display as a tooltip. Added script_manager integration to those scripts that didn't have it.
198 lines
7.6 KiB
Lua
198 lines
7.6 KiB
Lua
--[[
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This file is part of darktable,
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copyright (c) 2016 Tobias Jakobs
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darktable is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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darktable is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with darktable. If not, see <http://www.gnu.org/licenses/>.
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]]
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--[[
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USAGE
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* require this script from your luarc file
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To do this add this line to the file .config/darktable/luarc:
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require "examples/moduleExample"
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* it creates a new example lighttable module
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More informations about building user interface elements:
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https://www.darktable.org/usermanual/ch09.html.php#lua_gui_example
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And about new_widget here:
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https://www.darktable.org/lua-api/index.html.php#darktable_new_widget
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]]
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local dt = require "darktable"
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local du = require "lib/dtutils"
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du.check_min_api_version("7.0.0", "moduleExample")
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-- https://www.darktable.org/lua-api/index.html#darktable_gettext
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local gettext = dt.gettext.gettext
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dt.gettext.bindtextdomain("moduleExample", dt.configuration.config_dir .."/lua/locale/")
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local function _(msgid)
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return gettext(msgid)
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end
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-- return data structure for script_manager
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local script_data = {}
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script_data.metadata = {
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name = "moduleExample",
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purpose = _("example of how to create a lighttable module"),
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author = "Tobias Jakobs",
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help = "https://docs.darktable.org/lua/stable/lua.scripts.manual/scripts/examples/moduleExample"
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}
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script_data.destroy = nil -- function to destory the script
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script_data.destroy_method = nil -- set to hide for libs since we can't destroy them commpletely yet, otherwise leave as nil
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script_data.restart = nil -- how to restart the (lib) script after it's been hidden - i.e. make it visible again
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script_data.show = nil -- only required for libs since the destroy_method only hides them
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-- translation
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-- declare a local namespace and a couple of variables we'll need to install the module
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local mE = {}
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mE.widgets = {}
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mE.event_registered = false -- keep track of whether we've added an event callback or not
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mE.module_installed = false -- keep track of whether the module is module_installed
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--[[ We have to create the module in one of two ways depending on which view darktable starts
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in. In orker to not repeat code, we wrap the darktable.register_lib in a local function.
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]]
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local function install_module()
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if not mE.module_installed then
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-- https://www.darktable.org/lua-api/index.html#darktable_register_lib
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dt.register_lib(
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"exampleModule", -- Module name
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"exampleModule", -- name
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true, -- expandable
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false, -- resetable
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{[dt.gui.views.lighttable] = {"DT_UI_CONTAINER_PANEL_RIGHT_CENTER", 100}}, -- containers
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-- https://www.darktable.org/lua-api/types_lua_box.html
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dt.new_widget("box") -- widget
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{
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orientation = "vertical",
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dt.new_widget("button")
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{
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label = _("my button"),
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clicked_callback = function (_)
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dt.print(_("button clicked"))
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end
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},
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table.unpack(mE.widgets),
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},
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nil,-- view_enter
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nil -- view_leave
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)
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mE.module_installed = true
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end
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end
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-- script_manager integration to allow a script to be removed
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-- without restarting darktable
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local function destroy()
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dt.gui.libs["exampleModule"].visible = false -- we haven't figured out how to destroy it yet, so we hide it for now
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end
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local function restart()
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dt.gui.libs["exampleModule"].visible = true -- the user wants to use it again, so we just make it visible and it shows up in the UI
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end
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-- https://www.darktable.org/lua-api/types_lua_check_button.html
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local check_button = dt.new_widget("check_button"){label = _("my check_button"), value = true}
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-- https://www.darktable.org/lua-api/types_lua_combobox.html
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local combobox = dt.new_widget("combobox"){label = _("my combobox"), value = 2, "8", "16", "32"}
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-- https://www.darktable.org/lua-api/types_lua_entry.html
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local entry = dt.new_widget("entry")
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{
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text = "test",
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placeholder = _("placeholder"),
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is_password = false,
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editable = true,
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tooltip = _("tooltip text"),
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reset_callback = function(self) self.text = "text" end
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}
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-- https://www.darktable.org/lua-api/types_lua_file_chooser_button.html
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local file_chooser_button = dt.new_widget("file_chooser_button")
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{
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title = _("my file_chooser_button"), -- The title of the window when choosing a file
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value = "", -- The currently selected file
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is_directory = false -- True if the file chooser button only allows directories to be selecte
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}
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-- https://www.darktable.org/lua-api/types_lua_label.html
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local label = dt.new_widget("label")
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label.label = _("my label") -- This is an alternative way to the "{}" syntax to set a property
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-- https://www.darktable.org/lua-api/types_lua_separator.html
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local separator = dt.new_widget("separator"){}
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-- https://www.darktable.org/lua-api/types_lua_slider.html
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local slider = dt.new_widget("slider")
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{
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label = _("my slider"),
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soft_min = 10, -- The soft minimum value for the slider, the slider can't go beyond this point
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soft_max = 100, -- The soft maximum value for the slider, the slider can't go beyond this point
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hard_min = 0, -- The hard minimum value for the slider, the user can't manually enter a value beyond this point
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hard_max = 1000, -- The hard maximum value for the slider, the user can't manually enter a value beyond this point
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value = 52 -- The current value of the slider
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}
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-- pack the widgets in a table for loading in the module
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table.insert(mE.widgets, check_button)
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table.insert(mE.widgets, combobox)
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table.insert(mE.widgets, entry)
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table.insert(mE.widgets, file_chooser_button)
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table.insert(mE.widgets, label)
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table.insert(mE.widgets, separator)
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table.insert(mE.widgets, slider)
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-- ... and tell dt about it all
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if dt.gui.current_view().id == "lighttable" then -- make sure we are in lighttable view
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install_module() -- register the lib
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else
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if not mE.event_registered then -- if we are not in lighttable view then register an event to signal when we might be
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-- https://www.darktable.org/lua-api/index.html#darktable_register_event
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dt.register_event(
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"mdouleExample", "view-changed", -- we want to be informed when the view changes
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function(event, old_view, new_view)
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if new_view.name == "lighttable" and old_view.name == "darkroom" then -- if the view changes from darkroom to lighttable
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install_module() -- register the lib
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end
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end
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)
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mE.event_registered = true -- keep track of whether we have an event handler installed
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end
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end
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-- set the destroy routine so that script_manager can call it when
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-- it's time to destroy the script and then return the data to
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-- script_manager
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script_data.destroy = destroy
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script_data.restart = restart -- only required for lib modules until we figure out how to destroy them
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script_data.destroy_method = "hide" -- tell script_manager that we are hiding the lib so it knows to use the restart function
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script_data.show = restart -- if the script was "off" when darktable exited, the module is hidden, so force it to show on start
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return script_data
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-- vim: shiftwidth=2 expandtab tabstop=2 cindent syntax=lua
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-- kate: hl Lua;
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