tge/lib/maxsdk40/imacroscript.h
2025-02-17 23:17:30 -06:00

154 lines
5.7 KiB
C++
Executable File

/*
* imacroscript.h - Public interface to Macro script manager for the MAX CUI
*
* Macro scripts (or macros) are scripts that live in buttons and menus in the new
* customizable UI. The macro script manager keeps a directory of all known macros
* and provides an API for running and editing macros and for accessing and
* updating the directory.
*
* The directory is used by the CUI to provide a list of available macros in the
* toolbar/menu/shelf editor. The API also provides a way for the CUI
* to open a macro editor to allow on-the-fly creation of macro scripts.
*
* Macros are normally entered into the directory by the MAXScript compiler as a
* side-effect of compiling a macro () definition. Anyone using MAXScript can at
* any time eval a macro definition and thereby add CUI macro scripts.
* Consequently, macros can be stored in any script file and be loaded just by
* executing the file. The macro definition syntax permits any number of macros per
* file.
*
* Most macros will be stored in files in a special CUI macro or config
* directory so that a user can take all his custom UI stuff with him by copying
* directories. (this directory supports recursive scanning of sub-dirs,
* so users can organize their macros)
* On-the-fly macro creation in the CUI editor or by text drag-and-
* drop onto the shelf or by evaling a definition in the listener will generate
* a file in this directory to provide permanent storage.
*
* Copyright © Autodesk, Inc, 1998. John Wainwright.
*
*/
#ifndef _H_IMACROSCRIPT
#define _H_IMACROSCRIPT
#ifndef ScripterExport
# ifdef BLD_MAXSCRIPT
# define ScripterExport __declspec( dllexport )
# else
# define ScripterExport __declspec( dllimport )
# endif
#endif
#include "iFnPub.h"
typedef short MacroID;
class Value;
/* ---------------- macro directory -------------------------- */
class MacroEntry : public BaseInterfaceServer
{
public:
// access
virtual MacroID GetID() = 0;
virtual TSTR& GetName() = 0;
virtual TSTR& GetCategory() = 0;
virtual TSTR& GetInternalCategory() = 0;
virtual void SetInternalCategory(TCHAR* ic) = 0;
virtual TSTR& GetFileName() = 0;
virtual void SetFileName(TCHAR* fn) = 0;
virtual long GetOffset() = 0;
virtual void SetOffset(int o) = 0;
virtual Value* GetCode() = 0;
virtual void SetCode(Value* code) = 0;
virtual TSTR& GetToolTip() = 0;
virtual void SetToolTip(TCHAR* tt) = 0;
virtual TSTR& GetButtonText() = 0;
virtual void SetButtonText(TCHAR* bt) = 0;
virtual void SetButtonIcon(TCHAR* icnf, int indx) = 0;
virtual TSTR& GetButtonIconFile() = 0;
virtual int GetButtonIconIndex() = 0;
virtual void SetFlags(short mask) = 0;
virtual void ClearFlags(short mask) = 0;
virtual short GetFlags(short mask) = 0;
// execution
virtual Value* Execute() = 0;
virtual BOOL Compile() = 0;
virtual void Reset() = 0;
// cleanup
virtual void DeleteThis() = 0;
// R4 extension to support body structured into handlers
virtual Value* CallHandler(Value* handler_or_name, Value** arg_list, int count, BOOL hold = TRUE)=0;
virtual FPStatus CallHandler(TCHAR* handler_name, FPParams* params, FPValue& result, BOOL hold = TRUE)=0;
virtual Value* GetHandler(Value* handler_name)=0;
virtual BOOL HasHandler(TCHAR* handler_name)=0;
virtual MaxIcon* GetIcon()=0;
};
#define ME_DROPPED_SCRIPT 0x0001 // macro made from some drag-and-dropped text
#define ME_SILENT_ERRORS 0x0002 // macro won't report any runtime errors
#define ME_HAS_EXECUTE 0x0004 // has execute handler
#define ME_TEMPORARY 0x0008 // temporary dropScript
#define BAD_MACRO_ID -1 // illegal macroID
class MacroDir : public InterfaceServer
{
public:
// access by ID or category & name strings
virtual MacroEntry* GetMacro(MacroID mid) = 0;
virtual MacroEntry* FindMacro(TCHAR* category, TCHAR* name) = 0;
virtual BOOL ValidID(MacroID mid) = 0;
// iteration
virtual int Count() = 0;
virtual MacroEntry* GetMacro(int index) = 0;
// macro entry management
virtual MacroEntry* AddMacro(TCHAR* category, TCHAR* name, TCHAR* tooltip, TCHAR* buttonText,
TCHAR* sourceFile, int sourceOffset) = 0;
virtual MacroEntry* AddMacro(TCHAR* category, TCHAR* name, TCHAR* tooltip, TCHAR* buttonText,
TCHAR* sourceText) = 0;
virtual BOOL SetMacro(MacroID mid, TCHAR* tooltip, TCHAR* btnText, TCHAR* sourceFile, int sourceOffset) = 0;
virtual TCHAR* MakeNameValid(TCHAR* s) = 0;
virtual TCHAR* MakeCategoryValid(TCHAR* s) = 0;
// editing
virtual BOOL EditMacro(MacroID mid) = 0;
// execution
virtual Value* Execute(MacroID mid) = 0;
// R4 extension to support body structured into handlers
virtual Value* CallHandler(MacroID mid, Value* handler_or_name, Value** arg_list, int count, BOOL hold = TRUE)=0;
virtual FPStatus CallHandler(MacroID mid, TCHAR* handler_name, FPParams* params, FPValue& result, BOOL hold = TRUE)=0;
virtual Value* GetHandler(MacroID mid, Value* handler_name)=0;
// macro-script file directory scanning & loading
virtual void LoadMacroScripts(TCHAR* path_name = NULL, BOOL recurse = TRUE) = 0;
virtual MacroEntry* LoadMacroScript(TCHAR* file_name) = 0;
// set & get default path for storing/searching macro script files
virtual void SetMacroScriptPath(TCHAR* path_name) = 0;
virtual TCHAR* GetMacroScriptPath() = 0;
};
#if defined(BLD_CORE)
extern MacroDir& GetMacroScriptDir();
#else
extern ScripterExport MacroDir& GetMacroScriptDir();
extern ScripterExport void InitMacroScriptDir();
#endif
// ActionTableIds
const ActionTableId kActionMacroScripts = 647394;
const ActionContextId kActionMacroScriptsContext = 647394;
#endif // _H_IMACROSCRIPT