obs-studio/UI/window-basic-main.hpp

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/******************************************************************************
2023-05-19 00:37:26 +00:00
Copyright (C) 2023 by Lain Bailey <lain@obsproject.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/
#pragma once
#include <QBuffer>
#include <QAction>
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#include <QThread>
#include <QWidgetAction>
#include <QSystemTrayIcon>
#include <QStyledItemDelegate>
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#include <QFuture>
#include <obs.hpp>
#include <vector>
Change the UI to Qt (work in progress) -------------------------------------------------- Notes and details -------------------------------------------------- Why was this done? Because wxWidgets was just lacking in many areas. I know wxWidgets is designed to be used with native controls, and that's great, but wxWidgets just is not a feature-complete toolkit for multiplatform applications. It lacks in dialog editors, its code is archaic and outdated, and I just feel frustrated every time I try to do things with it. Qt on the other hand.. I had to actually try Qt to realize how much better it was as a toolkit. They've got everything from dialog editors, to an IDE, a debugger, build tools, just everything, and it's all top-notch and highly maintained. The focus of the toolkit is application development, and they spend their time trying to help people do exactly that: make programs. Great support, great tools, and because of that, great toolkit. I just didn't want to alienate any developers by being stubborn about native widgets. There *are* some things that are rather lackluster about it and design choices I disagree with though. For example, I realize that to have an easy to use toolkit you have to have some level of code generation. However, in my personal and humble opinion, moc just feels like a terrible way to approach the problem. Even now I feel like there are a variety of ways you could handle code generation and automatic management of things like that. I don't like the idea of circumventing the language itself like that. It feels like one giant massive hack. -------------------------------------------------- Things that aren't working properly: -------------------------------------------------- - Settings dialog is not implemented. The dialog is complete but the code to handle the dialog hasn't been constructed yet. - There is a problem with using Qt widgets as a device target on windows, with at least OpenGL: if I have the preview widget automatically resize itself, it seems to cause some sort of video card failure that I don't understand. - Because of the above, resizing the preview widget has been disabled until I can figure out what's going on, so it's currently only a 32x32 area. - Direct3D doesn't seem to render correctly either, seems that the viewport is messed up or something. I'm sort of confused about what's going on with it. - The new main window seems to be triggering more race conditions than the wxWidgets main window dialog did. I'm not entirely sure what's going on here, but this may just be existing race conditions within libobs itself that I just never spotted before (even though I tend to be very thorough with race conditions any time I use variables cross-thread)
2014-01-23 18:53:55 +00:00
#include <memory>
#include "window-main.hpp"
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#include "window-basic-interaction.hpp"
#include "window-basic-vcam.hpp"
Add source properties window (very preliminary) - Add a properties window for sources so that you can now actually edit the settings for sources. Also, display the source by itself in the window (Note: not working on mac, and possibly not working on linux). When changing the settings for a source, it will call obs_source_update on that source when you have modified any values automatically. - Add a properties 'widget', eventually I want to turn this in to a regular nice properties view like you'd see in the designer, but right now it just uses a form layout in a QScrollArea with regular controls to display the properties. It's clunky but works for the time being. - Make it so that swap chains and the main graphics subsystem will automatically use at least one backbuffer if none was specified - Fix bug where displays weren't added to the main display array - Make it so that you can get the properties of a source via the actual pointer of a source/encoder/output in addition to being able to look up properties via identifier. - When registering source types, check for required functions (wasn't doing it before). getheight/getwidth should not be optional if it's a video source as well. - Add an RAII OBSObj wrapper to obs.hpp for non-reference-counted libobs pointers - Add an RAII OBSSignal wrapper to obs.hpp for libobs signals to automatically disconnect them on destruction - Move the "scale and center" calculation in window-basic-main.cpp to its own function and in its own source file - Add an 'update' callback to WASAPI audio sources
2014-03-23 08:07:54 +00:00
#include "window-basic-properties.hpp"
UI: Add scene editing So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
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#include "window-basic-transform.hpp"
#include "window-basic-adv-audio.hpp"
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#include "window-basic-filters.hpp"
#include "window-missing-files.hpp"
#include "window-projector.hpp"
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#include "window-basic-about.hpp"
#ifdef YOUTUBE_ENABLED
#include "window-dock-youtube-app.hpp"
#endif
#include "auth-base.hpp"
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#include "log-viewer.hpp"
#include "undo-stack-obs.hpp"
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#include "qt-helpers.hpp"
#include <obs-frontend-internal.hpp>
#include <util/platform.h>
#include <util/threading.h>
#include <util/util.hpp>
#include <QPointer>
class QMessageBox;
Change the UI to Qt (work in progress) -------------------------------------------------- Notes and details -------------------------------------------------- Why was this done? Because wxWidgets was just lacking in many areas. I know wxWidgets is designed to be used with native controls, and that's great, but wxWidgets just is not a feature-complete toolkit for multiplatform applications. It lacks in dialog editors, its code is archaic and outdated, and I just feel frustrated every time I try to do things with it. Qt on the other hand.. I had to actually try Qt to realize how much better it was as a toolkit. They've got everything from dialog editors, to an IDE, a debugger, build tools, just everything, and it's all top-notch and highly maintained. The focus of the toolkit is application development, and they spend their time trying to help people do exactly that: make programs. Great support, great tools, and because of that, great toolkit. I just didn't want to alienate any developers by being stubborn about native widgets. There *are* some things that are rather lackluster about it and design choices I disagree with though. For example, I realize that to have an easy to use toolkit you have to have some level of code generation. However, in my personal and humble opinion, moc just feels like a terrible way to approach the problem. Even now I feel like there are a variety of ways you could handle code generation and automatic management of things like that. I don't like the idea of circumventing the language itself like that. It feels like one giant massive hack. -------------------------------------------------- Things that aren't working properly: -------------------------------------------------- - Settings dialog is not implemented. The dialog is complete but the code to handle the dialog hasn't been constructed yet. - There is a problem with using Qt widgets as a device target on windows, with at least OpenGL: if I have the preview widget automatically resize itself, it seems to cause some sort of video card failure that I don't understand. - Because of the above, resizing the preview widget has been disabled until I can figure out what's going on, so it's currently only a 32x32 area. - Direct3D doesn't seem to render correctly either, seems that the viewport is messed up or something. I'm sort of confused about what's going on with it. - The new main window seems to be triggering more race conditions than the wxWidgets main window dialog did. I'm not entirely sure what's going on here, but this may just be existing race conditions within libobs itself that I just never spotted before (even though I tend to be very thorough with race conditions any time I use variables cross-thread)
2014-01-23 18:53:55 +00:00
class QListWidgetItem;
class VolControl;
class OBSBasicStats;
class OBSBasicVCamConfig;
Change the UI to Qt (work in progress) -------------------------------------------------- Notes and details -------------------------------------------------- Why was this done? Because wxWidgets was just lacking in many areas. I know wxWidgets is designed to be used with native controls, and that's great, but wxWidgets just is not a feature-complete toolkit for multiplatform applications. It lacks in dialog editors, its code is archaic and outdated, and I just feel frustrated every time I try to do things with it. Qt on the other hand.. I had to actually try Qt to realize how much better it was as a toolkit. They've got everything from dialog editors, to an IDE, a debugger, build tools, just everything, and it's all top-notch and highly maintained. The focus of the toolkit is application development, and they spend their time trying to help people do exactly that: make programs. Great support, great tools, and because of that, great toolkit. I just didn't want to alienate any developers by being stubborn about native widgets. There *are* some things that are rather lackluster about it and design choices I disagree with though. For example, I realize that to have an easy to use toolkit you have to have some level of code generation. However, in my personal and humble opinion, moc just feels like a terrible way to approach the problem. Even now I feel like there are a variety of ways you could handle code generation and automatic management of things like that. I don't like the idea of circumventing the language itself like that. It feels like one giant massive hack. -------------------------------------------------- Things that aren't working properly: -------------------------------------------------- - Settings dialog is not implemented. The dialog is complete but the code to handle the dialog hasn't been constructed yet. - There is a problem with using Qt widgets as a device target on windows, with at least OpenGL: if I have the preview widget automatically resize itself, it seems to cause some sort of video card failure that I don't understand. - Because of the above, resizing the preview widget has been disabled until I can figure out what's going on, so it's currently only a 32x32 area. - Direct3D doesn't seem to render correctly either, seems that the viewport is messed up or something. I'm sort of confused about what's going on with it. - The new main window seems to be triggering more race conditions than the wxWidgets main window dialog did. I'm not entirely sure what's going on here, but this may just be existing race conditions within libobs itself that I just never spotted before (even though I tend to be very thorough with race conditions any time I use variables cross-thread)
2014-01-23 18:53:55 +00:00
#include "ui_OBSBasic.h"
#include "ui_ColorSelect.h"
Change the UI to Qt (work in progress) -------------------------------------------------- Notes and details -------------------------------------------------- Why was this done? Because wxWidgets was just lacking in many areas. I know wxWidgets is designed to be used with native controls, and that's great, but wxWidgets just is not a feature-complete toolkit for multiplatform applications. It lacks in dialog editors, its code is archaic and outdated, and I just feel frustrated every time I try to do things with it. Qt on the other hand.. I had to actually try Qt to realize how much better it was as a toolkit. They've got everything from dialog editors, to an IDE, a debugger, build tools, just everything, and it's all top-notch and highly maintained. The focus of the toolkit is application development, and they spend their time trying to help people do exactly that: make programs. Great support, great tools, and because of that, great toolkit. I just didn't want to alienate any developers by being stubborn about native widgets. There *are* some things that are rather lackluster about it and design choices I disagree with though. For example, I realize that to have an easy to use toolkit you have to have some level of code generation. However, in my personal and humble opinion, moc just feels like a terrible way to approach the problem. Even now I feel like there are a variety of ways you could handle code generation and automatic management of things like that. I don't like the idea of circumventing the language itself like that. It feels like one giant massive hack. -------------------------------------------------- Things that aren't working properly: -------------------------------------------------- - Settings dialog is not implemented. The dialog is complete but the code to handle the dialog hasn't been constructed yet. - There is a problem with using Qt widgets as a device target on windows, with at least OpenGL: if I have the preview widget automatically resize itself, it seems to cause some sort of video card failure that I don't understand. - Because of the above, resizing the preview widget has been disabled until I can figure out what's going on, so it's currently only a 32x32 area. - Direct3D doesn't seem to render correctly either, seems that the viewport is messed up or something. I'm sort of confused about what's going on with it. - The new main window seems to be triggering more race conditions than the wxWidgets main window dialog did. I'm not entirely sure what's going on here, but this may just be existing race conditions within libobs itself that I just never spotted before (even though I tend to be very thorough with race conditions any time I use variables cross-thread)
2014-01-23 18:53:55 +00:00
#define DESKTOP_AUDIO_1 Str("DesktopAudioDevice1")
#define DESKTOP_AUDIO_2 Str("DesktopAudioDevice2")
#define AUX_AUDIO_1 Str("AuxAudioDevice1")
#define AUX_AUDIO_2 Str("AuxAudioDevice2")
#define AUX_AUDIO_3 Str("AuxAudioDevice3")
#define AUX_AUDIO_4 Str("AuxAudioDevice4")
UI: Add recording presets to simple output So certain high-profile individuals were complaining that it was difficult to configure recording settings for quality in OBS. So, I decided to add a very easy-to-use auto-configuration for high quality encoding -- including lossless encoding. This feature will automatically configure ideal recording settings based upon a specified quality level. Recording quality presets added to simple output: - Same as stream: Copies the encoded streaming data with no extra usage hit. - High quality: uses a higher CRF value (starting at 23) if using x264. - Indistinguishable quality: uses a low CRF value (starting at 16) if using x264. - Lossless will spawn an FFmpeg output that uses huffyuv encoding. If a user tries to select lossless, they will be warned both via a dialog prompt and a warning message in the settings window to ensure they understand that it requires tremendous amounts of free space. It will always use the AVI file format. Extra Notes: - When High/Indistinguishable quality is set, it will allow you to select the recording encoder. Currently, it just allows you to select x264 (at either veryfast or ultrafast). Later on, it'll be useful to be able to set up pre-configured presets for hardware encoders once more are implemented and tested. - I decided to allow the use of x264 at both veryfast or ultrafast presets. The reasoning is two-fold: 1.) ultrafast is perfectly viable even for near indistinguishable quality as long as it has the appropriate CRF value. It's nice if you want to record but would like to or need to reduce the impact of encoding on the CPU. It will automatically compensate for the preset at the cost of larger file size. 2.) It was suggested to just always use ultrafast, but ultrafast requires 2-4x as much disk space for the same CRF (most likely due to x264 compensating for the preset). Providing veryfast is important if you really want to reduce file size and/or reduce blocking at lower quality levels. - When a recording preset is used, a secondary audio encoder is also spawned at 192 bitrate to ensure high quality audio. I chose 192 because that's the limit of the media foundation aac encoder on windows, which I want to make sure is used if available due to its high performance. - The CRF calculation is based upon resolution, quality, and whether it's set to ultrafast. First, quality sets the base CRF, 23 for "good" quality, 16 for "very high" quality. If set to ultrafast, it'll subtract 2 points from the CRF value to help compensate. Lower resolutions will also lower the CRF value to help improve higher details with a smaller pixel ratio.
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#define SIMPLE_ENCODER_X264 "x264"
#define SIMPLE_ENCODER_X264_LOWCPU "x264_lowcpu"
#define SIMPLE_ENCODER_QSV "qsv"
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#define SIMPLE_ENCODER_QSV_AV1 "qsv_av1"
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#define SIMPLE_ENCODER_NVENC "nvenc"
#define SIMPLE_ENCODER_NVENC_AV1 "nvenc_av1"
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#define SIMPLE_ENCODER_NVENC_HEVC "nvenc_hevc"
#define SIMPLE_ENCODER_AMD "amd"
#define SIMPLE_ENCODER_AMD_HEVC "amd_hevc"
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#define SIMPLE_ENCODER_AMD_AV1 "amd_av1"
#define SIMPLE_ENCODER_APPLE_H264 "apple_h264"
#define SIMPLE_ENCODER_APPLE_HEVC "apple_hevc"
UI: Add recording presets to simple output So certain high-profile individuals were complaining that it was difficult to configure recording settings for quality in OBS. So, I decided to add a very easy-to-use auto-configuration for high quality encoding -- including lossless encoding. This feature will automatically configure ideal recording settings based upon a specified quality level. Recording quality presets added to simple output: - Same as stream: Copies the encoded streaming data with no extra usage hit. - High quality: uses a higher CRF value (starting at 23) if using x264. - Indistinguishable quality: uses a low CRF value (starting at 16) if using x264. - Lossless will spawn an FFmpeg output that uses huffyuv encoding. If a user tries to select lossless, they will be warned both via a dialog prompt and a warning message in the settings window to ensure they understand that it requires tremendous amounts of free space. It will always use the AVI file format. Extra Notes: - When High/Indistinguishable quality is set, it will allow you to select the recording encoder. Currently, it just allows you to select x264 (at either veryfast or ultrafast). Later on, it'll be useful to be able to set up pre-configured presets for hardware encoders once more are implemented and tested. - I decided to allow the use of x264 at both veryfast or ultrafast presets. The reasoning is two-fold: 1.) ultrafast is perfectly viable even for near indistinguishable quality as long as it has the appropriate CRF value. It's nice if you want to record but would like to or need to reduce the impact of encoding on the CPU. It will automatically compensate for the preset at the cost of larger file size. 2.) It was suggested to just always use ultrafast, but ultrafast requires 2-4x as much disk space for the same CRF (most likely due to x264 compensating for the preset). Providing veryfast is important if you really want to reduce file size and/or reduce blocking at lower quality levels. - When a recording preset is used, a secondary audio encoder is also spawned at 192 bitrate to ensure high quality audio. I chose 192 because that's the limit of the media foundation aac encoder on windows, which I want to make sure is used if available due to its high performance. - The CRF calculation is based upon resolution, quality, and whether it's set to ultrafast. First, quality sets the base CRF, 23 for "good" quality, 16 for "very high" quality. If set to ultrafast, it'll subtract 2 points from the CRF value to help compensate. Lower resolutions will also lower the CRF value to help improve higher details with a smaller pixel ratio.
2015-09-19 05:29:36 +00:00
#define PREVIEW_EDGE_SIZE 10
struct BasicOutputHandler;
enum class QtDataRole {
OBSRef = Qt::UserRole,
OBSSignals,
};
struct SavedProjectorInfo {
ProjectorType type;
int monitor;
std::string geometry;
std::string name;
bool alwaysOnTop;
bool alwaysOnTopOverridden;
};
struct SourceCopyInfo {
OBSWeakSource weak_source;
bool visible;
obs_sceneitem_crop crop;
obs_transform_info transform;
obs_blending_method blend_method;
obs_blending_type blend_mode;
};
struct QuickTransition {
QPushButton *button = nullptr;
OBSSource source;
obs_hotkey_id hotkey = OBS_INVALID_HOTKEY_ID;
int duration = 0;
int id = 0;
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bool fadeToBlack = false;
inline QuickTransition() {}
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inline QuickTransition(OBSSource source_, int duration_, int id_,
bool fadeToBlack_ = false)
: source(source_),
duration(duration_),
id(id_),
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fadeToBlack(fadeToBlack_),
renamedSignal(std::make_shared<OBSSignal>(
obs_source_get_signal_handler(source), "rename",
SourceRenamed, this))
{
}
private:
static void SourceRenamed(void *param, calldata_t *data);
std::shared_ptr<OBSSignal> renamedSignal;
};
class ColorSelect : public QWidget {
public:
explicit ColorSelect(QWidget *parent = 0);
private:
std::unique_ptr<Ui::ColorSelect> ui;
};
class OBSBasic : public OBSMainWindow {
Change the UI to Qt (work in progress) -------------------------------------------------- Notes and details -------------------------------------------------- Why was this done? Because wxWidgets was just lacking in many areas. I know wxWidgets is designed to be used with native controls, and that's great, but wxWidgets just is not a feature-complete toolkit for multiplatform applications. It lacks in dialog editors, its code is archaic and outdated, and I just feel frustrated every time I try to do things with it. Qt on the other hand.. I had to actually try Qt to realize how much better it was as a toolkit. They've got everything from dialog editors, to an IDE, a debugger, build tools, just everything, and it's all top-notch and highly maintained. The focus of the toolkit is application development, and they spend their time trying to help people do exactly that: make programs. Great support, great tools, and because of that, great toolkit. I just didn't want to alienate any developers by being stubborn about native widgets. There *are* some things that are rather lackluster about it and design choices I disagree with though. For example, I realize that to have an easy to use toolkit you have to have some level of code generation. However, in my personal and humble opinion, moc just feels like a terrible way to approach the problem. Even now I feel like there are a variety of ways you could handle code generation and automatic management of things like that. I don't like the idea of circumventing the language itself like that. It feels like one giant massive hack. -------------------------------------------------- Things that aren't working properly: -------------------------------------------------- - Settings dialog is not implemented. The dialog is complete but the code to handle the dialog hasn't been constructed yet. - There is a problem with using Qt widgets as a device target on windows, with at least OpenGL: if I have the preview widget automatically resize itself, it seems to cause some sort of video card failure that I don't understand. - Because of the above, resizing the preview widget has been disabled until I can figure out what's going on, so it's currently only a 32x32 area. - Direct3D doesn't seem to render correctly either, seems that the viewport is messed up or something. I'm sort of confused about what's going on with it. - The new main window seems to be triggering more race conditions than the wxWidgets main window dialog did. I'm not entirely sure what's going on here, but this may just be existing race conditions within libobs itself that I just never spotted before (even though I tend to be very thorough with race conditions any time I use variables cross-thread)
2014-01-23 18:53:55 +00:00
Q_OBJECT
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Q_PROPERTY(QIcon imageIcon READ GetImageIcon WRITE SetImageIcon
DESIGNABLE true)
Q_PROPERTY(QIcon colorIcon READ GetColorIcon WRITE SetColorIcon
DESIGNABLE true)
Q_PROPERTY(QIcon slideshowIcon READ GetSlideshowIcon WRITE
SetSlideshowIcon DESIGNABLE true)
Q_PROPERTY(QIcon audioInputIcon READ GetAudioInputIcon WRITE
SetAudioInputIcon DESIGNABLE true)
Q_PROPERTY(QIcon audioOutputIcon READ GetAudioOutputIcon WRITE
SetAudioOutputIcon DESIGNABLE true)
Q_PROPERTY(QIcon desktopCapIcon READ GetDesktopCapIcon WRITE
SetDesktopCapIcon DESIGNABLE true)
Q_PROPERTY(QIcon windowCapIcon READ GetWindowCapIcon WRITE
SetWindowCapIcon DESIGNABLE true)
Q_PROPERTY(QIcon gameCapIcon READ GetGameCapIcon WRITE SetGameCapIcon
DESIGNABLE true)
Q_PROPERTY(QIcon cameraIcon READ GetCameraIcon WRITE SetCameraIcon
DESIGNABLE true)
Q_PROPERTY(QIcon textIcon READ GetTextIcon WRITE SetTextIcon
DESIGNABLE true)
Q_PROPERTY(QIcon mediaIcon READ GetMediaIcon WRITE SetMediaIcon
DESIGNABLE true)
Q_PROPERTY(QIcon browserIcon READ GetBrowserIcon WRITE SetBrowserIcon
DESIGNABLE true)
Q_PROPERTY(QIcon groupIcon READ GetGroupIcon WRITE SetGroupIcon
DESIGNABLE true)
Q_PROPERTY(QIcon sceneIcon READ GetSceneIcon WRITE SetSceneIcon
DESIGNABLE true)
Q_PROPERTY(QIcon defaultIcon READ GetDefaultIcon WRITE SetDefaultIcon
DESIGNABLE true)
Q_PROPERTY(QIcon audioProcessOutputIcon READ GetAudioProcessOutputIcon
WRITE SetAudioProcessOutputIcon DESIGNABLE true)
Change the UI to Qt (work in progress) -------------------------------------------------- Notes and details -------------------------------------------------- Why was this done? Because wxWidgets was just lacking in many areas. I know wxWidgets is designed to be used with native controls, and that's great, but wxWidgets just is not a feature-complete toolkit for multiplatform applications. It lacks in dialog editors, its code is archaic and outdated, and I just feel frustrated every time I try to do things with it. Qt on the other hand.. I had to actually try Qt to realize how much better it was as a toolkit. They've got everything from dialog editors, to an IDE, a debugger, build tools, just everything, and it's all top-notch and highly maintained. The focus of the toolkit is application development, and they spend their time trying to help people do exactly that: make programs. Great support, great tools, and because of that, great toolkit. I just didn't want to alienate any developers by being stubborn about native widgets. There *are* some things that are rather lackluster about it and design choices I disagree with though. For example, I realize that to have an easy to use toolkit you have to have some level of code generation. However, in my personal and humble opinion, moc just feels like a terrible way to approach the problem. Even now I feel like there are a variety of ways you could handle code generation and automatic management of things like that. I don't like the idea of circumventing the language itself like that. It feels like one giant massive hack. -------------------------------------------------- Things that aren't working properly: -------------------------------------------------- - Settings dialog is not implemented. The dialog is complete but the code to handle the dialog hasn't been constructed yet. - There is a problem with using Qt widgets as a device target on windows, with at least OpenGL: if I have the preview widget automatically resize itself, it seems to cause some sort of video card failure that I don't understand. - Because of the above, resizing the preview widget has been disabled until I can figure out what's going on, so it's currently only a 32x32 area. - Direct3D doesn't seem to render correctly either, seems that the viewport is messed up or something. I'm sort of confused about what's going on with it. - The new main window seems to be triggering more race conditions than the wxWidgets main window dialog did. I'm not entirely sure what's going on here, but this may just be existing race conditions within libobs itself that I just never spotted before (even though I tend to be very thorough with race conditions any time I use variables cross-thread)
2014-01-23 18:53:55 +00:00
friend class OBSAbout;
UI: Add scene editing So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
2014-06-15 07:54:48 +00:00
friend class OBSBasicPreview;
friend class OBSBasicStatusBar;
friend class OBSBasicSourceSelect;
friend class OBSBasicTransform;
friend class OBSBasicSettings;
friend class Auth;
friend class AutoConfig;
friend class AutoConfigStreamPage;
friend class RecordButton;
friend class ControlsSplitButton;
friend class ExtraBrowsersModel;
friend class ExtraBrowsersDelegate;
friend class DeviceCaptureToolbar;
friend class OBSBasicSourceSelect;
friend class OBSYoutubeActions;
friend class OBSPermissions;
friend struct BasicOutputHandler;
friend struct OBSStudioAPI;
friend class ScreenshotObj;
UI: Add scene editing So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
2014-06-15 07:54:48 +00:00
enum class MoveDir { Up, Down, Left, Right };
enum DropType {
DropType_RawText,
DropType_Text,
DropType_Image,
DropType_Media,
DropType_Html,
DropType_Url,
};
enum ContextBarSize {
ContextBarSize_Minimized,
ContextBarSize_Reduced,
ContextBarSize_Normal
};
enum class CenterType {
Scene,
Vertical,
Horizontal,
};
Change the UI to Qt (work in progress) -------------------------------------------------- Notes and details -------------------------------------------------- Why was this done? Because wxWidgets was just lacking in many areas. I know wxWidgets is designed to be used with native controls, and that's great, but wxWidgets just is not a feature-complete toolkit for multiplatform applications. It lacks in dialog editors, its code is archaic and outdated, and I just feel frustrated every time I try to do things with it. Qt on the other hand.. I had to actually try Qt to realize how much better it was as a toolkit. They've got everything from dialog editors, to an IDE, a debugger, build tools, just everything, and it's all top-notch and highly maintained. The focus of the toolkit is application development, and they spend their time trying to help people do exactly that: make programs. Great support, great tools, and because of that, great toolkit. I just didn't want to alienate any developers by being stubborn about native widgets. There *are* some things that are rather lackluster about it and design choices I disagree with though. For example, I realize that to have an easy to use toolkit you have to have some level of code generation. However, in my personal and humble opinion, moc just feels like a terrible way to approach the problem. Even now I feel like there are a variety of ways you could handle code generation and automatic management of things like that. I don't like the idea of circumventing the language itself like that. It feels like one giant massive hack. -------------------------------------------------- Things that aren't working properly: -------------------------------------------------- - Settings dialog is not implemented. The dialog is complete but the code to handle the dialog hasn't been constructed yet. - There is a problem with using Qt widgets as a device target on windows, with at least OpenGL: if I have the preview widget automatically resize itself, it seems to cause some sort of video card failure that I don't understand. - Because of the above, resizing the preview widget has been disabled until I can figure out what's going on, so it's currently only a 32x32 area. - Direct3D doesn't seem to render correctly either, seems that the viewport is messed up or something. I'm sort of confused about what's going on with it. - The new main window seems to be triggering more race conditions than the wxWidgets main window dialog did. I'm not entirely sure what's going on here, but this may just be existing race conditions within libobs itself that I just never spotted before (even though I tend to be very thorough with race conditions any time I use variables cross-thread)
2014-01-23 18:53:55 +00:00
private:
obs_frontend_callbacks *api = nullptr;
std::shared_ptr<Auth> auth;
std::vector<VolControl *> volumes;
2015-06-27 07:29:17 +00:00
std::vector<OBSSignal> signalHandlers;
QList<QPointer<QDockWidget>> oldExtraDocks;
QStringList oldExtraDockNames;
OBSDataAutoRelease collectionModuleData;
std::vector<OBSDataAutoRelease> safeModeTransitions;
2023-03-13 02:09:52 +00:00
bool loaded = false;
2015-06-30 12:49:31 +00:00
long disableSaving = 1;
bool projectChanged = false;
bool previewEnabled = true;
ContextBarSize contextBarSize = ContextBarSize_Normal;
std::deque<SourceCopyInfo> clipboard;
2021-11-26 09:25:39 +00:00
OBSWeakSourceAutoRelease copyFiltersSource;
bool copyVisible = true;
2022-01-03 15:48:40 +00:00
obs_transform_info copiedTransformInfo;
obs_sceneitem_crop copiedCropInfo;
bool hasCopiedTransform = false;
OBSWeakSourceAutoRelease copySourceTransition;
int copySourceTransitionDuration;
bool closing = false;
bool clearingFailed = false;
QScopedPointer<QThread> devicePropertiesThread;
QScopedPointer<QThread> whatsNewInitThread;
QScopedPointer<QThread> updateCheckThread;
QScopedPointer<QThread> introCheckThread;
QScopedPointer<QThread> logUploadThread;
2014-09-15 23:16:16 +00:00
QPointer<OBSBasicInteraction> interaction;
QPointer<OBSBasicProperties> properties;
UI: Add scene editing So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
2014-06-15 07:54:48 +00:00
QPointer<OBSBasicTransform> transformWindow;
QPointer<OBSBasicAdvAudio> advAudioWindow;
2015-02-26 05:23:57 +00:00
QPointer<OBSBasicFilters> filters;
QPointer<QDockWidget> statsDock;
#ifdef YOUTUBE_ENABLED
QPointer<YouTubeAppDock> youtubeAppDock;
uint64_t lastYouTubeAppDockCreationTime = 0;
#endif
2018-08-18 06:13:20 +00:00
QPointer<OBSAbout> about;
QPointer<OBSMissingFiles> missDialog;
QPointer<OBSLogViewer> logView;
2020-05-15 12:34:54 +00:00
QPointer<QTimer> cpuUsageTimer;
QPointer<QTimer> diskFullTimer;
QPointer<QTimer> nudge_timer;
bool recent_nudge = false;
os_cpu_usage_info_t *cpuUsageInfo = nullptr;
OBSService service;
std::unique_ptr<BasicOutputHandler> outputHandler;
2024-04-18 13:41:36 +00:00
FutureHolder<void> startStreamingFuture;
bool streamingStopping = false;
bool recordingStopping = false;
bool replayBufferStopping = false;
UI: Add scene editing So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
2014-06-15 07:54:48 +00:00
gs_vertbuffer_t *box = nullptr;
gs_vertbuffer_t *boxLeft = nullptr;
gs_vertbuffer_t *boxTop = nullptr;
gs_vertbuffer_t *boxRight = nullptr;
gs_vertbuffer_t *boxBottom = nullptr;
gs_vertbuffer_t *circle = nullptr;
gs_vertbuffer_t *actionSafeMargin = nullptr;
gs_vertbuffer_t *graphicsSafeMargin = nullptr;
gs_vertbuffer_t *fourByThreeSafeMargin = nullptr;
gs_vertbuffer_t *leftLine = nullptr;
gs_vertbuffer_t *topLine = nullptr;
gs_vertbuffer_t *rightLine = nullptr;
UI: Add scene editing So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
2014-06-15 07:54:48 +00:00
int previewX = 0, previewY = 0;
int previewCX = 0, previewCY = 0;
float previewScale = 0.0f;
obs-studio UI: Implement stream settings UI - Updated the services API so that it links up with an output and the output gets data from that service rather than via settings. This allows the service context to have control over how an output is used, and makes it so that the URL/key/etc isn't necessarily some static setting. Also, if the service is attached to an output, it will stick around until the output is destroyed. - The settings interface has been updated so that it can allow the usage of service plugins. What this means is that now you can create a service plugin that can control aspects of the stream, and it allows each service to create their own user interface if they create a service plugin module. - Testing out saving of current service information. Saves/loads from JSON in to obs_data_t, seems to be working quite nicely, and the service object information is saved/preserved on exit, and loaded again on startup. - I agonized over the settings user interface for days, and eventually I just decided that the only way that users weren't going to be fumbling over options was to split up the settings in to simple/basic output, pre-configured, and then advanced for advanced use (such as multiple outputs or services, which I'll implement later). This was particularly painful to really design right, I wanted more features and wanted to include everything in one interface but ultimately just realized from experience that users are just not technically knowledgable about it and will end up fumbling with the settings rather than getting things done. Basically, what this means is that casual users only have to enter in about 3 things to configure their stream: Stream key, audio bitrate, and video bitrate. I am really happy with this interface for those types of users, but it definitely won't be sufficient for advanced usage or for custom outputs, so that stuff will have to be separated. - Improved the JSON usage for the 'common streaming services' context, I realized that JSON arrays are there to ensure sorting, while forgetting that general items are optimized for hashing. So basically I'm just using arrays now to sort items in it.
2014-04-24 08:49:07 +00:00
ConfigFile basicConfig;
std::vector<SavedProjectorInfo *> savedProjectorsArray;
std::vector<OBSProjector *> projectors;
QPointer<QWidget> stats;
QPointer<QWidget> remux;
QPointer<QWidget> extraBrowsers;
QPointer<QWidget> importer;
QPointer<QPushButton> transitionButton;
bool vcamEnabled = false;
VCamConfig vcamConfig;
QScopedPointer<QSystemTrayIcon> trayIcon;
QPointer<QAction> sysTrayStream;
QPointer<QAction> sysTrayRecord;
QPointer<QAction> sysTrayReplayBuffer;
QPointer<QAction> sysTrayVirtualCam;
QPointer<QAction> showHide;
QPointer<QAction> exit;
QPointer<QMenu> trayMenu;
QPointer<QMenu> previewProjector;
QPointer<QMenu> studioProgramProjector;
QPointer<QMenu> previewProjectorSource;
QPointer<QMenu> previewProjectorMain;
QPointer<QMenu> sceneProjectorMenu;
QPointer<QMenu> sourceProjector;
QPointer<QMenu> scaleFilteringMenu;
QPointer<QMenu> blendingMethodMenu;
QPointer<QMenu> blendingModeMenu;
QPointer<QMenu> colorMenu;
QPointer<QWidgetAction> colorWidgetAction;
QPointer<ColorSelect> colorSelect;
QPointer<QMenu> deinterlaceMenu;
QPointer<QMenu> perSceneTransitionMenu;
QPointer<QObject> shortcutFilter;
QPointer<QAction> renameScene;
QPointer<QAction> renameSource;
QPointer<QWidget> programWidget;
QPointer<QVBoxLayout> programLayout;
QPointer<QLabel> programLabel;
QScopedPointer<QThread> patronJsonThread;
std::string patronJson;
std::atomic<obs_scene_t *> currentScene = nullptr;
std::optional<std::pair<uint32_t, uint32_t>> lastOutputResolution;
void UpdateMultiviewProjectorMenu();
void DrawBackdrop(float cx, float cy);
void SetupEncoders();
void CreateFirstRunSources();
void CreateDefaultScene(bool firstStart);
void UpdateVolumeControlsDecayRate();
void UpdateVolumeControlsPeakMeterType();
void ClearVolumeControls();
Add source properties window (very preliminary) - Add a properties window for sources so that you can now actually edit the settings for sources. Also, display the source by itself in the window (Note: not working on mac, and possibly not working on linux). When changing the settings for a source, it will call obs_source_update on that source when you have modified any values automatically. - Add a properties 'widget', eventually I want to turn this in to a regular nice properties view like you'd see in the designer, but right now it just uses a form layout in a QScrollArea with regular controls to display the properties. It's clunky but works for the time being. - Make it so that swap chains and the main graphics subsystem will automatically use at least one backbuffer if none was specified - Fix bug where displays weren't added to the main display array - Make it so that you can get the properties of a source via the actual pointer of a source/encoder/output in addition to being able to look up properties via identifier. - When registering source types, check for required functions (wasn't doing it before). getheight/getwidth should not be optional if it's a video source as well. - Add an RAII OBSObj wrapper to obs.hpp for non-reference-counted libobs pointers - Add an RAII OBSSignal wrapper to obs.hpp for libobs signals to automatically disconnect them on destruction - Move the "scale and center" calculation in window-basic-main.cpp to its own function and in its own source file - Add an 'update' callback to WASAPI audio sources
2014-03-23 08:07:54 +00:00
void UploadLog(const char *subdir, const char *file, const bool crash);
void Save(const char *file);
void LoadData(obs_data_t *data, const char *file);
void Load(const char *file);
2014-11-01 20:48:58 +00:00
void InitHotkeys();
void CreateHotkeys();
void ClearHotkeys();
2014-11-01 20:48:58 +00:00
obs-studio UI: Implement stream settings UI - Updated the services API so that it links up with an output and the output gets data from that service rather than via settings. This allows the service context to have control over how an output is used, and makes it so that the URL/key/etc isn't necessarily some static setting. Also, if the service is attached to an output, it will stick around until the output is destroyed. - The settings interface has been updated so that it can allow the usage of service plugins. What this means is that now you can create a service plugin that can control aspects of the stream, and it allows each service to create their own user interface if they create a service plugin module. - Testing out saving of current service information. Saves/loads from JSON in to obs_data_t, seems to be working quite nicely, and the service object information is saved/preserved on exit, and loaded again on startup. - I agonized over the settings user interface for days, and eventually I just decided that the only way that users weren't going to be fumbling over options was to split up the settings in to simple/basic output, pre-configured, and then advanced for advanced use (such as multiple outputs or services, which I'll implement later). This was particularly painful to really design right, I wanted more features and wanted to include everything in one interface but ultimately just realized from experience that users are just not technically knowledgable about it and will end up fumbling with the settings rather than getting things done. Basically, what this means is that casual users only have to enter in about 3 things to configure their stream: Stream key, audio bitrate, and video bitrate. I am really happy with this interface for those types of users, but it definitely won't be sufficient for advanced usage or for custom outputs, so that stuff will have to be separated. - Improved the JSON usage for the 'common streaming services' context, I realized that JSON arrays are there to ensure sorting, while forgetting that general items are optimized for hashing. So basically I'm just using arrays now to sort items in it.
2014-04-24 08:49:07 +00:00
bool InitService();
bool InitBasicConfigDefaults();
void InitBasicConfigDefaults2();
obs-studio UI: Implement stream settings UI - Updated the services API so that it links up with an output and the output gets data from that service rather than via settings. This allows the service context to have control over how an output is used, and makes it so that the URL/key/etc isn't necessarily some static setting. Also, if the service is attached to an output, it will stick around until the output is destroyed. - The settings interface has been updated so that it can allow the usage of service plugins. What this means is that now you can create a service plugin that can control aspects of the stream, and it allows each service to create their own user interface if they create a service plugin module. - Testing out saving of current service information. Saves/loads from JSON in to obs_data_t, seems to be working quite nicely, and the service object information is saved/preserved on exit, and loaded again on startup. - I agonized over the settings user interface for days, and eventually I just decided that the only way that users weren't going to be fumbling over options was to split up the settings in to simple/basic output, pre-configured, and then advanced for advanced use (such as multiple outputs or services, which I'll implement later). This was particularly painful to really design right, I wanted more features and wanted to include everything in one interface but ultimately just realized from experience that users are just not technically knowledgable about it and will end up fumbling with the settings rather than getting things done. Basically, what this means is that casual users only have to enter in about 3 things to configure their stream: Stream key, audio bitrate, and video bitrate. I am really happy with this interface for those types of users, but it definitely won't be sufficient for advanced usage or for custom outputs, so that stuff will have to be separated. - Improved the JSON usage for the 'common streaming services' context, I realized that JSON arrays are there to ensure sorting, while forgetting that general items are optimized for hashing. So basically I'm just using arrays now to sort items in it.
2014-04-24 08:49:07 +00:00
bool InitBasicConfig();
void InitOBSCallbacks();
UI: Add scene editing So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
2014-06-15 07:54:48 +00:00
void InitPrimitives();
void OnFirstLoad();
OBSSceneItem GetSceneItem(QListWidgetItem *item);
obs-studio UI: Implement stream settings UI - Updated the services API so that it links up with an output and the output gets data from that service rather than via settings. This allows the service context to have control over how an output is used, and makes it so that the URL/key/etc isn't necessarily some static setting. Also, if the service is attached to an output, it will stick around until the output is destroyed. - The settings interface has been updated so that it can allow the usage of service plugins. What this means is that now you can create a service plugin that can control aspects of the stream, and it allows each service to create their own user interface if they create a service plugin module. - Testing out saving of current service information. Saves/loads from JSON in to obs_data_t, seems to be working quite nicely, and the service object information is saved/preserved on exit, and loaded again on startup. - I agonized over the settings user interface for days, and eventually I just decided that the only way that users weren't going to be fumbling over options was to split up the settings in to simple/basic output, pre-configured, and then advanced for advanced use (such as multiple outputs or services, which I'll implement later). This was particularly painful to really design right, I wanted more features and wanted to include everything in one interface but ultimately just realized from experience that users are just not technically knowledgable about it and will end up fumbling with the settings rather than getting things done. Basically, what this means is that casual users only have to enter in about 3 things to configure their stream: Stream key, audio bitrate, and video bitrate. I am really happy with this interface for those types of users, but it definitely won't be sufficient for advanced usage or for custom outputs, so that stuff will have to be separated. - Improved the JSON usage for the 'common streaming services' context, I realized that JSON arrays are there to ensure sorting, while forgetting that general items are optimized for hashing. So basically I'm just using arrays now to sort items in it.
2014-04-24 08:49:07 +00:00
OBSSceneItem GetCurrentSceneItem();
bool QueryRemoveSource(obs_source_t *source);
2014-07-14 06:56:28 +00:00
void TimedCheckForUpdates();
2017-02-20 12:46:29 +00:00
void CheckForUpdates(bool manualUpdate);
2014-07-14 06:56:28 +00:00
void GetFPSCommon(uint32_t &num, uint32_t &den) const;
void GetFPSInteger(uint32_t &num, uint32_t &den) const;
void GetFPSFraction(uint32_t &num, uint32_t &den) const;
void GetFPSNanoseconds(uint32_t &num, uint32_t &den) const;
void GetConfigFPS(uint32_t &num, uint32_t &den) const;
void UpdatePreviewScalingMenu();
void LoadSceneListOrder(obs_data_array_t *array);
obs_data_array_t *SaveSceneListOrder();
void ChangeSceneIndex(bool relative, int idx, int invalidIdx);
2014-04-14 09:22:09 +00:00
void TempFileOutput(const char *path, int vBitrate, int aBitrate);
void TempStreamOutput(const char *url, const char *key, int vBitrate,
int aBitrate);
void CloseDialogs();
void ClearSceneData();
void ClearProjectors();
void Nudge(int dist, MoveDir dir);
2018-03-01 02:34:11 +00:00
OBSProjector *OpenProjector(obs_source_t *source, int monitor,
ProjectorType type);
void GetAudioSourceFilters();
void GetAudioSourceProperties();
void VolControlContextMenu();
2018-04-28 02:49:48 +00:00
void ToggleVolControlLayout();
void ToggleMixerLayout(bool vertical);
void RefreshSceneCollections();
void ChangeSceneCollection();
void LogScenes();
void ResetProfileData();
bool AddProfile(bool create_new, const char *title, const char *text,
const char *init_text = nullptr, bool rename = false);
bool CreateProfile(const std::string &newName, bool create_new,
bool showWizardChecked, bool rename = false);
void DeleteProfile(const char *profile_name, const char *profile_dir);
void RefreshProfiles();
void ChangeProfile();
void CheckForSimpleModeX264Fallback();
void SaveProjectNow();
2018-06-02 16:45:01 +00:00
int GetTopSelectedSourceItem();
QModelIndexList GetAllSelectedSourceItems();
obs_hotkey_pair_id streamingHotkeys, recordingHotkeys, pauseHotkeys,
replayBufHotkeys, vcamHotkeys, togglePreviewHotkeys,
contextBarHotkeys;
obs_hotkey_id forceStreamingStopHotkey, splitFileHotkey,
addChapterHotkey;
void InitDefaultTransitions();
void InitTransition(obs_source_t *transition);
obs_source_t *FindTransition(const char *name);
OBSSource GetCurrentTransition();
2016-02-27 10:50:04 +00:00
obs_data_array_t *SaveTransitions();
void LoadTransitions(obs_data_array_t *transitions,
obs_load_source_cb cb, void *private_data);
obs_source_t *fadeTransition;
obs_source_t *cutTransition;
void CreateProgramDisplay();
void CreateProgramOptions();
void AddQuickTransitionId(int id);
void AddQuickTransition();
void AddQuickTransitionHotkey(QuickTransition *qt);
void RemoveQuickTransitionHotkey(QuickTransition *qt);
void LoadQuickTransitions(obs_data_array_t *array);
obs_data_array_t *SaveQuickTransitions();
void ClearQuickTransitionWidgets();
void RefreshQuickTransitions();
void DisableQuickTransitionWidgets();
void EnableTransitionWidgets(bool enable);
void CreateDefaultQuickTransitions();
void PasteShowHideTransition(obs_sceneitem_t *item, bool show,
obs_source_t *tr, int duration);
QMenu *CreatePerSceneTransitionMenu();
QMenu *CreateVisibilityTransitionMenu(bool visible);
QuickTransition *GetQuickTransition(int id);
int GetQuickTransitionIdx(int id);
QMenu *CreateTransitionMenu(QWidget *parent, QuickTransition *qt);
void ClearQuickTransitions();
void QuickTransitionClicked();
void QuickTransitionChange();
void QuickTransitionChangeDuration(int value);
void QuickTransitionRemoveClicked();
void SetPreviewProgramMode(bool enabled);
void ResizeProgram(uint32_t cx, uint32_t cy);
void SetCurrentScene(obs_scene_t *scene, bool force = false);
static void RenderProgram(void *data, uint32_t cx, uint32_t cy);
std::vector<QuickTransition> quickTransitions;
QPointer<QWidget> programOptions;
QPointer<OBSQTDisplay> program;
OBSWeakSource lastScene;
OBSWeakSource swapScene;
OBSWeakSource programScene;
OBSWeakSource lastProgramScene;
bool editPropertiesMode = false;
bool sceneDuplicationMode = true;
bool swapScenesMode = true;
volatile bool previewProgramMode = false;
obs_hotkey_pair_id togglePreviewProgramHotkeys = 0;
obs_hotkey_id transitionHotkey = 0;
2019-10-16 04:20:35 +00:00
obs_hotkey_id statsHotkey = 0;
obs_hotkey_id screenshotHotkey = 0;
obs_hotkey_id sourceScreenshotHotkey = 0;
int quickTransitionIdCounter = 1;
bool overridingTransition = false;
int programX = 0, programY = 0;
int programCX = 0, programCY = 0;
float programScale = 0.0f;
int disableOutputsRef = 0;
inline void OnActivate(bool force = false);
inline void OnDeactivate();
void AddDropSource(const char *file, DropType image);
void AddDropURL(const char *url, QString &name, obs_data_t *settings,
const obs_video_info &ovi);
void ConfirmDropUrl(const QString &url);
2016-09-26 19:40:23 +00:00
void dragEnterEvent(QDragEnterEvent *event) override;
void dragLeaveEvent(QDragLeaveEvent *event) override;
void dragMoveEvent(QDragMoveEvent *event) override;
void dropEvent(QDropEvent *event) override;
bool sysTrayMinimizeToTray();
void EnumDialogs();
QList<QDialog *> visDialogs;
QList<QDialog *> modalDialogs;
QList<QMessageBox *> visMsgBoxes;
QList<QPoint> visDlgPositions;
QByteArray startingDockLayout;
obs_data_array_t *SaveProjectors();
void LoadSavedProjectors(obs_data_array_t *savedProjectors);
2022-11-05 21:32:43 +00:00
void MacBranchesFetched(const QString &branch, bool manualUpdate);
void ReceivedIntroJson(const QString &text);
void ShowWhatsNew(const QString &url);
void UpdatePreviewProgramIndicators();
QStringList extraDockNames;
QList<std::shared_ptr<QDockWidget>> extraDocks;
QStringList extraCustomDockNames;
QList<QPointer<QDockWidget>> extraCustomDocks;
#ifdef BROWSER_AVAILABLE
QPointer<QAction> extraBrowserMenuDocksSeparator;
QList<std::shared_ptr<QDockWidget>> extraBrowserDocks;
QStringList extraBrowserDockNames;
QStringList extraBrowserDockTargets;
void ClearExtraBrowserDocks();
void LoadExtraBrowserDocks();
void SaveExtraBrowserDocks();
void ManageExtraBrowserDocks();
void AddExtraBrowserDock(const QString &title, const QString &url,
const QString &uuid, bool firstCreate);
#endif
2019-07-28 04:59:16 +00:00
QIcon imageIcon;
QIcon colorIcon;
QIcon slideshowIcon;
QIcon audioInputIcon;
QIcon audioOutputIcon;
QIcon desktopCapIcon;
QIcon windowCapIcon;
QIcon gameCapIcon;
QIcon cameraIcon;
QIcon textIcon;
QIcon mediaIcon;
QIcon browserIcon;
QIcon groupIcon;
QIcon sceneIcon;
QIcon defaultIcon;
QIcon audioProcessOutputIcon;
2019-07-28 04:59:16 +00:00
QIcon GetImageIcon() const;
QIcon GetColorIcon() const;
QIcon GetSlideshowIcon() const;
QIcon GetAudioInputIcon() const;
QIcon GetAudioOutputIcon() const;
QIcon GetDesktopCapIcon() const;
QIcon GetWindowCapIcon() const;
QIcon GetGameCapIcon() const;
QIcon GetCameraIcon() const;
QIcon GetTextIcon() const;
QIcon GetMediaIcon() const;
QIcon GetBrowserIcon() const;
QIcon GetDefaultIcon() const;
QIcon GetAudioProcessOutputIcon() const;
2019-07-28 04:59:16 +00:00
QSlider *tBar;
bool tBarActive = false;
2020-03-05 14:58:21 +00:00
OBSSource GetOverrideTransition(OBSSource source);
int GetOverrideTransitionDuration(OBSSource source);
2020-06-14 02:00:55 +00:00
void UpdateProjectorHideCursor();
void UpdateProjectorAlwaysOnTop(bool top);
void ResetProjectors();
2020-06-14 02:00:55 +00:00
QPointer<QObject> screenshotData;
void MoveSceneItem(enum obs_order_movement movement,
const QString &action_name);
2021-06-27 22:30:00 +00:00
bool autoStartBroadcast = true;
bool autoStopBroadcast = true;
bool broadcastActive = false;
bool broadcastReady = false;
2021-06-27 22:30:00 +00:00
QPointer<QThread> youtubeStreamCheckThread;
#ifdef YOUTUBE_ENABLED
2021-06-27 22:30:00 +00:00
void YoutubeStreamCheck(const std::string &key);
void ShowYouTubeAutoStartWarning();
void YouTubeActionDialogOk(const QString &broadcast_id,
const QString &stream_id, const QString &key,
bool autostart, bool autostop,
bool start_now);
2021-06-27 22:30:00 +00:00
#endif
void BroadcastButtonClicked();
void SetBroadcastFlowEnabled(bool enabled);
2021-06-27 22:30:00 +00:00
void UpdatePreviewSafeAreas();
bool drawSafeAreas = false;
void CenterSelectedSceneItems(const CenterType &centerType);
void ShowMissingFilesDialog(obs_missing_files_t *files);
QColor selectionColor;
QColor cropColor;
QColor hoverColor;
QColor GetCropColor() const;
QColor GetHoverColor() const;
void UpdatePreviewSpacingHelpers();
bool drawSpacingHelpers = true;
float GetDevicePixelRatio();
void SourceToolBarActionsSetEnabled();
std::string lastScreenshot;
std::string lastReplay;
void UpdatePreviewOverflowSettings();
bool streamingStarting = false;
bool recordingStarted = false;
bool isRecordingPausable = false;
bool recordingPaused = false;
bool restartingVCam = false;
public slots:
void DeferSaveBegin();
void DeferSaveEnd();
void DisplayStreamStartError();
void SetupBroadcast();
void StartStreaming();
void StopStreaming();
void ForceStopStreaming();
void StreamDelayStarting(int sec);
void StreamDelayStopping(int sec);
obs-studio UI: Implement stream settings UI - Updated the services API so that it links up with an output and the output gets data from that service rather than via settings. This allows the service context to have control over how an output is used, and makes it so that the URL/key/etc isn't necessarily some static setting. Also, if the service is attached to an output, it will stick around until the output is destroyed. - The settings interface has been updated so that it can allow the usage of service plugins. What this means is that now you can create a service plugin that can control aspects of the stream, and it allows each service to create their own user interface if they create a service plugin module. - Testing out saving of current service information. Saves/loads from JSON in to obs_data_t, seems to be working quite nicely, and the service object information is saved/preserved on exit, and loaded again on startup. - I agonized over the settings user interface for days, and eventually I just decided that the only way that users weren't going to be fumbling over options was to split up the settings in to simple/basic output, pre-configured, and then advanced for advanced use (such as multiple outputs or services, which I'll implement later). This was particularly painful to really design right, I wanted more features and wanted to include everything in one interface but ultimately just realized from experience that users are just not technically knowledgable about it and will end up fumbling with the settings rather than getting things done. Basically, what this means is that casual users only have to enter in about 3 things to configure their stream: Stream key, audio bitrate, and video bitrate. I am really happy with this interface for those types of users, but it definitely won't be sufficient for advanced usage or for custom outputs, so that stuff will have to be separated. - Improved the JSON usage for the 'common streaming services' context, I realized that JSON arrays are there to ensure sorting, while forgetting that general items are optimized for hashing. So basically I'm just using arrays now to sort items in it.
2014-04-24 08:49:07 +00:00
void StreamingStart();
void StreamStopping();
void StreamingStop(int errorcode, QString last_error);
void StartRecording();
void StopRecording();
2014-08-25 01:10:57 +00:00
void RecordingStart();
void RecordStopping();
void RecordingStop(int code, QString last_error);
void RecordingFileChanged(QString lastRecordingPath);
void ShowReplayBufferPauseWarning();
void StartReplayBuffer();
void StopReplayBuffer();
void ReplayBufferStart();
void ReplayBufferSave();
void ReplayBufferSaved();
void ReplayBufferStopping();
void ReplayBufferStop(int code);
void StartVirtualCam();
void StopVirtualCam();
void OnVirtualCamStart();
void OnVirtualCamStop(int code);
void SaveProjectDeferred();
void SaveProject();
void SetTransition(OBSSource transition);
void OverrideTransition(OBSSource transition);
void TransitionToScene(OBSScene scene, bool force = false);
void TransitionToScene(OBSSource scene, bool force = false,
2019-10-23 21:11:14 +00:00
bool quickTransition = false,
int quickDuration = 0, bool black = false,
bool manual = false);
void SetCurrentScene(OBSSource scene, bool force = false);
bool AddSceneCollection(bool create_new,
const QString &name = QString());
bool NewProfile(const QString &name);
bool DuplicateProfile(const QString &name);
void DeleteProfile(const QString &profileName);
void UpdatePatronJson(const QString &text, const QString &error);
void ShowContextBar();
void HideContextBar();
void PauseRecording();
void UnpauseRecording();
private slots:
void on_actionMainUndo_triggered();
void on_actionMainRedo_triggered();
void AddSceneItem(OBSSceneItem item);
void AddScene(OBSSource source);
void RemoveScene(OBSSource source);
void RenameSources(OBSSource source, QString newName, QString prevName);
void ActivateAudioSource(OBSSource source);
void DeactivateAudioSource(OBSSource source);
void DuplicateSelectedScene();
void RemoveSelectedScene();
void ToggleAlwaysOnTop();
void ReorderSources(OBSScene scene);
void RefreshSources(OBSScene scene);
2014-11-01 20:48:58 +00:00
void ProcessHotkey(obs_hotkey_id id, bool pressed);
void AddTransition(const char *id);
void RenameTransition(OBSSource transition);
void TransitionClicked();
void TransitionStopped();
void TransitionFullyStopped();
void TriggerQuickTransition(int id);
void SetDeinterlacingMode();
void SetDeinterlacingOrder();
void SetScaleFilter();
void SetBlendingMethod();
void SetBlendingMode();
void IconActivated(QSystemTrayIcon::ActivationReason reason);
void SetShowing(bool showing);
void ToggleShowHide();
void HideAudioControl();
void UnhideAllAudioControls();
void ToggleHideMixer();
void MixerRenameSource();
2018-04-28 02:49:48 +00:00
void on_vMixerScrollArea_customContextMenuRequested();
void on_hMixerScrollArea_customContextMenuRequested();
void on_actionCopySource_triggered();
void on_actionPasteRef_triggered();
void on_actionPasteDup_triggered();
void on_actionCopyFilters_triggered();
void on_actionPasteFilters_triggered();
void AudioMixerCopyFilters();
void AudioMixerPasteFilters();
void SourcePasteFilters(OBSSource source, OBSSource dstSource);
void ColorChange();
SourceTreeItem *GetItemWidgetFromSceneItem(obs_sceneitem_t *sceneItem);
2018-08-18 06:13:20 +00:00
void on_actionShowAbout_triggered();
2019-03-04 23:29:37 +00:00
void EnablePreview();
void DisablePreview();
void EnablePreviewProgram();
void DisablePreviewProgram();
void SceneCopyFilters();
void ScenePasteFilters();
void CheckDiskSpaceRemaining();
void OpenSavedProjector(SavedProjectorInfo *info);
2019-10-16 04:20:35 +00:00
void ResetStatsHotkey();
2019-07-28 04:59:16 +00:00
void SetImageIcon(const QIcon &icon);
void SetColorIcon(const QIcon &icon);
void SetSlideshowIcon(const QIcon &icon);
void SetAudioInputIcon(const QIcon &icon);
void SetAudioOutputIcon(const QIcon &icon);
void SetDesktopCapIcon(const QIcon &icon);
void SetWindowCapIcon(const QIcon &icon);
void SetGameCapIcon(const QIcon &icon);
void SetCameraIcon(const QIcon &icon);
void SetTextIcon(const QIcon &icon);
void SetMediaIcon(const QIcon &icon);
void SetBrowserIcon(const QIcon &icon);
void SetGroupIcon(const QIcon &icon);
void SetSceneIcon(const QIcon &icon);
void SetDefaultIcon(const QIcon &icon);
void SetAudioProcessOutputIcon(const QIcon &icon);
2019-07-28 04:59:16 +00:00
void TBarChanged(int value);
void TBarReleased();
2020-02-17 00:32:00 +00:00
void LockVolumeControl(bool lock);
void UpdateVirtualCamConfig(const VCamConfig &config);
void RestartVirtualCam(const VCamConfig &config);
void RestartingVirtualCam();
private:
/* OBS Callbacks */
static void SceneReordered(void *data, calldata_t *params);
static void SceneRefreshed(void *data, calldata_t *params);
static void SceneItemAdded(void *data, calldata_t *params);
static void SourceCreated(void *data, calldata_t *params);
static void SourceRemoved(void *data, calldata_t *params);
static void SourceActivated(void *data, calldata_t *params);
static void SourceDeactivated(void *data, calldata_t *params);
static void SourceAudioActivated(void *data, calldata_t *params);
static void SourceAudioDeactivated(void *data, calldata_t *params);
static void SourceRenamed(void *data, calldata_t *params);
static void RenderMain(void *data, uint32_t cx, uint32_t cy);
2013-12-31 11:02:07 +00:00
void ResizePreview(uint32_t cx, uint32_t cy);
void AddSource(const char *id);
QMenu *CreateAddSourcePopupMenu();
Change the UI to Qt (work in progress) -------------------------------------------------- Notes and details -------------------------------------------------- Why was this done? Because wxWidgets was just lacking in many areas. I know wxWidgets is designed to be used with native controls, and that's great, but wxWidgets just is not a feature-complete toolkit for multiplatform applications. It lacks in dialog editors, its code is archaic and outdated, and I just feel frustrated every time I try to do things with it. Qt on the other hand.. I had to actually try Qt to realize how much better it was as a toolkit. They've got everything from dialog editors, to an IDE, a debugger, build tools, just everything, and it's all top-notch and highly maintained. The focus of the toolkit is application development, and they spend their time trying to help people do exactly that: make programs. Great support, great tools, and because of that, great toolkit. I just didn't want to alienate any developers by being stubborn about native widgets. There *are* some things that are rather lackluster about it and design choices I disagree with though. For example, I realize that to have an easy to use toolkit you have to have some level of code generation. However, in my personal and humble opinion, moc just feels like a terrible way to approach the problem. Even now I feel like there are a variety of ways you could handle code generation and automatic management of things like that. I don't like the idea of circumventing the language itself like that. It feels like one giant massive hack. -------------------------------------------------- Things that aren't working properly: -------------------------------------------------- - Settings dialog is not implemented. The dialog is complete but the code to handle the dialog hasn't been constructed yet. - There is a problem with using Qt widgets as a device target on windows, with at least OpenGL: if I have the preview widget automatically resize itself, it seems to cause some sort of video card failure that I don't understand. - Because of the above, resizing the preview widget has been disabled until I can figure out what's going on, so it's currently only a 32x32 area. - Direct3D doesn't seem to render correctly either, seems that the viewport is messed up or something. I'm sort of confused about what's going on with it. - The new main window seems to be triggering more race conditions than the wxWidgets main window dialog did. I'm not entirely sure what's going on here, but this may just be existing race conditions within libobs itself that I just never spotted before (even though I tend to be very thorough with race conditions any time I use variables cross-thread)
2014-01-23 18:53:55 +00:00
void AddSourcePopupMenu(const QPoint &pos);
void copyActionsDynamicProperties();
2014-11-01 20:48:58 +00:00
static void HotkeyTriggered(void *data, obs_hotkey_id id, bool pressed);
void AutoRemux(QString input, bool no_show = false);
void UpdateIsRecordingPausable();
2017-05-08 11:53:35 +00:00
bool IsFFmpegOutputToURL() const;
bool OutputPathValid();
void OutputPathInvalidMessage();
bool LowDiskSpace();
void DiskSpaceMessage();
2019-10-23 21:11:14 +00:00
OBSSource prevFTBSource = nullptr;
float dpi = 1.0;
public:
OBSSource GetProgramSource();
OBSScene GetCurrentScene();
UI: Add scene editing So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
2014-06-15 07:54:48 +00:00
void SysTrayNotify(const QString &text, QSystemTrayIcon::MessageIcon n);
inline OBSSource GetCurrentSceneSource()
{
OBSScene curScene = GetCurrentScene();
return OBSSource(obs_scene_get_source(curScene));
}
obs_service_t *GetService();
void SetService(obs_service_t *service);
obs-studio UI: Implement stream settings UI - Updated the services API so that it links up with an output and the output gets data from that service rather than via settings. This allows the service context to have control over how an output is used, and makes it so that the URL/key/etc isn't necessarily some static setting. Also, if the service is attached to an output, it will stick around until the output is destroyed. - The settings interface has been updated so that it can allow the usage of service plugins. What this means is that now you can create a service plugin that can control aspects of the stream, and it allows each service to create their own user interface if they create a service plugin module. - Testing out saving of current service information. Saves/loads from JSON in to obs_data_t, seems to be working quite nicely, and the service object information is saved/preserved on exit, and loaded again on startup. - I agonized over the settings user interface for days, and eventually I just decided that the only way that users weren't going to be fumbling over options was to split up the settings in to simple/basic output, pre-configured, and then advanced for advanced use (such as multiple outputs or services, which I'll implement later). This was particularly painful to really design right, I wanted more features and wanted to include everything in one interface but ultimately just realized from experience that users are just not technically knowledgable about it and will end up fumbling with the settings rather than getting things done. Basically, what this means is that casual users only have to enter in about 3 things to configure their stream: Stream key, audio bitrate, and video bitrate. I am really happy with this interface for those types of users, but it definitely won't be sufficient for advanced usage or for custom outputs, so that stuff will have to be separated. - Improved the JSON usage for the 'common streaming services' context, I realized that JSON arrays are there to ensure sorting, while forgetting that general items are optimized for hashing. So basically I'm just using arrays now to sort items in it.
2014-04-24 08:49:07 +00:00
int GetTransitionDuration();
int GetTbarPosition();
inline bool IsPreviewProgramMode() const
{
return os_atomic_load_bool(&previewProgramMode);
}
inline bool VCamEnabled() const { return vcamEnabled; }
bool Active() const;
void ResetUI();
int ResetVideo();
bool ResetAudio();
void ResetOutputs();
void RefreshVolumeColors();
void ResetAudioDevice(const char *sourceId, const char *deviceId,
const char *deviceDesc, int channel);
void NewProject();
void LoadProject();
UI: Add scene editing So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
2014-06-15 07:54:48 +00:00
inline void GetDisplayRect(int &x, int &y, int &cx, int &cy)
{
x = previewX;
y = previewY;
cx = previewCX;
cy = previewCY;
}
inline bool SavingDisabled() const { return disableSaving; }
inline double GetCPUUsage() const
{
return os_cpu_usage_info_query(cpuUsageInfo);
}
void SaveService();
bool LoadService();
inline Auth *GetAuth() { return auth.get(); }
inline void EnableOutputs(bool enable)
{
if (enable) {
if (--disableOutputsRef < 0)
disableOutputsRef = 0;
} else {
disableOutputsRef++;
}
}
QMenu *AddDeinterlacingMenu(QMenu *menu, obs_source_t *source);
QMenu *AddScaleFilteringMenu(QMenu *menu, obs_sceneitem_t *item);
QMenu *AddBlendingMethodMenu(QMenu *menu, obs_sceneitem_t *item);
QMenu *AddBlendingModeMenu(QMenu *menu, obs_sceneitem_t *item);
QMenu *AddBackgroundColorMenu(QMenu *menu, QWidgetAction *widgetAction,
ColorSelect *select,
obs_sceneitem_t *item);
2018-06-02 16:45:01 +00:00
void CreateSourcePopupMenu(int idx, bool preview);
void UpdateTitleBar();
void SystemTrayInit();
void SystemTray(bool firstStarted);
void OpenSavedProjectors();
2018-06-02 16:45:01 +00:00
void CreateInteractionWindow(obs_source_t *source);
void CreatePropertiesWindow(obs_source_t *source);
void CreateFiltersWindow(obs_source_t *source);
void CreateEditTransformWindow(obs_sceneitem_t *item);
2018-06-02 16:45:01 +00:00
QAction *AddDockWidget(QDockWidget *dock);
void AddDockWidget(QDockWidget *dock, Qt::DockWidgetArea area,
bool extraBrowser = false);
void RemoveDockWidget(const QString &name);
bool IsDockObjectNameUsed(const QString &name);
void AddCustomDockWidget(QDockWidget *dock);
static OBSBasic *Get();
const char *GetCurrentOutputPath();
void DeleteProjector(OBSProjector *projector);
static QList<QString> GetProjectorMenuMonitorsFormatted();
template<typename Receiver, typename... Args>
static void AddProjectorMenuMonitors(QMenu *parent, Receiver *target,
void (Receiver::*slot)(Args...))
{
auto projectors = GetProjectorMenuMonitorsFormatted();
for (int i = 0; i < projectors.size(); i++) {
QString str = projectors[i];
QAction *action = parent->addAction(str, target, slot);
action->setProperty("monitor", i);
}
}
2019-07-28 04:59:16 +00:00
QIcon GetSourceIcon(const char *id) const;
QIcon GetGroupIcon() const;
QIcon GetSceneIcon() const;
OBSWeakSource copyFilter;
void ShowStatusBarMessage(const QString &message);
static OBSData
BackupScene(obs_scene_t *scene,
std::vector<obs_source_t *> *sources = nullptr);
void CreateSceneUndoRedoAction(const QString &action_name,
OBSData undo_data, OBSData redo_data);
static inline OBSData
BackupScene(obs_source_t *scene_source,
std::vector<obs_source_t *> *sources = nullptr)
{
obs_scene_t *scene = obs_scene_from_source(scene_source);
return BackupScene(scene, sources);
}
void CreateFilterPasteUndoRedoAction(const QString &text,
obs_source_t *source,
obs_data_array_t *undo_array,
obs_data_array_t *redo_array);
void UpdateEditMenu();
void SetDisplayAffinity(QWindow *window);
QColor GetSelectionColor() const;
inline bool Closing() { return closing; }
protected:
virtual void closeEvent(QCloseEvent *event) override;
virtual bool nativeEvent(const QByteArray &eventType, void *message,
qintptr *result) override;
virtual void changeEvent(QEvent *event) override;
Change the UI to Qt (work in progress) -------------------------------------------------- Notes and details -------------------------------------------------- Why was this done? Because wxWidgets was just lacking in many areas. I know wxWidgets is designed to be used with native controls, and that's great, but wxWidgets just is not a feature-complete toolkit for multiplatform applications. It lacks in dialog editors, its code is archaic and outdated, and I just feel frustrated every time I try to do things with it. Qt on the other hand.. I had to actually try Qt to realize how much better it was as a toolkit. They've got everything from dialog editors, to an IDE, a debugger, build tools, just everything, and it's all top-notch and highly maintained. The focus of the toolkit is application development, and they spend their time trying to help people do exactly that: make programs. Great support, great tools, and because of that, great toolkit. I just didn't want to alienate any developers by being stubborn about native widgets. There *are* some things that are rather lackluster about it and design choices I disagree with though. For example, I realize that to have an easy to use toolkit you have to have some level of code generation. However, in my personal and humble opinion, moc just feels like a terrible way to approach the problem. Even now I feel like there are a variety of ways you could handle code generation and automatic management of things like that. I don't like the idea of circumventing the language itself like that. It feels like one giant massive hack. -------------------------------------------------- Things that aren't working properly: -------------------------------------------------- - Settings dialog is not implemented. The dialog is complete but the code to handle the dialog hasn't been constructed yet. - There is a problem with using Qt widgets as a device target on windows, with at least OpenGL: if I have the preview widget automatically resize itself, it seems to cause some sort of video card failure that I don't understand. - Because of the above, resizing the preview widget has been disabled until I can figure out what's going on, so it's currently only a 32x32 area. - Direct3D doesn't seem to render correctly either, seems that the viewport is messed up or something. I'm sort of confused about what's going on with it. - The new main window seems to be triggering more race conditions than the wxWidgets main window dialog did. I'm not entirely sure what's going on here, but this may just be existing race conditions within libobs itself that I just never spotted before (even though I tend to be very thorough with race conditions any time I use variables cross-thread)
2014-01-23 18:53:55 +00:00
private slots:
void on_actionFullscreenInterface_triggered();
void on_actionShow_Recordings_triggered();
void on_actionRemux_triggered();
void on_action_Settings_triggered();
void on_actionShowMacPermissions_triggered();
void on_actionShowMissingFiles_triggered();
void on_actionAdvAudioProperties_triggered();
void on_actionMixerToolbarAdvAudio_triggered();
void on_actionMixerToolbarMenu_triggered();
void on_actionShowLogs_triggered();
UI: Add scene editing So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
2014-06-15 07:54:48 +00:00
void on_actionUploadCurrentLog_triggered();
void on_actionUploadLastLog_triggered();
void on_actionViewCurrentLog_triggered();
2014-07-14 06:56:28 +00:00
void on_actionCheckForUpdates_triggered();
2022-04-12 08:10:00 +00:00
void on_actionRepair_triggered();
void on_actionShowWhatsNew_triggered();
2023-03-13 02:09:52 +00:00
void on_actionRestartSafe_triggered();
UI: Add scene editing So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
2014-06-15 07:54:48 +00:00
void on_actionShowCrashLogs_triggered();
void on_actionUploadLastCrashLog_triggered();
UI: Add scene editing So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
2014-06-15 07:54:48 +00:00
void on_actionEditTransform_triggered();
void on_actionCopyTransform_triggered();
2022-01-03 15:48:40 +00:00
void on_actionPasteTransform_triggered();
UI: Add scene editing So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
2014-06-15 07:54:48 +00:00
void on_actionRotate90CW_triggered();
void on_actionRotate90CCW_triggered();
void on_actionRotate180_triggered();
void on_actionFlipHorizontal_triggered();
void on_actionFlipVertical_triggered();
void on_actionFitToScreen_triggered();
void on_actionStretchToScreen_triggered();
void on_actionCenterToScreen_triggered();
void on_actionVerticalCenter_triggered();
void on_actionHorizontalCenter_triggered();
void on_actionSceneFilters_triggered();
UI: Add scene editing So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
2014-06-15 07:54:48 +00:00
void on_OBSBasic_customContextMenuRequested(const QPoint &pos);
void on_scenes_currentItemChanged(QListWidgetItem *current,
QListWidgetItem *prev);
Change the UI to Qt (work in progress) -------------------------------------------------- Notes and details -------------------------------------------------- Why was this done? Because wxWidgets was just lacking in many areas. I know wxWidgets is designed to be used with native controls, and that's great, but wxWidgets just is not a feature-complete toolkit for multiplatform applications. It lacks in dialog editors, its code is archaic and outdated, and I just feel frustrated every time I try to do things with it. Qt on the other hand.. I had to actually try Qt to realize how much better it was as a toolkit. They've got everything from dialog editors, to an IDE, a debugger, build tools, just everything, and it's all top-notch and highly maintained. The focus of the toolkit is application development, and they spend their time trying to help people do exactly that: make programs. Great support, great tools, and because of that, great toolkit. I just didn't want to alienate any developers by being stubborn about native widgets. There *are* some things that are rather lackluster about it and design choices I disagree with though. For example, I realize that to have an easy to use toolkit you have to have some level of code generation. However, in my personal and humble opinion, moc just feels like a terrible way to approach the problem. Even now I feel like there are a variety of ways you could handle code generation and automatic management of things like that. I don't like the idea of circumventing the language itself like that. It feels like one giant massive hack. -------------------------------------------------- Things that aren't working properly: -------------------------------------------------- - Settings dialog is not implemented. The dialog is complete but the code to handle the dialog hasn't been constructed yet. - There is a problem with using Qt widgets as a device target on windows, with at least OpenGL: if I have the preview widget automatically resize itself, it seems to cause some sort of video card failure that I don't understand. - Because of the above, resizing the preview widget has been disabled until I can figure out what's going on, so it's currently only a 32x32 area. - Direct3D doesn't seem to render correctly either, seems that the viewport is messed up or something. I'm sort of confused about what's going on with it. - The new main window seems to be triggering more race conditions than the wxWidgets main window dialog did. I'm not entirely sure what's going on here, but this may just be existing race conditions within libobs itself that I just never spotted before (even though I tend to be very thorough with race conditions any time I use variables cross-thread)
2014-01-23 18:53:55 +00:00
void on_scenes_customContextMenuRequested(const QPoint &pos);
void GridActionClicked();
void on_actionSceneListMode_triggered();
void on_actionSceneGridMode_triggered();
Change the UI to Qt (work in progress) -------------------------------------------------- Notes and details -------------------------------------------------- Why was this done? Because wxWidgets was just lacking in many areas. I know wxWidgets is designed to be used with native controls, and that's great, but wxWidgets just is not a feature-complete toolkit for multiplatform applications. It lacks in dialog editors, its code is archaic and outdated, and I just feel frustrated every time I try to do things with it. Qt on the other hand.. I had to actually try Qt to realize how much better it was as a toolkit. They've got everything from dialog editors, to an IDE, a debugger, build tools, just everything, and it's all top-notch and highly maintained. The focus of the toolkit is application development, and they spend their time trying to help people do exactly that: make programs. Great support, great tools, and because of that, great toolkit. I just didn't want to alienate any developers by being stubborn about native widgets. There *are* some things that are rather lackluster about it and design choices I disagree with though. For example, I realize that to have an easy to use toolkit you have to have some level of code generation. However, in my personal and humble opinion, moc just feels like a terrible way to approach the problem. Even now I feel like there are a variety of ways you could handle code generation and automatic management of things like that. I don't like the idea of circumventing the language itself like that. It feels like one giant massive hack. -------------------------------------------------- Things that aren't working properly: -------------------------------------------------- - Settings dialog is not implemented. The dialog is complete but the code to handle the dialog hasn't been constructed yet. - There is a problem with using Qt widgets as a device target on windows, with at least OpenGL: if I have the preview widget automatically resize itself, it seems to cause some sort of video card failure that I don't understand. - Because of the above, resizing the preview widget has been disabled until I can figure out what's going on, so it's currently only a 32x32 area. - Direct3D doesn't seem to render correctly either, seems that the viewport is messed up or something. I'm sort of confused about what's going on with it. - The new main window seems to be triggering more race conditions than the wxWidgets main window dialog did. I'm not entirely sure what's going on here, but this may just be existing race conditions within libobs itself that I just never spotted before (even though I tend to be very thorough with race conditions any time I use variables cross-thread)
2014-01-23 18:53:55 +00:00
void on_actionAddScene_triggered();
void on_actionRemoveScene_triggered();
void on_actionSceneUp_triggered();
void on_actionSceneDown_triggered();
void on_sources_customContextMenuRequested(const QPoint &pos);
void on_scenes_itemDoubleClicked(QListWidgetItem *item);
Change the UI to Qt (work in progress) -------------------------------------------------- Notes and details -------------------------------------------------- Why was this done? Because wxWidgets was just lacking in many areas. I know wxWidgets is designed to be used with native controls, and that's great, but wxWidgets just is not a feature-complete toolkit for multiplatform applications. It lacks in dialog editors, its code is archaic and outdated, and I just feel frustrated every time I try to do things with it. Qt on the other hand.. I had to actually try Qt to realize how much better it was as a toolkit. They've got everything from dialog editors, to an IDE, a debugger, build tools, just everything, and it's all top-notch and highly maintained. The focus of the toolkit is application development, and they spend their time trying to help people do exactly that: make programs. Great support, great tools, and because of that, great toolkit. I just didn't want to alienate any developers by being stubborn about native widgets. There *are* some things that are rather lackluster about it and design choices I disagree with though. For example, I realize that to have an easy to use toolkit you have to have some level of code generation. However, in my personal and humble opinion, moc just feels like a terrible way to approach the problem. Even now I feel like there are a variety of ways you could handle code generation and automatic management of things like that. I don't like the idea of circumventing the language itself like that. It feels like one giant massive hack. -------------------------------------------------- Things that aren't working properly: -------------------------------------------------- - Settings dialog is not implemented. The dialog is complete but the code to handle the dialog hasn't been constructed yet. - There is a problem with using Qt widgets as a device target on windows, with at least OpenGL: if I have the preview widget automatically resize itself, it seems to cause some sort of video card failure that I don't understand. - Because of the above, resizing the preview widget has been disabled until I can figure out what's going on, so it's currently only a 32x32 area. - Direct3D doesn't seem to render correctly either, seems that the viewport is messed up or something. I'm sort of confused about what's going on with it. - The new main window seems to be triggering more race conditions than the wxWidgets main window dialog did. I'm not entirely sure what's going on here, but this may just be existing race conditions within libobs itself that I just never spotted before (even though I tend to be very thorough with race conditions any time I use variables cross-thread)
2014-01-23 18:53:55 +00:00
void on_actionAddSource_triggered();
void on_actionRemoveSource_triggered();
2014-09-15 23:16:16 +00:00
void on_actionInteract_triggered();
Change the UI to Qt (work in progress) -------------------------------------------------- Notes and details -------------------------------------------------- Why was this done? Because wxWidgets was just lacking in many areas. I know wxWidgets is designed to be used with native controls, and that's great, but wxWidgets just is not a feature-complete toolkit for multiplatform applications. It lacks in dialog editors, its code is archaic and outdated, and I just feel frustrated every time I try to do things with it. Qt on the other hand.. I had to actually try Qt to realize how much better it was as a toolkit. They've got everything from dialog editors, to an IDE, a debugger, build tools, just everything, and it's all top-notch and highly maintained. The focus of the toolkit is application development, and they spend their time trying to help people do exactly that: make programs. Great support, great tools, and because of that, great toolkit. I just didn't want to alienate any developers by being stubborn about native widgets. There *are* some things that are rather lackluster about it and design choices I disagree with though. For example, I realize that to have an easy to use toolkit you have to have some level of code generation. However, in my personal and humble opinion, moc just feels like a terrible way to approach the problem. Even now I feel like there are a variety of ways you could handle code generation and automatic management of things like that. I don't like the idea of circumventing the language itself like that. It feels like one giant massive hack. -------------------------------------------------- Things that aren't working properly: -------------------------------------------------- - Settings dialog is not implemented. The dialog is complete but the code to handle the dialog hasn't been constructed yet. - There is a problem with using Qt widgets as a device target on windows, with at least OpenGL: if I have the preview widget automatically resize itself, it seems to cause some sort of video card failure that I don't understand. - Because of the above, resizing the preview widget has been disabled until I can figure out what's going on, so it's currently only a 32x32 area. - Direct3D doesn't seem to render correctly either, seems that the viewport is messed up or something. I'm sort of confused about what's going on with it. - The new main window seems to be triggering more race conditions than the wxWidgets main window dialog did. I'm not entirely sure what's going on here, but this may just be existing race conditions within libobs itself that I just never spotted before (even though I tend to be very thorough with race conditions any time I use variables cross-thread)
2014-01-23 18:53:55 +00:00
void on_actionSourceProperties_triggered();
void on_actionSourceUp_triggered();
void on_actionSourceDown_triggered();
UI: Add scene editing So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
2014-06-15 07:54:48 +00:00
void on_actionMoveUp_triggered();
void on_actionMoveDown_triggered();
void on_actionMoveToTop_triggered();
void on_actionMoveToBottom_triggered();
void on_actionLockPreview_triggered();
void on_scalingMenu_aboutToShow();
void on_actionScaleWindow_triggered();
void on_actionScaleCanvas_triggered();
void on_actionScaleOutput_triggered();
void Screenshot(OBSSource source_ = nullptr);
void ScreenshotSelectedSource();
void ScreenshotProgram();
void ScreenshotScene();
2018-01-05 21:20:39 +00:00
void on_actionHelpPortal_triggered();
void on_actionWebsite_triggered();
void on_actionDiscord_triggered();
void on_actionReleaseNotes_triggered();
void on_preview_customContextMenuRequested();
void ProgramViewContextMenuRequested();
void on_previewDisabledWidget_customContextMenuRequested();
void on_actionNewSceneCollection_triggered();
void on_actionDupSceneCollection_triggered();
void on_actionRenameSceneCollection_triggered();
void on_actionRemoveSceneCollection_triggered();
void on_actionImportSceneCollection_triggered();
void on_actionExportSceneCollection_triggered();
void on_actionNewProfile_triggered();
void on_actionDupProfile_triggered();
void on_actionRenameProfile_triggered();
void on_actionRemoveProfile_triggered(bool skipConfirmation = false);
void on_actionImportProfile_triggered();
void on_actionExportProfile_triggered();
void on_actionShowSettingsFolder_triggered();
void on_actionShowProfileFolder_triggered();
void on_actionAlwaysOnTop_triggered();
void on_toggleListboxToolbars_toggled(bool visible);
void on_toggleContextBar_toggled(bool visible);
void on_toggleStatusBar_toggled(bool visible);
void on_toggleSourceIcons_toggled(bool visible);
void on_transitions_currentIndexChanged(int index);
void on_transitionAdd_clicked();
void on_transitionRemove_clicked();
void on_transitionProps_clicked();
void on_transitionDuration_valueChanged();
void ShowTransitionProperties();
void HideTransitionProperties();
// Source Context Buttons
void on_sourcePropertiesButton_clicked();
void on_sourceFiltersButton_clicked();
void on_sourceInteractButton_clicked();
void on_autoConfigure_triggered();
void on_stats_triggered();
void on_resetUI_triggered();
void on_resetDocks_triggered(bool force = false);
void on_lockDocks_toggled(bool lock);
2022-10-04 12:48:17 +00:00
void on_multiviewProjectorWindowed_triggered();
void on_sideDocks_toggled(bool side);
void logUploadFinished(const QString &text, const QString &error);
void crashUploadFinished(const QString &text, const QString &error);
void openLogDialog(const QString &text, const bool crash);
2017-02-20 12:46:29 +00:00
void updateCheckFinished();
2014-07-14 06:56:28 +00:00
void MoveSceneToTop();
void MoveSceneToBottom();
void EditSceneName();
void EditSceneItemName();
void SceneNameEdited(QWidget *editor);
2014-06-30 07:06:01 +00:00
2015-03-18 22:09:44 +00:00
void OpenSceneFilters();
void OpenFilters(OBSSource source = nullptr);
void OpenProperties(OBSSource source = nullptr);
void OpenInteraction(OBSSource source = nullptr);
void OpenEditTransform(OBSSceneItem item = nullptr);
2015-02-26 05:23:57 +00:00
void EnablePreviewDisplay(bool enable);
void TogglePreview();
void OpenStudioProgramProjector();
void OpenPreviewProjector();
void OpenSourceProjector();
void OpenMultiviewProjector();
void OpenSceneProjector();
void OpenStudioProgramWindow();
void OpenPreviewWindow();
void OpenSourceWindow();
void OpenSceneWindow();
2018-04-28 02:49:48 +00:00
void StackedMixerAreaContextMenuRequested();
void ResizeOutputSizeOfSource();
void RepairOldExtraDockName();
void RepairCustomExtraDockName();
/* Stream action (start/stop) slot */
void StreamActionTriggered();
/* Record action (start/stop) slot */
void RecordActionTriggered();
/* Record pause (pause/unpause) slot */
void RecordPauseToggled();
/* Replay Buffer action (start/stop) slot */
void ReplayBufferActionTriggered();
/* Virtual Cam action (start/stop) slots */
void VirtualCamActionTriggered();
void OpenVirtualCamConfig();
/* Studio Mode toggle slot */
void TogglePreviewProgramMode();
public slots:
void on_actionResetTransform_triggered();
bool StreamingActive();
bool RecordingActive();
bool ReplayBufferActive();
bool VirtualCamActive();
void ClearContextBar();
void UpdateContextBar(bool force = false);
void UpdateContextBarDeferred(bool force = false);
void UpdateContextBarVisibility();
signals:
/* Streaming signals */
void StreamingPreparing();
void StreamingStarting(bool broadcastAutoStart);
void StreamingStarted(bool withDelay = false);
void StreamingStopping();
void StreamingStopped(bool withDelay = false);
/* Broadcast Flow signals */
void BroadcastFlowEnabled(bool enabled);
void BroadcastStreamReady(bool ready);
void BroadcastStreamActive();
void BroadcastStreamStarted(bool autoStop);
/* Recording signals */
void RecordingStarted(bool pausable = false);
void RecordingPaused();
void RecordingUnpaused();
void RecordingStopping();
void RecordingStopped();
/* Replay Buffer signals */
void ReplayBufEnabled(bool enabled);
void ReplayBufStarted();
void ReplayBufStopping();
void ReplayBufStopped();
/* Virtual Camera signals */
void VirtualCamEnabled();
void VirtualCamStarted();
void VirtualCamStopped();
/* Studio Mode signal */
void PreviewProgramModeChanged(bool enabled);
private:
std::unique_ptr<Ui::OBSBasic> ui;
QPointer<OBSDock> controlsDock;
public:
/* `undo_s` needs to be declared after `ui` to prevent an uninitialized
* warning for `ui` while initializing `undo_s`. */
undo_stack undo_s;
Change the UI to Qt (work in progress) -------------------------------------------------- Notes and details -------------------------------------------------- Why was this done? Because wxWidgets was just lacking in many areas. I know wxWidgets is designed to be used with native controls, and that's great, but wxWidgets just is not a feature-complete toolkit for multiplatform applications. It lacks in dialog editors, its code is archaic and outdated, and I just feel frustrated every time I try to do things with it. Qt on the other hand.. I had to actually try Qt to realize how much better it was as a toolkit. They've got everything from dialog editors, to an IDE, a debugger, build tools, just everything, and it's all top-notch and highly maintained. The focus of the toolkit is application development, and they spend their time trying to help people do exactly that: make programs. Great support, great tools, and because of that, great toolkit. I just didn't want to alienate any developers by being stubborn about native widgets. There *are* some things that are rather lackluster about it and design choices I disagree with though. For example, I realize that to have an easy to use toolkit you have to have some level of code generation. However, in my personal and humble opinion, moc just feels like a terrible way to approach the problem. Even now I feel like there are a variety of ways you could handle code generation and automatic management of things like that. I don't like the idea of circumventing the language itself like that. It feels like one giant massive hack. -------------------------------------------------- Things that aren't working properly: -------------------------------------------------- - Settings dialog is not implemented. The dialog is complete but the code to handle the dialog hasn't been constructed yet. - There is a problem with using Qt widgets as a device target on windows, with at least OpenGL: if I have the preview widget automatically resize itself, it seems to cause some sort of video card failure that I don't understand. - Because of the above, resizing the preview widget has been disabled until I can figure out what's going on, so it's currently only a 32x32 area. - Direct3D doesn't seem to render correctly either, seems that the viewport is messed up or something. I'm sort of confused about what's going on with it. - The new main window seems to be triggering more race conditions than the wxWidgets main window dialog did. I'm not entirely sure what's going on here, but this may just be existing race conditions within libobs itself that I just never spotted before (even though I tend to be very thorough with race conditions any time I use variables cross-thread)
2014-01-23 18:53:55 +00:00
explicit OBSBasic(QWidget *parent = 0);
virtual ~OBSBasic();
2013-11-23 03:43:48 +00:00
virtual void OBSInit() override;
virtual config_t *Config() const override;
virtual int GetProfilePath(char *path, size_t size,
const char *file) const override;
static void InitBrowserPanelSafeBlock();
#ifdef YOUTUBE_ENABLED
void NewYouTubeAppDock();
void DeleteYouTubeAppDock();
YouTubeAppDock *GetYouTubeAppDock();
#endif
};
extern bool cef_js_avail;
class SceneRenameDelegate : public QStyledItemDelegate {
Q_OBJECT
public:
SceneRenameDelegate(QObject *parent);
virtual void setEditorData(QWidget *editor,
const QModelIndex &index) const override;
protected:
virtual bool eventFilter(QObject *editor, QEvent *event) override;
};