/// HandleTextualCommand() allows us a limitted version of script/batch /// behavior, since we can get from a string command name to the actual /// code to run. bool CommandManager::HandleTextualCommand(wxString & Str, wxUint32 flags, wxUint32 mask) { unsigned int i; // Linear search for now... for(i=0; i<mCommandList.GetCount(); i++) { if (!mCommandList[i]->multi) { if( Str.IsSameAs( mCommandList[i]->name )) { return HandleCommandEntry( mCommandList[i], flags, mask); } } } // Not one of the singleton commands. // We could/should try all the list-style commands. // instead we only try the effects. EffectArray *effects; AudacityProject * proj; proj = GetActiveProject(); if( !proj ) return false; int effectFlags = ALL_EFFECTS | CONFIGURED_EFFECT; effects = EffectManager::Get().GetEffects(effectFlags); for(i=0; i<effects->GetCount(); i++) { wxString effectName = (*effects)[i]->GetEffectName(); if( Str.IsSameAs( effectName )) { return proj->OnEffect( effectFlags, (*effects)[i] ); } } return false; }
// Gets all commands that are valid for this mode. wxArrayString BatchCommands::GetAllCommands() { wxArrayString commands; wxString command; commands.Clear(); AudacityProject *project = GetActiveProject(); if (!project) return commands; EffectArray * effects; unsigned int i; // CLEANSPEECH remnant for(i=0;i<sizeof(SpecialCommands)/sizeof(SpecialCommands[0]);i++) { commands.Add( SpecialCommands[i] ); } // end CLEANSPEECH remnant int additionalEffects=ADVANCED_EFFECT; #ifdef CLEANSPEECH if( project->GetCleanSpeechMode() ) additionalEffects = 0; #endif // CLEANSPEECH effects = EffectManager::Get().GetEffects(PROCESS_EFFECT | BUILTIN_EFFECT | PLUGIN_EFFECT | additionalEffects); for(i=0; i<effects->GetCount(); i++) { if ((*effects)[i]->SupportsChains()) { command=(*effects)[i]->GetEffectIdentifier(); if (!command.IsEmpty()) { commands.Add( command); } } } delete effects; /* This is for later in development: include the menu commands. CommandManager * mManager = project->GetCommandManager(); wxArrayString mNames; mNames.Clear(); mManager->GetAllCommandNames(mNames, false); for(i=0; i<mNames.GetCount(); i++) { commands.Add( mNames[i] ); } */ return commands; }
Effect * BatchCommands::GetEffectFromCommandName(wxString inCommand) { unsigned int i; wxString command; Effect * f; EffectArray * effects = Effect::GetEffects( ALL_EFFECTS ); for(i=0; i<effects->GetCount(); i++) { f = (*effects)[i]; command=f->GetEffectName(); command.Replace( wxT("..."), wxT("")); if( command.IsSameAs( inCommand )) { delete effects; return f; } } delete effects; return NULL; }
// Gets all commands that are valid for this mode. wxArrayString BatchCommands::GetAllCommands() { wxArrayString commands; wxString command; commands.Clear(); AudacityProject *project = GetActiveProject(); if (!project) return commands; EffectArray * effects; unsigned int i; for(i=0;i<sizeof(SpecialCommands)/sizeof(SpecialCommands[0]);i++) { commands.Add( SpecialCommands[i] ); } int additionalEffects=ADVANCED_EFFECT; if( project->GetCleanSpeechMode() ) additionalEffects = 0; effects = Effect::GetEffects(PROCESS_EFFECT | BUILTIN_EFFECT | additionalEffects); for(i=0; i<effects->GetCount(); i++) { command=(*effects)[i]->GetEffectName(); command.Replace( wxT("..."), wxT("")); commands.Add( command); } delete effects; /* This is for later in development: include the menu commands. CommandManager * mManager = project->GetCommandManager(); wxArrayString mNames; mNames.Clear(); mManager->GetAllCommandNames(mNames, false); for(i=0; i<mNames.GetCount(); i++) { commands.Add( mNames[i] ); } */ return commands; }
void EffectManager::RealtimeSetEffects(const EffectArray & effects) { int newCount = (int) effects.GetCount(); Effect **newEffects = new Effect *[newCount]; for (int i = 0; i < newCount; i++) { newEffects[i] = effects[i]; } // Block RealtimeProcess() RealtimeSuspend(); // Tell any effects no longer in the chain to clean up for (int i = 0; i < mRealtimeCount; i++) { Effect *e = mRealtimeEffects[i]; // Scan the NEW chain for the effect for (int j = 0; j < newCount; j++) { // Found it so we're done if (e == newEffects[j]) { e = NULL; break; } } // Must not have been in the NEW chain, so tell it to cleanup if (e && mRealtimeActive) { e->RealtimeFinalize(); } } // Tell any NEW effects to get ready for (int i = 0; i < newCount; i++) { Effect *e = newEffects[i]; // Scan the old chain for the effect for (int j = 0; j < mRealtimeCount; j++) { // Found it so tell effect to get ready if (e == mRealtimeEffects[j]) { e = NULL; } } // Must not have been in the old chain, so tell it to initialize if (e && mRealtimeActive) { e->RealtimeInitialize(); } } // Get rid of the old chain if (mRealtimeEffects) { delete [] mRealtimeEffects; } // And install the NEW one mRealtimeEffects = newEffects; mRealtimeCount = newCount; // Allow RealtimeProcess() to, well, process RealtimeResume(); }