProject.Bind( EVT_UNDO_RESET, &MenuManager::OnUndoRedo, this );
mProject.Bind( EVT_UNDO_PUSHED, &MenuManager::OnUndoRedo, this );
}
MenuManager::~MenuManager()
{
mProject.Unbind( EVT_UNDO_OR_REDO, &MenuManager::OnUndoRedo, this );
mProject.Unbind( EVT_UNDO_RESET, &MenuManager::OnUndoRedo, this );
mProject.Unbind( EVT_UNDO_PUSHED, &MenuManager::OnUndoRedo, this );
}
void MenuManager::UpdatePrefs()
{
bool bSelectAllIfNone;
gPrefs->Read(wxT("/GUI/SelectAllOnNone"), &bSelectAllIfNone, false);
// 0 is grey out, 1 is Autoselect, 2 is Give warnings.
#ifdef EXPERIMENTAL_DA
// DA warns or greys out.
mWhatIfNoSelection = bSelectAllIfNone ? 2 : 0;
#else
// Audacity autoselects or warns.
mWhatIfNoSelection = bSelectAllIfNone ? 1 : 2;
#endif
mStopIfWasPaused = true; // not configurable for now, but could be later.
}
/// Namespace for structures that go into building a menu
namespace Registry {
BaseItem::~BaseItem() {}
SharedItem::~SharedItem() {}
ComputedItem::~ComputedItem() {}
SingleItem::~SingleItem() {}
GroupItem::~GroupItem() {}
Visitor::~Visitor(){}
void Visitor::BeginGroup(GroupItem &, const Path &) {}
void Visitor::EndGroup(GroupItem &, const Path &) {}
void Visitor::Visit(SingleItem &, const Path &) {}
}
namespace MenuTable {
MenuItem::MenuItem( const wxString &internalName,
const TranslatableString &title_, BaseItemPtrs &&items_ )
: ConcreteGroupItem< false, MenuVisitor >{
internalName, std::move( items_ ) }, title{ title_ }
{
wxASSERT( !title.empty() );
}
MenuItem::~MenuItem() {}
ConditionalGroupItem::ConditionalGroupItem(
const wxString &internalName, Condition condition_, BaseItemPtrs &&items_ )
: ConcreteGroupItem< false, MenuVisitor >{
internalName, std::move( items_ ) }, condition{ condition_ }
{
}
ConditionalGroupItem::~ConditionalGroupItem() {}
CommandItem::CommandItem(const CommandID &name_,
const TranslatableString &label_in_,
CommandFunctorPointer callback_,
CommandFlag flags_,
const CommandManager::Options &options_,
CommandHandlerFinder finder_)
: SingleItem{ name_ }, label_in{ label_in_ }
, finder{ finder_ }, callback{ callback_ }
, flags{ flags_ }, options{ options_ }
{}
CommandItem::~CommandItem() {}
CommandGroupItem::CommandGroupItem(const wxString &name_,
std::vector< ComponentInterfaceSymbol > items_,
CommandFunctorPointer callback_,
CommandFlag flags_,
bool isEffect_,
CommandHandlerFinder finder_)
: SingleItem{ name_ }, items{ std::move(items_) }
, finder{ finder_ }, callback{ callback_ }
, flags{ flags_ }, isEffect{ isEffect_ }
{}
CommandGroupItem::~CommandGroupItem() {}
SpecialItem::~SpecialItem() {}
CommandHandlerFinder FinderScope::sFinder =
[](AudacityProject &project) -> CommandHandlerObject & {
// If this default finder function is reached, then FinderScope should
// have been used somewhere, or an explicit CommandHandlerFinder passed
// to menu item constructors
wxASSERT( false );
return project;
};
}
namespace Registry {
void RegisterItem( GroupItem &registry, const Placement &placement,
BaseItemPtr pItem )
{
// Since registration determines only an unordered tree of menu items,
// we can sort children of each node lexicographically for our convenience.
BaseItemPtrs *pItems;
struct Comparator {
bool operator()
( const Identifier &component, const BaseItemPtr& pItem ) const {
return component < pItem->name; }
bool operator()
( const BaseItemPtr& pItem, const Identifier &component ) const {
return pItem->name < component; }
};
auto find = [&pItems]( const Identifier &component ){ return std::equal_range(
pItems->begin(), pItems->end(), component, Comparator() ); };
auto pNode = &registry;
pItems = &pNode->items;
auto pathComponents = ::wxSplit( placement.path, '/' );
auto pComponent = pathComponents.begin(), end = pathComponents.end();
// Descend the registry hierarchy, while groups matching the path components
// can be found
auto debugPath = wxString{'/'} + registry.name.GET();
while ( pComponent != end ) {
const auto &pathComponent = *pComponent;
// Try to find an item already present that is a group item with the
// same name; we don't care which if there is more than one.
const auto range = find( pathComponent );
const auto iter2 = std::find_if( range.first, range.second,
[](const BaseItemPtr &pItem){
return dynamic_cast< GroupItem* >( pItem.get() ); } );
if ( iter2 != range.second ) {
// A matching group in the registry, so descend
pNode = static_cast< GroupItem* >( iter2->get() );
pItems = &pNode->items;
debugPath += '/' + pathComponent;
++pComponent;
}
else
// Insert at this level;
// If there are no more path components, and a name collision of
// the added item with something already in the registry, don't resolve
// it yet in this function, but see MergeItems().
break;
}
// Create path group items for remaining components
while ( pComponent != end ) {
auto newNode = std::make_unique<TransparentGroupItem<>>( *pComponent );
pNode = newNode.get();
pItems->insert( find( newNode->name ).second, std::move( newNode ) );
pItems = &pNode->items;
++pComponent;
}
// Remember the hint, to be used later in merging.
pItem->orderingHint = placement.hint;
// Now insert the item.
pItems->insert( find( pItem->name ).second, std::move( pItem ) );
}
}
namespace {
const auto MenuPathStart = wxT("MenuBar");
struct ItemOrdering;
using namespace Registry;
struct CollectedItems
{
struct Item{
// Predefined, or merged from registry already:
BaseItem *visitNow;
// Corresponding item from the registry, its sub-items to be merged:
GroupItem *mergeLater;
// Ordering hint for the merged item:
OrderingHint hint;
};
std::vector< Item > items;
std::vector< BaseItemSharedPtr > &computedItems;
// A linear search. Smarter search may not be worth the effort.
using Iterator = decltype( items )::iterator;
auto Find( const Identifier &name ) -> Iterator
{
auto end = items.end();
return name.empty()
? end
: std::find_if( items.begin(), end,
[&]( const Item& item ){
return name == item.visitNow->name; } );
}
auto InsertNewItemUsingPreferences(
ItemOrdering &itemOrdering, BaseItem *pItem ) -> bool;
auto InsertNewItemUsingHint(
BaseItem *pItem, const OrderingHint &hint, size_t endItemsCount,
bool force )
-> bool;
auto MergeLater( Item &found, const Identifier &name ) -> GroupItem *;
auto SubordinateSingleItem( Item &found, BaseItem *pItem ) -> void;
auto SubordinateMultipleItems( Item &found, GroupItem *pItems ) -> void;
auto MergeWithExistingItem(
Visitor &visitor, ItemOrdering &itemOrdering, BaseItem *pItem ) -> bool;
using NewItem = std::pair< BaseItem*, OrderingHint >;
using NewItems = std::vector< NewItem >;
auto MergeLikeNamedItems(
Visitor &visitor, ItemOrdering &itemOrdering,
NewItems::const_iterator left, NewItems::const_iterator right,
int iPass, size_t endItemsCount, bool force )
-> bool;
auto MergeItemsAscendingNamesPass(
Visitor &visitor, ItemOrdering &itemOrdering,
NewItems &newItems, int iPass, size_t endItemsCount, bool force )
-> void;
auto MergeItemsDescendingNamesPass(
Visitor &visitor, ItemOrdering &itemOrdering,
NewItems &newItems, int iPass, size_t endItemsCount, bool force )
-> void;
auto MergeItems(
Visitor &visitor, ItemOrdering &itemOrdering,
const BaseItemPtrs &toMerge, const OrderingHint &hint ) -> void;
};
// When a computed or shared item, or nameless grouping, specifies a hint and
// the subordinate does not, propagate the hint.
const OrderingHint &ChooseHint(BaseItem *delegate, const OrderingHint &hint)
{
return !delegate || delegate->orderingHint.type == OrderingHint::Unspecified
? hint
: delegate->orderingHint;
}
// "Collection" of items is the first pass of visitation, and resolves
// delegation and delayed computation and splices transparent group nodes.
// This first pass is done at each group, starting with a top-level group.
// This pass does not descend to the leaves. Rather, the visitation passes
// alternate as the entire tree is recursively visited.
// forward declaration for mutually recursive functions
void CollectItem( Registry::Visitor &visitor,
CollectedItems &collection, BaseItem *Item, const OrderingHint &hint );
void CollectItems( Registry::Visitor &visitor,
CollectedItems &collection, const BaseItemPtrs &items,
const OrderingHint &hint )
{
for ( auto &item : items )
CollectItem( visitor, collection, item.get(),
ChooseHint( item.get(), hint ) );
}
void CollectItem( Registry::Visitor &visitor,
CollectedItems &collection, BaseItem *pItem, const OrderingHint &hint )
{
if (!pItem)
return;
using namespace Registry;
if (const auto pShared =
dynamic_cast<SharedItem*>( pItem )) {
auto delegate = pShared->ptr.get();
if ( delegate )
// recursion
CollectItem( visitor, collection, delegate,
ChooseHint( delegate, pShared->orderingHint ) );
}
else
if (const auto pComputed =
dynamic_cast<ComputedItem*>( pItem )) {
auto result = pComputed->factory( visitor );
if (result) {
// Guarantee long enough lifetime of the result
collection.computedItems.push_back( result );
// recursion
CollectItem( visitor, collection, result.get(),
ChooseHint( result.get(), pComputed->orderingHint ) );
}
}
else
if (auto pGroup = dynamic_cast<GroupItem*>(pItem)) {
if (pGroup->Transparent() && pItem->name.empty())
// nameless grouping item is transparent to path calculations
// collect group members now
// recursion
CollectItems(
visitor, collection, pGroup->items, ChooseHint( pGroup, hint ) );
else
// all other group items
// defer collection of members until collecting at next lower level
collection.items.push_back( {pItem, nullptr, hint} );
}
else {
wxASSERT( dynamic_cast<SingleItem*>(pItem) );
// common to all single items
collection.items.push_back( {pItem, nullptr, hint} );
}
}
using Path = std::vector< Identifier >;
std::unordered_set< wxString > sBadPaths;
void BadPath(
const TranslatableString &format, const wxString &key, const Identifier &name )
{
// Warn, but not more than once in a session for each bad path
auto badPath = key + '/' + name.GET();
if ( sBadPaths.insert( badPath ).second ) {
auto msg = TranslatableString{ format }.Format( badPath );
// debug message
wxLogDebug( msg.Translation() );
#ifdef IS_ALPHA
// user-visible message
AudacityMessageBox( msg );
#endif
}
}
void ReportGroupGroupCollision( const wxString &key, const Identifier &name )
{
BadPath(
XO("Plug-in group at %s was merged with a previously defined group"),
key, name);
}
void ReportItemItemCollision( const wxString &key, const Identifier &name )
{
BadPath(
XO("Plug-in item at %s conflicts with a previously defined item and was discarded"),
key, name);
}
void ReportConflictingPlacements( const wxString &key, const Identifier &name )
{
BadPath(
XO("Plug-in items at %s specify conflicting placements"),
key, name);
}
struct ItemOrdering {
wxString key;
ItemOrdering( const Path &path )
{
// The set of path names determines only an unordered tree.
// We want an ordering of the tree that is stable across runs.
// The last used ordering for this node can be found in preferences at this
// key:
wxArrayString strings;
for (const auto &id : path)
strings.push_back( id.GET() );
key = '/' + ::wxJoin( strings, '/', '\0' );
}
// Retrieve the old ordering on demand, if needed to merge something.
bool gotOrdering = false;
wxString strValue;
wxArrayString ordering;
auto Get() -> wxArrayString & {
if ( !gotOrdering ) {
gPrefs->Read(key, &strValue);
ordering = ::wxSplit( strValue, ',' );
gotOrdering = true;
}
return ordering;
};
};
// For each group node, this is called only in the first pass of merging of
// items. It might fail to place an item in the first visitation of a
// registry, but then succeed in later visitations in the same or later
// runs of the program, because of persistent side-effects on the
// preferences done at the very end of the visitation.
auto CollectedItems::InsertNewItemUsingPreferences(
ItemOrdering &itemOrdering, BaseItem *pItem )
-> bool
{
// Note that if more than one plug-in registers items under the same
// node, then it is not specified which plug-in is handled first,
// the first time registration happens. It might happen that you
// add a plug-in, run the program, then add another, then run again;
// registration order determined by those actions might not
// correspond to the order of re-loading of modules in later
// sessions. But whatever ordering is chosen the first time some
// plug-in is seen -- that ordering gets remembered in preferences.
if ( !pItem->name.empty() ) {
// Check saved ordering first, and rebuild that as well as is possible
auto &ordering = itemOrdering.Get();
auto begin2 = ordering.begin(), end2 = ordering.end(),
found2 = std::find( begin2, end2, pItem->name );
if ( found2 != end2 ) {
auto insertPoint = items.end();
// Find the next name in the saved ordering that is known already
// in the collection.
while ( ++found2 != end2 ) {
auto known = Find( *found2 );
if ( known != insertPoint ) {
insertPoint = known;
break;
}
}
items.insert( insertPoint, {pItem, nullptr,
// Hints no longer matter:
{}} );
return true;
}
}
return false;
}
// For each group node, this may be called in the second and later passes
// of merging of items
auto CollectedItems::InsertNewItemUsingHint(
BaseItem *pItem, const OrderingHint &hint, size_t endItemsCount,
bool force ) -> bool
{
auto begin = items.begin(), end = items.end(),
insertPoint = end - endItemsCount;
// pItem should have a name; if not, ignore the hint, and put it at the
// default place, but only if in the final pass.
if ( pItem->name.empty() ) {
if ( !force )
return false;
}
else {
switch ( hint.type ) {
case OrderingHint::Before:
case OrderingHint::After: {
// Default to the end if the name is not found.
auto found = Find( hint.name );
if ( found == end ) {
if ( !force )
return false;
}
else {
insertPoint = found;
if ( hint.type == OrderingHint::After )
++insertPoint;
}
break;
}
case OrderingHint::Begin:
insertPoint = begin;
break;
case OrderingHint::End:
insertPoint = end;
break;
case OrderingHint::Unspecified:
default:
if ( force )
return false;
break;
}
}
// Insert the item; the hint has been used and no longer matters
items.insert( insertPoint, {pItem, nullptr,
// Hints no longer matter:
{}} );
return true;
}
auto CollectedItems::MergeLater( Item &found, const Identifier &name )
-> GroupItem *
{
auto subGroup = found.mergeLater;
if ( !subGroup ) {
auto newGroup = std::make_shared<TransparentGroupItem<>>( name );
computedItems.push_back( newGroup );
subGroup = found.mergeLater = newGroup.get();
}
return subGroup;
}
auto CollectedItems::SubordinateSingleItem( Item &found, BaseItem *pItem )
-> void
{
MergeLater( found, pItem->name )->items.push_back(
std::make_unique<SharedItem>(
// shared pointer with vacuous deleter
std::shared_ptr<BaseItem>( pItem, [](void*){} ) ) );
}
auto CollectedItems::SubordinateMultipleItems( Item &found, GroupItem *pItems )
-> void
{
auto subGroup = MergeLater( found, pItems->name );
for ( const auto &pItem : pItems->items )
subGroup->items.push_back( std::make_unique<SharedItem>(
// shared pointer with vacuous deleter
std::shared_ptr<BaseItem>( pItem.get(), [](void*){} ) ) );
}
auto CollectedItems::MergeWithExistingItem(
Visitor &visitor, ItemOrdering &itemOrdering, BaseItem *pItem ) -> bool
{
// Assume no null pointers remain after CollectItems:
const auto &name = pItem->name;
const auto found = Find( name );
if (found != items.end()) {
// Collision of names between collection and registry!
// There are 2 * 2 = 4 cases, as each of the two are group items or
// not.
auto pCollectionGroup = dynamic_cast< GroupItem * >( found->visitNow );
auto pRegistryGroup = dynamic_cast< GroupItem * >( pItem );
if (pCollectionGroup) {
if (pRegistryGroup) {
// This is the expected case of collision.
// Subordinate items from one of the groups will be merged in
// another call to MergeItems at a lower level of path.
// Note, however, that at most one of the two should be other
// than a plain grouping item; if not, we must lose the extra
// information carried by one of them.
bool pCollectionGrouping = pCollectionGroup->Transparent();
auto pRegistryGrouping = pRegistryGroup->Transparent();
if ( !(pCollectionGrouping || pRegistryGrouping) )
ReportGroupGroupCollision( itemOrdering.key, name );
if ( pCollectionGrouping && !pRegistryGrouping ) {
// Swap their roles
found->visitNow = pRegistryGroup;
SubordinateMultipleItems( *found, pCollectionGroup );
}
else
SubordinateMultipleItems( *found, pRegistryGroup );
}
else {
// Registered non-group item collides with a previously defined
// group.
// Resolve this by subordinating the non-group item below
// that group.
SubordinateSingleItem( *found, pItem );
}
}
else {
if (pRegistryGroup) {
// Subordinate the previously merged single item below the
// newly merged group.
// In case the name occurred in two different static registries,
// the final merge is the same, no matter which is treated first.
auto demoted = found->visitNow;
found->visitNow = pRegistryGroup;
SubordinateSingleItem( *found, demoted );
}
else
// Collision of non-group items is the worst case!
// The later-registered item is lost.
// Which one you lose might be unpredictable when both originate
// from static registries.
ReportItemItemCollision( itemOrdering.key, name );
}
return true;
}
else
// A name is registered that is not known in the collection.
return false;
}
auto CollectedItems::MergeLikeNamedItems(
Visitor &visitor, ItemOrdering &itemOrdering,
NewItems::const_iterator left, NewItems::const_iterator right,
const int iPass, size_t endItemsCount, bool force )
-> bool
{
// Try to place the first item of the range.
// If such an item is a group, then we always retain the kind of
// grouping that was registered. (Which doesn't always happen when
// there is name collision in MergeWithExistingItem.)
auto iter = left;
auto &item = *iter;
auto pItem = item.first;
const auto &hint = item.second;
bool success = true;
if ( iPass == -1 )
// A first pass consults preferences.
success = InsertNewItemUsingPreferences( itemOrdering, pItem );
else {
// Later passes for choosing placements.
// Maybe it fails in this pass, because a placement refers to some
// other name that has not yet been placed.
success = ( iPass == hint.type ) &&
InsertNewItemUsingHint( pItem, hint, endItemsCount, force );
wxASSERT( !force || success );
}
if ( success ) {
// Resolve collisions among remaining like-named items.
++iter;
if ( iter != right && iPass != 0 &&
iter->second.type != OrderingHint::Unspecified &&
!( iter->second == hint ) ) {
// A diagnostic message sometimes
ReportConflictingPlacements( itemOrdering.key, pItem->name );
}
while ( iter != right )
// Re-invoke MergeWithExistingItem for this item, which is known
// to have a name collision, so ignore the return value.
MergeWithExistingItem( visitor, itemOrdering, iter++ -> first );
}
return success;
}
inline bool MajorComp(
const CollectedItems::NewItem &a, const CollectedItems::NewItem &b) {
// Descending sort!
return a.first->name > b.first->name;
};
inline bool MinorComp(
const CollectedItems::NewItem &a, const CollectedItems::NewItem &b){
// Sort by hint type.
// This sorts items with unspecified hints last.
return a.second < b.second;
};
inline bool Comp(
const CollectedItems::NewItem &a, const CollectedItems::NewItem &b){
if ( MajorComp( a, b ) )
return true;
if ( MajorComp( b, a ) )
return false;
return MinorComp( a, b );
};
auto CollectedItems::MergeItemsAscendingNamesPass(
Visitor &visitor, ItemOrdering &itemOrdering, NewItems &newItems,
const int iPass, size_t endItemsCount, bool force ) -> void
{
// Inner loop over ranges of like-named items.
auto rright = newItems.rbegin();
auto rend = newItems.rend();
while ( rright != rend ) {
// Find the range
using namespace std::placeholders;
auto rleft = std::find_if(
rright + 1, rend, std::bind( MajorComp, _1, *rright ) );
bool success = MergeLikeNamedItems(
visitor, itemOrdering, rleft.base(), rright.base(), iPass,
endItemsCount, force );
if ( success )
newItems.erase( rleft.base(), rright.base() );
rright = rleft;
}
}
auto CollectedItems::MergeItemsDescendingNamesPass(
Visitor &visitor, ItemOrdering &itemOrdering, NewItems &newItems,
const int iPass, size_t endItemsCount, bool force ) -> void
{
// Inner loop over ranges of like-named items.
auto left = newItems.begin();
auto end = newItems.end();
while ( left != end ) {
// Find the range
using namespace std::placeholders;
auto right = std::find_if(
left + 1, end, std::bind( MajorComp, *left, _1 ) );
bool success = MergeLikeNamedItems(
visitor, itemOrdering, left, right, iPass,
endItemsCount, force );
if ( success )
left = newItems.erase( left, right );
else
left = right;
}
};
auto CollectedItems::MergeItems(
Visitor &visitor, ItemOrdering &itemOrdering,
const BaseItemPtrs &toMerge, const OrderingHint &hint ) -> void
{
// First do expansion of nameless groupings, and caching of computed
// items, just as for the previously collected items.
CollectedItems newCollection{ {}, computedItems };
CollectItems( visitor, newCollection, toMerge, hint );
// Try to merge each, resolving name collisions with items already in the
// tree, and collecting those with names that don't collide.
NewItems newItems;
for ( const auto &item : newCollection.items )
if ( !MergeWithExistingItem( visitor, itemOrdering, item.visitNow ) )
newItems.push_back( { item.visitNow, item.hint } );
// Choose placements for items with NEW names.
// First sort so that like named items are together, and for the same name,
// items with more specific ordering hints come earlier.
std::sort( newItems.begin(), newItems.end(), Comp );
// Outer loop over trial passes.
int iPass = -1;
bool force = false;
size_t oldSize = 0;
size_t endItemsCount = 0;
auto prevSize = items.size();
while( !newItems.empty() )
{
// If several items have the same hint, we try to preserve the sort by
// name (an internal identifier, not necessarily user visible), just to
// have some determinacy. That requires passing one or the other way
// over newItems.
bool descending =
( iPass == OrderingHint::After || iPass == OrderingHint::Begin );
if ( descending )
MergeItemsDescendingNamesPass(
visitor, itemOrdering, newItems, iPass, endItemsCount, force );
else
MergeItemsAscendingNamesPass(
visitor, itemOrdering, newItems, iPass, endItemsCount, force );
auto newSize = newItems.size();
++iPass;
if ( iPass == 0 )
// Just tried insertion by preferences. Don't try it again.
oldSize = newSize;
else if ( iPass == OrderingHint::Unspecified ) {
if ( !force ) {
// Are we really ready for the final pass?
bool progress = ( oldSize > newSize );
if ( progress )
// No. While some progress is made, don't force final placements.
// Retry Before and After hints.
iPass = 0, oldSize = newSize;
else
force = true;
}
}
else if ( iPass == OrderingHint::End && endItemsCount == 0 )
// Remember the size before we put the ending items in place
endItemsCount = newSize - prevSize;
prevSize = newSize;
}
}
// forward declaration for mutually recursive functions
void VisitItem(
Registry::Visitor &visitor, CollectedItems &collection,
Path &path, BaseItem *pItem,
GroupItem *pToMerge, const OrderingHint &hint,
bool &doFlush );
void VisitItems(
Registry::Visitor &visitor, CollectedItems &collection,
Path &path, GroupItem *pGroup,
GroupItem *pToMerge, const OrderingHint &hint,
bool &doFlush )
{
// Make a NEW collection for this subtree, sharing the memo cache
CollectedItems newCollection{ {}, collection.computedItems };
// Gather items at this level
// (The ordering hint is irrelevant when not merging items in)
CollectItems( visitor, newCollection, pGroup->items, {} );
path.push_back( pGroup->name.GET() );
// Merge with the registry
if ( pToMerge )
{
ItemOrdering itemOrdering{ path };
newCollection.MergeItems( visitor, itemOrdering, pToMerge->items, hint );
// Remember the NEW ordering, if there was any need to use the old.
// This makes a side effect in preferences.
if ( itemOrdering.gotOrdering ) {
wxString newValue;
for ( const auto &item : newCollection.items ) {
const auto &name = item.visitNow->name;
if ( !name.empty() )
newValue += newValue.empty()
? name.GET()
: ',' + name.GET();
}
if (newValue != itemOrdering.strValue) {
gPrefs->Write( itemOrdering.key, newValue );
doFlush = true;
}
}
}
// Now visit them
for ( const auto &item : newCollection.items )
VisitItem( visitor, collection, path,
item.visitNow, item.mergeLater, item.hint,
doFlush );
path.pop_back();
}
void VisitItem(
Registry::Visitor &visitor, CollectedItems &collection,
Path &path, BaseItem *pItem,
GroupItem *pToMerge, const OrderingHint &hint,
bool &doFlush )
{
if (!pItem)
return;
if (const auto pSingle =
dynamic_cast<SingleItem*>( pItem )) {
wxASSERT( !pToMerge );
visitor.Visit( *pSingle, path );
}
else
if (const auto pGroup =
dynamic_cast<GroupItem*>( pItem )) {
visitor.BeginGroup( *pGroup, path );
// recursion
VisitItems(
visitor, collection, path, pGroup, pToMerge, hint, doFlush );
visitor.EndGroup( *pGroup, path );
}
else
wxASSERT( false );
}
}
namespace Registry {
void Visit( Visitor &visitor, BaseItem *pTopItem, GroupItem *pRegistry )
{
std::vector< BaseItemSharedPtr > computedItems;
bool doFlush = false;
CollectedItems collection{ {}, computedItems };
Path emptyPath;
VisitItem(
visitor, collection, emptyPath, pTopItem,
pRegistry, pRegistry->orderingHint, doFlush );
// Flush any writes done by MergeItems()
if (doFlush)
gPrefs->Flush();
}
}
/// CreateMenusAndCommands builds the menus, and also rebuilds them after
/// changes in configured preferences - for example changes in key-bindings
/// affect the short-cut key legend that appears beside each command,
MenuTable::BaseItemSharedPtr FileMenu();
MenuTable::BaseItemSharedPtr EditMenu();
MenuTable::BaseItemSharedPtr SelectMenu();
MenuTable::BaseItemSharedPtr ViewMenu();
MenuTable::BaseItemSharedPtr TransportMenu();
MenuTable::BaseItemSharedPtr TracksMenu();
MenuTable::BaseItemSharedPtr GenerateMenu();
MenuTable::BaseItemSharedPtr EffectMenu();
MenuTable::BaseItemSharedPtr AnalyzeMenu();
MenuTable::BaseItemSharedPtr ToolsMenu();
MenuTable::BaseItemSharedPtr WindowMenu();
MenuTable::BaseItemSharedPtr ExtraMenu();
MenuTable::BaseItemSharedPtr HelpMenu();
namespace {
static Registry::GroupItem &sRegistry()
{
static Registry::TransparentGroupItem<> registry{ MenuPathStart };
return registry;
}
}
MenuTable::AttachedItem::AttachedItem(
const Placement &placement, BaseItemPtr pItem )
{
Registry::RegisterItem( sRegistry(), placement, std::move( pItem ) );
}
// Table of menu factories.
// TODO: devise a registration system instead.
static const auto menuTree = MenuTable::Items( MenuPathStart
, FileMenu()
, EditMenu()
, SelectMenu()
, ViewMenu()
, TransportMenu()
, TracksMenu()
, GenerateMenu()
, EffectMenu()
, AnalyzeMenu()
, ToolsMenu()
, WindowMenu()
, ExtraMenu()
, HelpMenu()
);
namespace {
using namespace MenuTable;
struct MenuItemVisitor : MenuVisitor
{
MenuItemVisitor( AudacityProject &proj, CommandManager &man )
: MenuVisitor(proj), manager( man ) {}
void BeginGroup( GroupItem &item, const Path& ) override
{
auto pItem = &item;
if (const auto pMenu =
dynamic_cast<MenuItem*>( pItem )) {
manager.BeginMenu( pMenu->title );
}
else
if (const auto pConditionalGroup =
dynamic_cast<ConditionalGroupItem*>( pItem )) {
const auto flag = pConditionalGroup->condition();
if (!flag)
manager.BeginOccultCommands();
// to avoid repeated call of condition predicate in EndGroup():
flags.push_back(flag);
}
else
if ( pItem->Transparent() ) {
}
else
if ( const auto pGroup = dynamic_cast<MenuSection*>( pItem ) ) {
manager.AddSeparator();
}
else
wxASSERT( false );
}
void EndGroup( GroupItem &item, const Path& ) override
{
auto pItem = &item;
if (const auto pMenu =
dynamic_cast<MenuItem*>( pItem )) {
manager.EndMenu();
}
else
if (const auto pConditionalGroup =
dynamic_cast<ConditionalGroupItem*>( pItem )) {
const bool flag = flags.back();
if (!flag)
manager.EndOccultCommands();
flags.pop_back();
}
else
if ( pItem->Transparent() ) {
}
else
if ( const auto pGroup = dynamic_cast<MenuSection*>( pItem ) ) {
manager.AddSeparator();
}
else
wxASSERT( false );
}
void Visit( SingleItem &item, const Path& ) override
{
const auto pCurrentMenu = manager.CurrentMenu();
if ( !pCurrentMenu ) {
// There may have been a mistake in the placement hint that registered
// this single item. It's not within any menu.
wxASSERT( false );
return;
}
auto pItem = &item;
if (const auto pCommand =
dynamic_cast<CommandItem*>( pItem )) {
manager.AddItem( project,
pCommand->name, pCommand->label_in,
pCommand->finder, pCommand->callback,
pCommand->flags, pCommand->options
);
}
else
if (const auto pCommandList =
dynamic_cast<CommandGroupItem*>( pItem ) ) {
manager.AddItemList(pCommandList->name,
pCommandList->items.data(), pCommandList->items.size(),
pCommandList->finder, pCommandList->callback,
pCommandList->flags, pCommandList->isEffect);
}
else
if (const auto pSpecial =
dynamic_cast<SpecialItem*>( pItem )) {
wxASSERT( pCurrentMenu );
pSpecial->fn( project, *pCurrentMenu );
}
else
wxASSERT( false );
}
CommandManager &manager;
std::vector<bool> flags;
};
}
void MenuCreator::CreateMenusAndCommands(AudacityProject &project)
{
auto &commandManager = CommandManager::Get( project );
// The list of defaults to exclude depends on
// preference wxT("/GUI/Shortcuts/FullDefaults"), which may have changed.
commandManager.SetMaxList();
auto menubar = commandManager.AddMenuBar(wxT("appmenu"));
wxASSERT(menubar);
MenuItemVisitor visitor{ project, commandManager };
MenuManager::Visit( visitor );
GetProjectFrame( project ).SetMenuBar(menubar.release());
mLastFlags = AlwaysEnabledFlag;
#if defined(__WXDEBUG__)
// c->CheckDups();
#endif
}
void MenuManager::Visit( MenuVisitor &visitor )
{
Registry::Visit( visitor, menuTree.get(), &sRegistry() );
}
// TODO: This surely belongs in CommandManager?
void MenuManager::ModifyUndoMenuItems(AudacityProject &project)
{
TranslatableString desc;
auto &undoManager = UndoManager::Get( project );
auto &commandManager = CommandManager::Get( project );
int cur = undoManager.GetCurrentState();
if (undoManager.UndoAvailable()) {
undoManager.GetShortDescription(cur, &desc);
commandManager.Modify(wxT("Undo"),
XO("&Undo %s").Format( desc ));
commandManager.Enable(wxT("Undo"),
ProjectHistory::Get( project ).UndoAvailable());
}
else {
commandManager.Modify(wxT("Undo"),
XO("&Undo"));
}
if (undoManager.RedoAvailable()) {
undoManager.GetShortDescription(cur+1, &desc);
commandManager.Modify(wxT("Redo"),
XO("&Redo %s").Format( desc));
commandManager.Enable(wxT("Redo"),
ProjectHistory::Get( project ).RedoAvailable());
}
else {
commandManager.Modify(wxT("Redo"),
XO("&Redo"));
commandManager.Enable(wxT("Redo"), false);
}
}
// Get hackcess to a protected method
class wxFrameEx : public wxFrame
{
public:
using wxFrame::DetachMenuBar;
};
void MenuCreator::RebuildMenuBar(AudacityProject &project)
{
// On OSX, we can't rebuild the menus while a modal dialog is being shown
// since the enabled state for menus like Quit and Preference gets out of
// sync with wxWidgets idea of what it should be.
#if defined(__WXMAC__) && defined(__WXDEBUG__)
{
wxDialog *dlg =
wxDynamicCast(wxGetTopLevelParent(wxWindow::FindFocus()), wxDialog);
wxASSERT((!dlg || !dlg->IsModal()));
}
#endif
// Delete the menus, since we will soon recreate them.
// Rather oddly, the menus don't vanish as a result of doing this.
{
auto &window = static_cast<wxFrameEx&>( GetProjectFrame( project ) );
wxWindowPtr<wxMenuBar> menuBar{ window.GetMenuBar() };
window.DetachMenuBar();
// menuBar gets deleted here
}
CommandManager::Get( project ).PurgeData();
CreateMenusAndCommands(project);
}
void MenuManager::OnUndoRedo( wxCommandEvent &evt )
{
evt.Skip();
ModifyUndoMenuItems( mProject );
UpdateMenus();
}
namespace{
using Predicates = std::vector< ReservedCommandFlag::Predicate >;
Predicates &RegisteredPredicates()
{
static Predicates thePredicates;
return thePredicates;
}
std::vector< CommandFlagOptions > &Options()
{
static std::vector< CommandFlagOptions > options;
return options;
}
}
ReservedCommandFlag::ReservedCommandFlag(
const Predicate &predicate, const CommandFlagOptions &options )
{
static size_t sNextReservedFlag = 0;
// This will throw std::out_of_range if the constant NCommandFlags is too
// small
set( sNextReservedFlag++ );
RegisteredPredicates().emplace_back( predicate );
Options().emplace_back( options );
}
CommandFlag MenuManager::GetUpdateFlags( bool checkActive ) const
{
// This method determines all of the flags that determine whether
// certain menu items and commands should be enabled or disabled,
// and returns them in a bitfield. Note that if none of the flags
// have changed, it's not necessary to even check for updates.
// static variable, used to remember flags for next time.
static CommandFlag lastFlags;
CommandFlag flags, quickFlags;
const auto &options = Options();
size_t ii = 0;
for ( const auto &predicate : RegisteredPredicates() ) {
if ( options[ii].quickTest ) {
quickFlags[ii] = true;
if( predicate( mProject ) )
flags[ii] = true;
}
++ii;
}
if ( checkActive && !GetProjectFrame( mProject ).IsActive() )
// quick 'short-circuit' return.
flags = (lastFlags & ~quickFlags) | flags;
else {
ii = 0;
for ( const auto &predicate : RegisteredPredicates() ) {
if ( !options[ii].quickTest && predicate( mProject ) )
flags[ii] = true;
++ii;
}
}
lastFlags = flags;
return flags;
}
void MenuManager::ModifyAllProjectToolbarMenus()
{
for (auto pProject : AllProjects{}) {
auto &project = *pProject;
MenuManager::Get(project).ModifyToolbarMenus(project);
}
}
void MenuManager::ModifyToolbarMenus(AudacityProject &project)
{
// Refreshes can occur during shutdown and the toolmanager may already
// be deleted, so protect against it.
auto &toolManager = ToolManager::Get( project );
auto &commandManager = CommandManager::Get( project );
auto &settings = ProjectSettings::Get( project );
commandManager.Check(wxT("ShowScrubbingTB"),
toolManager.IsVisible(ScrubbingBarID));
commandManager.Check(wxT("ShowDeviceTB"),
toolManager.IsVisible(DeviceBarID));
commandManager.Check(wxT("ShowEditTB"),
toolManager.IsVisible(EditBarID));
commandManager.Check(wxT("ShowMeterTB"),
toolManager.IsVisible(MeterBarID));
commandManager.Check(wxT("ShowRecordMeterTB"),
toolManager.IsVisible(RecordMeterBarID));
commandManager.Check(wxT("ShowPlayMeterTB"),
toolManager.IsVisible(PlayMeterBarID));
commandManager.Check(wxT("ShowMixerTB"),
toolManager.IsVisible(MixerBarID));
commandManager.Check(wxT("ShowSelectionTB"),
toolManager.IsVisible(SelectionBarID));
#ifdef EXPERIMENTAL_SPECTRAL_EDITING
commandManager.Check(wxT("ShowSpectralSelectionTB"),
toolManager.IsVisible(SpectralSelectionBarID));
#endif
commandManager.Check(wxT("ShowToolsTB"),
toolManager.IsVisible(ToolsBarID));
commandManager.Check(wxT("ShowTranscriptionTB"),
toolManager.IsVisible(TranscriptionBarID));
commandManager.Check(wxT("ShowTransportTB"),
toolManager.IsVisible(TransportBarID));
// Now, go through each toolbar, and call EnableDisableButtons()
for (int i = 0; i < ToolBarCount; i++) {
auto bar = toolManager.GetToolBar(i);
if (bar)
bar->EnableDisableButtons();
}
// These don't really belong here, but it's easier and especially so for
// the Edit toolbar and the sync-lock menu item.
bool active;
gPrefs->Read(wxT("/AudioIO/SoundActivatedRecord"),&active, false);
commandManager.Check(wxT("SoundActivation"), active);
#ifdef EXPERIMENTAL_AUTOMATED_INPUT_LEVEL_ADJUSTMENT
gPrefs->Read(wxT("/AudioIO/AutomatedInputLevelAdjustment"),&active, false);
commandManager.Check(wxT("AutomatedInputLevelAdjustmentOnOff"), active);
#endif
active = TracksPrefs::GetPinnedHeadPreference();
commandManager.Check(wxT("PinnedHead"), active);
#ifdef EXPERIMENTAL_DA
gPrefs->Read(wxT("/AudioIO/Duplex"),&active, false);
#else
gPrefs->Read(wxT("/AudioIO/Duplex"),&active, true);
#endif
commandManager.Check(wxT("Overdub"), active);
gPrefs->Read(wxT("/AudioIO/SWPlaythrough"),&active, false);
commandManager.Check(wxT("SWPlaythrough"), active);
gPrefs->Read(wxT("/GUI/SyncLockTracks"), &active, false);
settings.SetSyncLock(active);
commandManager.Check(wxT("SyncLock"), active);
gPrefs->Read(wxT("/GUI/TypeToCreateLabel"),&active, false);
commandManager.Check(wxT("TypeToCreateLabel"), active);
}
namespace
{
using MenuItemEnablers = std::vector<MenuItemEnabler>;
MenuItemEnablers &Enablers()
{
static MenuItemEnablers enablers;
return enablers;
}
}
RegisteredMenuItemEnabler::RegisteredMenuItemEnabler(
const MenuItemEnabler &enabler )
{
Enablers().emplace_back( enabler );
}
// checkActive is a temporary hack that should be removed as soon as we
// get multiple effect preview working
void MenuManager::UpdateMenus( bool checkActive )
{
auto &project = mProject;
auto flags = GetUpdateFlags(checkActive);
// Return from this function if nothing's changed since
// the last time we were here.
if (flags == mLastFlags)
return;
mLastFlags = flags;
auto flags2 = flags;
// We can enable some extra items if we have select-all-on-none.
//EXPLAIN-ME: Why is this here rather than in GetUpdateFlags()?
//ANSWER: Because flags2 is used in the menu enable/disable.
//The effect still needs flags to determine whether it will need
//to actually do the 'select all' to make the command valid.
for ( const auto &enabler : Enablers() ) {
auto actual = enabler.actualFlags();
if (
enabler.applicable( project ) && (flags & actual) == actual
)
flags2 |= enabler.possibleFlags();
}
auto &commandManager = CommandManager::Get( project );
// With select-all-on-none, some items that we don't want enabled may have
// been enabled, since we changed the flags. Here we manually disable them.
// 0 is grey out, 1 is Autoselect, 2 is Give warnings.
commandManager.EnableUsingFlags(
flags2, // the "lax" flags
(mWhatIfNoSelection == 0 ? flags2 : flags) // the "strict" flags
);
MenuManager::ModifyToolbarMenus(project);
}
/// The following method moves to the previous track
/// selecting and unselecting depending if you are on the start of a
/// block or not.
void MenuCreator::RebuildAllMenuBars()
{
for( auto p : AllProjects{} ) {
MenuManager::Get(*p).RebuildMenuBar(*p);
#if defined(__WXGTK__)
// Workaround for:
//
// http://bugzilla.audacityteam.org/show_bug.cgi?id=458
//
// This workaround should be removed when Audacity updates to wxWidgets 3.x which has a fix.
auto &window = GetProjectFrame( *p );
wxRect r = window.GetRect();
window.SetSize(wxSize(1,1));
window.SetSize(r.GetSize());
#endif
}
}
bool MenuManager::ReportIfActionNotAllowed(
const TranslatableString & Name, CommandFlag & flags, CommandFlag flagsRqd )
{
auto &project = mProject;
bool bAllowed = TryToMakeActionAllowed( flags, flagsRqd );
if( bAllowed )
return true;
auto &cm = CommandManager::Get( project );
TellUserWhyDisallowed( Name, flags & flagsRqd, flagsRqd);
return false;
}
/// Determines if flags for command are compatible with current state.
/// If not, then try some recovery action to make it so.
/// @return whether compatible or not after any actions taken.
bool MenuManager::TryToMakeActionAllowed(
CommandFlag & flags, CommandFlag flagsRqd )
{
auto &project = mProject;
if( flags.none() )
flags = GetUpdateFlags();
// Visit the table of recovery actions
auto &enablers = Enablers();
auto iter = enablers.begin(), end = enablers.end();
while ((flags & flagsRqd) != flagsRqd && iter != end) {
const auto &enabler = *iter;
auto actual = enabler.actualFlags();
auto MissingFlags = (~flags & flagsRqd);
if (
// Do we have the right precondition?
(flags & actual) == actual
&&
// Can we get the condition we need?
(MissingFlags & enabler.possibleFlags()).any()
) {
// Then try the function
enabler.tryEnable( project, flagsRqd );
flags = GetUpdateFlags();
}
++iter;
}
return (flags & flagsRqd) == flagsRqd;
}
void MenuManager::TellUserWhyDisallowed(
const TranslatableString & Name, CommandFlag flagsGot, CommandFlag flagsRequired )
{
// The default string for 'reason' is a catch all. I hope it won't ever be seen
// and that we will get something more specific.
auto reason = XO("There was a problem with your last action. If you think\nthis is a bug, please tell us exactly where it occurred.");
// The default title string is 'Disallowed'.
auto untranslatedTitle = XO("Disallowed");
wxString helpPage;
bool enableDefaultMessage = true;
bool defaultMessage = true;
auto doOption = [&](const CommandFlagOptions &options) {
if ( options.message ) {
reason = options.message( Name );
defaultMessage = false;
if ( !options.title.empty() )
untranslatedTitle = options.title;
helpPage = options.helpPage;
return true;
}
else {
enableDefaultMessage =
enableDefaultMessage && options.enableDefaultMessage;
return false;
}
};
const auto &alloptions = Options();
auto missingFlags = flagsRequired & ~flagsGot;
// Find greatest priority
unsigned priority = 0;
for ( const auto &options : alloptions )
priority = std::max( priority, options.priority );
// Visit all unsatisfied conditions' options, by descending priority,
// stopping when we find a message
++priority;
while( priority-- ) {
size_t ii = 0;
for ( const auto &options : alloptions ) {
if (
priority == options.priority
&&
missingFlags[ii]
&&
doOption( options ) )
goto done;
++ii;
}
}
done:
if (
// didn't find a message
defaultMessage
&&
// did find a condition that suppresses the default message
!enableDefaultMessage
)
return;
// Does not have the warning icon...
ShowErrorDialog(
NULL,
untranslatedTitle,
reason,
helpPage);
}