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

5823 lines
151 KiB
C++
Raw Normal View History

/******************************************************************************
Copyright (C) 2013-2015 by Hugh Bailey <obs.jim@gmail.com>
Zachary Lund <admin@computerquip.com>
Philippe Groarke <philippe.groarke@gmail.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/>.
******************************************************************************/
2014-07-14 06:56:28 +00:00
#include <time.h>
2013-12-23 00:42:02 +00:00
#include <obs.hpp>
#include <QGuiApplication>
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 It lacks in dialog editors, its code is archaic and outdated, and I just feel frustrated every time I try to do things with it.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 <QMessageBox>
#include <QShowEvent>
#include <QDesktopServices>
#include <QFileDialog>
#include <QDesktopWidget>
#include <QRect>
#include <QScreen>
#include <util/dstr.h>
#include <util/util.hpp>
#include <util/platform.h>
2015-07-11 06:04:12 +00:00
#include <util/profiler.hpp>
#include <util/dstr.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.
2014-06-15 07:54:48 +00:00
#include <graphics/math-defs.h>
#include "obs-app.hpp"
#include "platform.hpp"
#include "visibility-item-widget.hpp"
#include "item-widget-helpers.hpp"
#include "window-basic-settings.hpp"
#include "window-namedialog.hpp"
#include "window-basic-auto-config.hpp"
#include "window-basic-source-select.hpp"
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 "window-basic-main.hpp"
#include "window-basic-stats.hpp"
#include "window-basic-main-outputs.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"
#include "window-log-reply.hpp"
#include "window-projector.hpp"
#include "window-remux.hpp"
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 "qt-wrappers.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 "display-helpers.hpp"
#include "volume-control.hpp"
#include "remote-text.hpp"
2017-02-20 12:46:29 +00:00
#if defined(_WIN32) && defined(ENABLE_WIN_UPDATER)
#include "win-update/win-update.hpp"
#endif
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 <fstream>
Implement RTMP module (still needs drop code) - Implement the RTMP output module. This time around, we just use a simple FLV muxer, then just write to the stream with RTMP_Write. Easy and effective. - Fix the FLV muxer, the muxer now outputs proper FLV packets. - Output API: * When using encoders, automatically interleave encoded packets before sending it to the output. * Pair encoders and have them automatically wait for the other to start to ensure sync. * Change 'obs_output_signal_start_fail' to 'obs_output_signal_stop' because it was a bit confusing, and doing this makes a lot more sense for outputs that need to stop suddenly (disconnections/etc). - Encoder API: * Remove some unnecessary encoder functions from the actual API and make them internal. Most of the encoder functions are handled automatically by outputs anyway, so there's no real need to expose them and end up inadvertently confusing plugin writers. * Have audio encoders wait for the video encoder to get a frame, then start at the exact data point that the first video frame starts to ensure the most accrate sync of video/audio possible. * Add a required 'frame_size' callback for audio encoders that returns the expected number of frames desired to encode with. This way, the libobs encoder API can handle the circular buffering internally automatically for the encoder modules, so encoder writers don't have to do it themselves. - Fix a few bugs in the serializer interface. It was passing the wrong variable for the data in a few cases. - If a source has video, make obs_source_update defer the actual update callback until the tick function is called to prevent threading issues.
2014-04-08 05:00:10 +00:00
#include <sstream>
#include <QScreen>
#include <QWindow>
using namespace std;
2013-11-22 23:20:52 +00:00
namespace {
template <typename OBSRef>
struct SignalContainer {
OBSRef ref;
vector<shared_ptr<OBSSignal>> handlers;
};
}
Q_DECLARE_METATYPE(OBSScene);
Q_DECLARE_METATYPE(OBSSceneItem);
2014-10-29 14:53:59 +00:00
Q_DECLARE_METATYPE(OBSSource);
Q_DECLARE_METATYPE(obs_order_movement);
Q_DECLARE_METATYPE(SignalContainer<OBSScene>);
template <typename T>
static T GetOBSRef(QListWidgetItem *item)
{
return item->data(static_cast<int>(QtDataRole::OBSRef)).value<T>();
}
template <typename T>
static void SetOBSRef(QListWidgetItem *item, T &&val)
{
item->setData(static_cast<int>(QtDataRole::OBSRef),
QVariant::fromValue(val));
}
static void AddExtraModulePaths()
{
char base_module_dir[512];
#if defined(_WIN32) || defined(__APPLE__)
int ret = GetProgramDataPath(base_module_dir, sizeof(base_module_dir),
"obs-studio/plugins/%module%");
#else
int ret = GetConfigPath(base_module_dir, sizeof(base_module_dir),
"obs-studio/plugins/%module%");
#endif
2014-08-31 14:28:36 +00:00
if (ret <= 0)
return;
string path = (char*)base_module_dir;
#if defined(__APPLE__)
obs_add_module_path((path + "/bin").c_str(), (path + "/data").c_str());
BPtr<char> config_bin = os_get_config_path_ptr("obs-studio/plugins/%module%/bin");
BPtr<char> config_data = os_get_config_path_ptr("obs-studio/plugins/%module%/data");
obs_add_module_path(config_bin, config_data);
#elif ARCH_BITS == 64
obs_add_module_path((path + "/bin/64bit").c_str(),
(path + "/data").c_str());
#else
obs_add_module_path((path + "/bin/32bit").c_str(),
(path + "/data").c_str());
#endif
}
static QList<QKeySequence> DeleteKeys;
OBSBasic::OBSBasic(QWidget *parent)
: OBSMainWindow (parent),
ui (new Ui::OBSBasic)
{
setAttribute(Qt::WA_NativeWindow);
projectorArray.resize(10, "");
previewProjectorArray.resize(10, 0);
2016-09-26 19:40:23 +00:00
setAcceptDrops(true);
ui->setupUi(this);
ui->previewDisabledLabel->setVisible(false);
startingDockLayout = saveState();
copyActionsDynamicProperties();
ui->sources->setItemDelegate(new VisibilityItemDelegate(ui->sources));
char styleSheetPath[512];
int ret = GetProfilePath(styleSheetPath, sizeof(styleSheetPath),
"stylesheet.qss");
if (ret > 0) {
if (QFile::exists(styleSheetPath)) {
QString path = QString("file:///") +
QT_UTF8(styleSheetPath);
App()->setStyleSheet(path);
}
}
2014-10-29 14:54:45 +00:00
qRegisterMetaType<OBSScene> ("OBSScene");
qRegisterMetaType<OBSSceneItem>("OBSSceneItem");
qRegisterMetaType<OBSSource> ("OBSSource");
2014-11-01 20:48:58 +00:00
qRegisterMetaType<obs_hotkey_id>("obs_hotkey_id");
2014-10-29 14:54:45 +00:00
qRegisterMetaTypeStreamOperators<
std::vector<std::shared_ptr<OBSSignal>>>(
"std::vector<std::shared_ptr<OBSSignal>>");
qRegisterMetaTypeStreamOperators<OBSScene>("OBSScene");
qRegisterMetaTypeStreamOperators<OBSSceneItem>("OBSSceneItem");
ui->scenes->setAttribute(Qt::WA_MacShowFocusRect, false);
ui->sources->setAttribute(Qt::WA_MacShowFocusRect, false);
auto displayResize = [this]() {
struct obs_video_info ovi;
if (obs_get_video_info(&ovi))
ResizePreview(ovi.base_width, ovi.base_height);
};
connect(windowHandle(), &QWindow::screenChanged, displayResize);
connect(ui->preview, &OBSQTDisplay::DisplayResized, displayResize);
2014-11-01 20:48:58 +00:00
installEventFilter(CreateShortcutFilter());
stringstream name;
2016-08-21 18:26:15 +00:00
name << "OBS " << App()->GetVersionString();
blog(LOG_INFO, "%s", name.str().c_str());
blog(LOG_INFO, "---------------------------------");
UpdateTitleBar();
2014-06-30 07:06:01 +00:00
connect(ui->scenes->itemDelegate(),
SIGNAL(closeEditor(QWidget*,
QAbstractItemDelegate::EndEditHint)),
this,
SLOT(SceneNameEdited(QWidget*,
QAbstractItemDelegate::EndEditHint)));
connect(ui->sources->itemDelegate(),
SIGNAL(closeEditor(QWidget*,
QAbstractItemDelegate::EndEditHint)),
this,
SLOT(SceneItemNameEdited(QWidget*,
QAbstractItemDelegate::EndEditHint)));
cpuUsageInfo = os_cpu_usage_info_start();
cpuUsageTimer = new QTimer(this);
connect(cpuUsageTimer, SIGNAL(timeout()),
ui->statusbar, SLOT(UpdateCPUUsage()));
cpuUsageTimer->start(3000);
DeleteKeys =
#ifdef __APPLE__
QList<QKeySequence>{{Qt::Key_Backspace}} <<
#endif
QKeySequence::keyBindings(QKeySequence::Delete);
#ifdef __APPLE__
ui->actionRemoveSource->setShortcuts(DeleteKeys);
ui->actionRemoveScene->setShortcuts(DeleteKeys);
ui->action_Settings->setMenuRole(QAction::PreferencesRole);
ui->actionE_xit->setMenuRole(QAction::QuitRole);
#endif
auto addNudge = [this](const QKeySequence &seq, const char *s)
{
QAction *nudge = new QAction(ui->preview);
nudge->setShortcut(seq);
nudge->setShortcutContext(Qt::WidgetShortcut);
ui->preview->addAction(nudge);
connect(nudge, SIGNAL(triggered()), this, s);
};
addNudge(Qt::Key_Up, SLOT(NudgeUp()));
addNudge(Qt::Key_Down, SLOT(NudgeDown()));
addNudge(Qt::Key_Left, SLOT(NudgeLeft()));
addNudge(Qt::Key_Right, SLOT(NudgeRight()));
auto assignDockToggle = [this](QDockWidget *dock, QAction *action)
{
auto handleWindowToggle = [action] (bool vis)
{
action->blockSignals(true);
action->setChecked(vis);
action->blockSignals(false);
};
auto handleMenuToggle = [dock] (bool check)
{
dock->blockSignals(true);
dock->setVisible(check);
dock->blockSignals(false);
};
dock->connect(dock->toggleViewAction(), &QAction::toggled,
handleWindowToggle);
dock->connect(action, &QAction::toggled,
handleMenuToggle);
};
assignDockToggle(ui->scenesDock, ui->toggleScenes);
assignDockToggle(ui->sourcesDock, ui->toggleSources);
assignDockToggle(ui->mixerDock, ui->toggleMixer);
assignDockToggle(ui->transitionsDock, ui->toggleTransitions);
assignDockToggle(ui->controlsDock, ui->toggleControls);
//hide all docking panes
ui->toggleScenes->setChecked(false);
ui->toggleSources->setChecked(false);
ui->toggleMixer->setChecked(false);
ui->toggleTransitions->setChecked(false);
ui->toggleControls->setChecked(false);
//restore parent window geometry
const char *geometry = config_get_string(App()->GlobalConfig(),
"BasicWindow", "geometry");
if (geometry != NULL) {
QByteArray byteArray = QByteArray::fromBase64(
QByteArray(geometry));
restoreGeometry(byteArray);
QRect windowGeometry = normalGeometry();
if (!WindowPositionValid(windowGeometry)) {
QRect rect = App()->desktop()->geometry();
setGeometry(QStyle::alignedRect(
Qt::LeftToRight,
Qt::AlignCenter,
size(), rect));
}
}
}
static void SaveAudioDevice(const char *name, int channel, obs_data_t *parent,
vector<OBSSource> &audioSources)
{
obs_source_t *source = obs_get_output_source(channel);
if (!source)
return;
audioSources.push_back(source);
obs_data_t *data = obs_save_source(source);
obs_data_set_obj(parent, name, data);
obs_data_release(data);
obs_source_release(source);
}
static obs_data_t *GenerateSaveData(obs_data_array_t *sceneOrder,
obs_data_array_t *quickTransitionData, int transitionDuration,
2016-02-27 10:50:04 +00:00
obs_data_array_t *transitions,
OBSScene &scene, OBSSource &curProgramScene,
obs_data_array_t *savedProjectorList,
obs_data_array_t *savedPreviewProjectorList)
{
obs_data_t *saveData = obs_data_create();
vector<OBSSource> audioSources;
audioSources.reserve(5);
SaveAudioDevice(DESKTOP_AUDIO_1, 1, saveData, audioSources);
SaveAudioDevice(DESKTOP_AUDIO_2, 2, saveData, audioSources);
SaveAudioDevice(AUX_AUDIO_1, 3, saveData, audioSources);
SaveAudioDevice(AUX_AUDIO_2, 4, saveData, audioSources);
SaveAudioDevice(AUX_AUDIO_3, 5, saveData, audioSources);
auto FilterAudioSources = [&](obs_source_t *source)
{
return find(begin(audioSources), end(audioSources), source) ==
end(audioSources);
};
using FilterAudioSources_t = decltype(FilterAudioSources);
obs_data_array_t *sourcesArray = obs_save_sources_filtered(
[](void *data, obs_source_t *source)
{
return (*static_cast<FilterAudioSources_t*>(data))(source);
}, static_cast<void*>(&FilterAudioSources));
obs_source_t *transition = obs_get_output_source(0);
obs_source_t *currentScene = obs_scene_get_source(scene);
const char *sceneName = obs_source_get_name(currentScene);
const char *programName = obs_source_get_name(curProgramScene);
const char *sceneCollection = config_get_string(App()->GlobalConfig(),
"Basic", "SceneCollection");
obs_data_set_string(saveData, "current_scene", sceneName);
obs_data_set_string(saveData, "current_program_scene", programName);
obs_data_set_array(saveData, "scene_order", sceneOrder);
obs_data_set_string(saveData, "name", sceneCollection);
obs_data_set_array(saveData, "sources", sourcesArray);
obs_data_set_array(saveData, "quick_transitions", quickTransitionData);
2016-02-27 10:50:04 +00:00
obs_data_set_array(saveData, "transitions", transitions);
obs_data_set_array(saveData, "saved_projectors", savedProjectorList);
obs_data_set_array(saveData, "saved_preview_projectors",
savedPreviewProjectorList);
obs_data_array_release(sourcesArray);
obs_data_set_string(saveData, "current_transition",
obs_source_get_name(transition));
obs_data_set_int(saveData, "transition_duration", transitionDuration);
obs_source_release(transition);
return saveData;
}
void OBSBasic::copyActionsDynamicProperties()
{
// Themes need the QAction dynamic properties
for (QAction *x : ui->scenesToolbar->actions()) {
QWidget* temp = ui->scenesToolbar->widgetForAction(x);
for (QByteArray &y : x->dynamicPropertyNames()) {
temp->setProperty(y, x->property(y));
}
}
for (QAction *x : ui->sourcesToolbar->actions()) {
QWidget* temp = ui->sourcesToolbar->widgetForAction(x);
for (QByteArray &y : x->dynamicPropertyNames()) {
temp->setProperty(y, x->property(y));
}
}
}
void OBSBasic::ClearVolumeControls()
{
VolControl *control;
for (size_t i = 0; i < volumes.size(); i++) {
control = volumes[i];
delete control;
}
volumes.clear();
}
obs_data_array_t *OBSBasic::SaveSceneListOrder()
{
obs_data_array_t *sceneOrder = obs_data_array_create();
for (int i = 0; i < ui->scenes->count(); i++) {
obs_data_t *data = obs_data_create();
obs_data_set_string(data, "name",
QT_TO_UTF8(ui->scenes->item(i)->text()));
obs_data_array_push_back(sceneOrder, data);
obs_data_release(data);
}
return sceneOrder;
}
obs_data_array_t *OBSBasic::SaveProjectors()
{
obs_data_array_t *saveProjector = obs_data_array_create();
for (size_t i = 0; i < projectorArray.size(); i++) {
obs_data_t *data = obs_data_create();
obs_data_set_string(data, "saved_projectors",
projectorArray.at(i).c_str());
obs_data_array_push_back(saveProjector, data);
obs_data_release(data);
}
return saveProjector;
}
obs_data_array_t *OBSBasic::SavePreviewProjectors()
{
obs_data_array_t *saveProjector = obs_data_array_create();
for (size_t i = 0; i < previewProjectorArray.size(); i++) {
obs_data_t *data = obs_data_create();
obs_data_set_int(data, "saved_preview_projectors",
previewProjectorArray.at(i));
obs_data_array_push_back(saveProjector, data);
obs_data_release(data);
}
return saveProjector;
}
void OBSBasic::Save(const char *file)
{
OBSScene scene = GetCurrentScene();
OBSSource curProgramScene = OBSGetStrongRef(programScene);
if (!curProgramScene)
curProgramScene = obs_scene_get_source(scene);
obs_data_array_t *sceneOrder = SaveSceneListOrder();
2016-02-27 10:50:04 +00:00
obs_data_array_t *transitions = SaveTransitions();
obs_data_array_t *quickTrData = SaveQuickTransitions();
obs_data_array_t *savedProjectorList = SaveProjectors();
obs_data_array_t *savedPreviewProjectorList = SavePreviewProjectors();
obs_data_t *saveData = GenerateSaveData(sceneOrder, quickTrData,
2016-02-27 10:50:04 +00:00
ui->transitionDuration->value(), transitions,
scene, curProgramScene, savedProjectorList,
savedPreviewProjectorList);
obs_data_set_bool(saveData, "preview_locked", ui->preview->Locked());
obs_data_set_bool(saveData, "scaling_enabled",
ui->preview->IsFixedScaling());
obs_data_set_int(saveData, "scaling_level",
ui->preview->GetScalingLevel());
obs_data_set_double(saveData, "scaling_off_x",
ui->preview->GetScrollX());
obs_data_set_double(saveData, "scaling_off_y",
ui->preview->GetScrollY());
if (api) {
obs_data_t *moduleObj = obs_data_create();
api->on_save(moduleObj);
obs_data_set_obj(saveData, "modules", moduleObj);
obs_data_release(moduleObj);
}
if (!obs_data_save_json_safe(saveData, file, "tmp", "bak"))
blog(LOG_ERROR, "Could not save scene data to %s", file);
obs_data_release(saveData);
obs_data_array_release(sceneOrder);
obs_data_array_release(quickTrData);
2016-02-27 10:50:04 +00:00
obs_data_array_release(transitions);
obs_data_array_release(savedProjectorList);
obs_data_array_release(savedPreviewProjectorList);
}
static void LoadAudioDevice(const char *name, int channel, obs_data_t *parent)
{
obs_data_t *data = obs_data_get_obj(parent, name);
if (!data)
return;
obs_source_t *source = obs_load_source(data);
if (source) {
obs_set_output_source(channel, source);
obs_source_release(source);
}
obs_data_release(data);
}
static inline bool HasAudioDevices(const char *source_id)
{
const char *output_id = source_id;
obs_properties_t *props = obs_get_source_properties(output_id);
size_t count = 0;
if (!props)
return false;
obs_property_t *devices = obs_properties_get(props, "device_id");
if (devices)
count = obs_property_list_item_count(devices);
obs_properties_destroy(props);
return count != 0;
}
void OBSBasic::CreateFirstRunSources()
{
bool hasDesktopAudio = HasAudioDevices(App()->OutputAudioSource());
bool hasInputAudio = HasAudioDevices(App()->InputAudioSource());
if (hasDesktopAudio)
ResetAudioDevice(App()->OutputAudioSource(), "default",
Str("Basic.DesktopDevice1"), 1);
if (hasInputAudio)
ResetAudioDevice(App()->InputAudioSource(), "default",
Str("Basic.AuxDevice1"), 3);
}
void OBSBasic::CreateDefaultScene(bool firstStart)
{
disableSaving++;
ClearSceneData();
InitDefaultTransitions();
CreateDefaultQuickTransitions();
ui->transitionDuration->setValue(300);
SetTransition(fadeTransition);
obs_scene_t *scene = obs_scene_create(Str("Basic.Scene"));
if (firstStart)
CreateFirstRunSources();
AddScene(obs_scene_get_source(scene));
SetCurrentScene(scene, true);
obs_scene_release(scene);
2015-06-30 12:49:31 +00:00
disableSaving--;
}
static void ReorderItemByName(QListWidget *lw, const char *name, int newIndex)
{
for (int i = 0; i < lw->count(); i++) {
QListWidgetItem *item = lw->item(i);
if (strcmp(name, QT_TO_UTF8(item->text())) == 0) {
if (newIndex != i) {
item = lw->takeItem(i);
lw->insertItem(newIndex, item);
}
break;
}
}
}
void OBSBasic::LoadSceneListOrder(obs_data_array_t *array)
{
size_t num = obs_data_array_count(array);
for (size_t i = 0; i < num; i++) {
obs_data_t *data = obs_data_array_item(array, i);
const char *name = obs_data_get_string(data, "name");
ReorderItemByName(ui->scenes, name, (int)i);
obs_data_release(data);
}
}
void OBSBasic::LoadSavedProjectors(obs_data_array_t *array)
{
size_t num = obs_data_array_count(array);
for (size_t i = 0; i < num; i++) {
obs_data_t *data = obs_data_array_item(array, i);
projectorArray.at(i) = obs_data_get_string(data,
"saved_projectors");
obs_data_release(data);
}
}
void OBSBasic::LoadSavedPreviewProjectors(obs_data_array_t *array)
{
size_t num = obs_data_array_count(array);
for (size_t i = 0; i < num; i++) {
obs_data_t *data = obs_data_array_item(array, i);
previewProjectorArray.at(i) = obs_data_get_int(data,
"saved_preview_projectors");
obs_data_release(data);
}
}
static void LogFilter(obs_source_t*, obs_source_t *filter, void *v_val)
{
const char *name = obs_source_get_name(filter);
const char *id = obs_source_get_id(filter);
int val = (int)(intptr_t)v_val;
string indent;
for (int i = 0; i < val; i++)
indent += " ";
blog(LOG_INFO, "%s- filter: '%s' (%s)", indent.c_str(), name, id);
}
static bool LogSceneItem(obs_scene_t*, obs_sceneitem_t *item, void*)
{
obs_source_t *source = obs_sceneitem_get_source(item);
const char *name = obs_source_get_name(source);
const char *id = obs_source_get_id(source);
blog(LOG_INFO, " - source: '%s' (%s)", name, id);
obs_monitoring_type monitoring_type =
obs_source_get_monitoring_type(source);
if (monitoring_type != OBS_MONITORING_TYPE_NONE) {
const char *type =
(monitoring_type == OBS_MONITORING_TYPE_MONITOR_ONLY)
? "monitor only"
: "monitor and output";
blog(LOG_INFO, " - monitoring: %s", type);
}
obs_source_enum_filters(source, LogFilter, (void*)(intptr_t)2);
return true;
}
void OBSBasic::LogScenes()
{
blog(LOG_INFO, "------------------------------------------------");
blog(LOG_INFO, "Loaded scenes:");
for (int i = 0; i < ui->scenes->count(); i++) {
QListWidgetItem *item = ui->scenes->item(i);
OBSScene scene = GetOBSRef<OBSScene>(item);
obs_source_t *source = obs_scene_get_source(scene);
const char *name = obs_source_get_name(source);
blog(LOG_INFO, "- scene '%s':", name);
obs_scene_enum_items(scene, LogSceneItem, nullptr);
obs_source_enum_filters(source, LogFilter, (void*)(intptr_t)1);
}
blog(LOG_INFO, "------------------------------------------------");
}
void OBSBasic::Load(const char *file)
{
disableSaving++;
obs_data_t *data = obs_data_create_from_json_file_safe(file, "bak");
if (!data) {
disableSaving--;
blog(LOG_INFO, "No scene file found, creating default scene");
CreateDefaultScene(true);
SaveProject();
return;
}
ClearSceneData();
InitDefaultTransitions();
obs_data_array_t *sceneOrder = obs_data_get_array(data, "scene_order");
obs_data_array_t *sources = obs_data_get_array(data, "sources");
2016-02-27 10:50:04 +00:00
obs_data_array_t *transitions= obs_data_get_array(data, "transitions");
const char *sceneName = obs_data_get_string(data,
"current_scene");
const char *programSceneName = obs_data_get_string(data,
"current_program_scene");
const char *transitionName = obs_data_get_string(data,
"current_transition");
if (!opt_starting_scene.empty()) {
programSceneName = opt_starting_scene.c_str();
if (!IsPreviewProgramMode())
sceneName = opt_starting_scene.c_str();
}
int newDuration = obs_data_get_int(data, "transition_duration");
if (!newDuration)
newDuration = 300;
if (!transitionName)
transitionName = obs_source_get_name(fadeTransition);
const char *curSceneCollection = config_get_string(
App()->GlobalConfig(), "Basic", "SceneCollection");
obs_data_set_default_string(data, "name", curSceneCollection);
const char *name = obs_data_get_string(data, "name");
obs_source_t *curScene;
obs_source_t *curProgramScene;
obs_source_t *curTransition;
if (!name || !*name)
name = curSceneCollection;
LoadAudioDevice(DESKTOP_AUDIO_1, 1, data);
LoadAudioDevice(DESKTOP_AUDIO_2, 2, data);
LoadAudioDevice(AUX_AUDIO_1, 3, data);
LoadAudioDevice(AUX_AUDIO_2, 4, data);
LoadAudioDevice(AUX_AUDIO_3, 5, data);
obs_load_sources(sources, OBSBasic::SourceLoaded, this);
2016-02-27 10:50:04 +00:00
if (transitions)
LoadTransitions(transitions);
if (sceneOrder)
LoadSceneListOrder(sceneOrder);
2016-02-27 10:50:04 +00:00
obs_data_array_release(transitions);
curTransition = FindTransition(transitionName);
if (!curTransition)
curTransition = fadeTransition;
ui->transitionDuration->setValue(newDuration);
SetTransition(curTransition);
obs_data_array_t *savedProjectors = obs_data_get_array(data,
"saved_projectors");
if (savedProjectors)
LoadSavedProjectors(savedProjectors);
obs_data_array_release(savedProjectors);
obs_data_array_t *savedPreviewProjectors = obs_data_get_array(data,
"saved_preview_projectors");
if (savedPreviewProjectors)
LoadSavedPreviewProjectors(savedPreviewProjectors);
obs_data_array_release(savedPreviewProjectors);
retryScene:
curScene = obs_get_source_by_name(sceneName);
curProgramScene = obs_get_source_by_name(programSceneName);
/* if the starting scene command line parameter is bad at all,
* fall back to original settings */
if (!opt_starting_scene.empty() && (!curScene || !curProgramScene)) {
sceneName = obs_data_get_string(data, "current_scene");
programSceneName = obs_data_get_string(data,
"current_program_scene");
obs_source_release(curScene);
obs_source_release(curProgramScene);
opt_starting_scene.clear();
goto retryScene;
}
if (!curProgramScene) {
curProgramScene = curScene;
obs_source_addref(curScene);
}
SetCurrentScene(curScene, true);
if (IsPreviewProgramMode())
TransitionToScene(curProgramScene, true);
obs_source_release(curScene);
obs_source_release(curProgramScene);
obs_data_array_release(sources);
obs_data_array_release(sceneOrder);
std::string file_base = strrchr(file, '/') + 1;
file_base.erase(file_base.size() - 5, 5);
config_set_string(App()->GlobalConfig(), "Basic", "SceneCollection",
name);
config_set_string(App()->GlobalConfig(), "Basic", "SceneCollectionFile",
file_base.c_str());
obs_data_array_t *quickTransitionData = obs_data_get_array(data,
"quick_transitions");
LoadQuickTransitions(quickTransitionData);
obs_data_array_release(quickTransitionData);
RefreshQuickTransitions();
bool previewLocked = obs_data_get_bool(data, "preview_locked");
ui->preview->SetLocked(previewLocked);
ui->actionLockPreview->setChecked(previewLocked);
/* ---------------------- */
bool fixedScaling = obs_data_get_bool(data, "scaling_enabled");
int scalingLevel = (int)obs_data_get_int(data, "scaling_level");
float scrollOffX = (float)obs_data_get_double(data, "scaling_off_x");
float scrollOffY = (float)obs_data_get_double(data, "scaling_off_y");
if (fixedScaling) {
ui->preview->SetScalingLevel(scalingLevel);
ui->preview->SetScrollingOffset(scrollOffX, scrollOffY);
}
ui->preview->SetFixedScaling(fixedScaling);
/* ---------------------- */
if (api) {
obs_data_t *modulesObj = obs_data_get_obj(data, "modules");
api->on_load(modulesObj);
obs_data_release(modulesObj);
}
obs_data_release(data);
2015-06-30 12:49:31 +00:00
if (!opt_starting_scene.empty())
opt_starting_scene.clear();
if (opt_start_streaming) {
blog(LOG_INFO, "Starting stream due to command line parameter");
QMetaObject::invokeMethod(this, "StartStreaming",
Qt::QueuedConnection);
opt_start_streaming = false;
}
if (opt_start_recording) {
blog(LOG_INFO, "Starting recording due to command line parameter");
QMetaObject::invokeMethod(this, "StartRecording",
Qt::QueuedConnection);
opt_start_recording = false;
}
2017-01-11 19:19:17 +00:00
if (opt_start_replaybuffer) {
QMetaObject::invokeMethod(this, "StartReplayBuffer",
Qt::QueuedConnection);
opt_start_replaybuffer = false;
}
LogScenes();
2015-06-30 12:49:31 +00:00
disableSaving--;
}
#define SERVICE_PATH "service.json"
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 OBSBasic::SaveService()
{
if (!service)
return;
char serviceJsonPath[512];
int ret = GetProfilePath(serviceJsonPath, sizeof(serviceJsonPath),
SERVICE_PATH);
if (ret <= 0)
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
return;
obs_data_t *data = obs_data_create();
obs_data_t *settings = obs_service_get_settings(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
obs_data_set_string(data, "type", obs_service_get_type(service));
obs_data_set_obj(data, "settings", settings);
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
if (!obs_data_save_json_safe(data, serviceJsonPath, "tmp", "bak"))
blog(LOG_WARNING, "Failed to save 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
obs_data_release(settings);
obs_data_release(data);
}
bool OBSBasic::LoadService()
{
const char *type;
char serviceJsonPath[512];
int ret = GetProfilePath(serviceJsonPath, sizeof(serviceJsonPath),
SERVICE_PATH);
if (ret <= 0)
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
return false;
obs_data_t *data = obs_data_create_from_json_file_safe(serviceJsonPath,
"bak");
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
obs_data_set_default_string(data, "type", "rtmp_common");
type = obs_data_get_string(data, "type");
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
obs_data_t *settings = obs_data_get_obj(data, "settings");
2015-04-04 22:03:40 +00:00
obs_data_t *hotkey_data = obs_data_get_obj(data, "hotkeys");
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
service = obs_service_create(type, "default_service", settings,
2015-04-04 22:03:40 +00:00
hotkey_data);
obs_service_release(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
2015-04-04 22:03:40 +00:00
obs_data_release(hotkey_data);
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
obs_data_release(settings);
obs_data_release(data);
return !!service;
}
bool OBSBasic::InitService()
{
2015-07-11 06:04:12 +00:00
ProfileScope("OBSBasic::InitService");
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
if (LoadService())
return true;
service = obs_service_create("rtmp_common", "default_service", nullptr,
nullptr);
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
if (!service)
return false;
obs_service_release(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
return true;
}
static const double scaled_vals[] =
{
1.0,
1.25,
(1.0/0.75),
1.5,
(1.0/0.6),
1.75,
2.0,
2.25,
2.5,
2.75,
3.0,
0.0
};
bool OBSBasic::InitBasicConfigDefaults()
{
QList<QScreen*> screens = QGuiApplication::screens();
if (!screens.size()) {
OBSErrorBox(NULL, "There appears to be no monitors. Er, this "
"technically shouldn't be possible.");
return false;
}
QScreen *primaryScreen = QGuiApplication::primaryScreen();
uint32_t cx = primaryScreen->size().width();
uint32_t cy = primaryScreen->size().height();
bool oldResolutionDefaults = config_get_bool(App()->GlobalConfig(),
"General", "Pre19Defaults");
/* use 1920x1080 for new default base res if main monitor is above
* 1920x1080, but don't apply for people from older builds -- only to
* new users */
if (!oldResolutionDefaults && (cx * cy) > (1920 * 1080)) {
cx = 1920;
cy = 1080;
}
/* ----------------------------------------------------- */
/* move over mixer values in advanced if older config */
if (config_has_user_value(basicConfig, "AdvOut", "RecTrackIndex") &&
!config_has_user_value(basicConfig, "AdvOut", "RecTracks")) {
uint64_t track = config_get_uint(basicConfig, "AdvOut",
"RecTrackIndex");
track = 1ULL << (track - 1);
config_set_uint(basicConfig, "AdvOut", "RecTracks", track);
config_remove_value(basicConfig, "AdvOut", "RecTrackIndex");
config_save_safe(basicConfig, "tmp", nullptr);
}
/* ----------------------------------------------------- */
config_set_default_string(basicConfig, "Output", "Mode", "Simple");
config_set_default_string(basicConfig, "SimpleOutput", "FilePath",
GetDefaultVideoSavePath().c_str());
config_set_default_string(basicConfig, "SimpleOutput", "RecFormat",
"flv");
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
config_set_default_uint (basicConfig, "SimpleOutput", "VBitrate",
2500);
config_set_default_string(basicConfig, "SimpleOutput", "StreamEncoder",
SIMPLE_ENCODER_X264);
config_set_default_uint (basicConfig, "SimpleOutput", "ABitrate", 160);
config_set_default_bool (basicConfig, "SimpleOutput", "UseAdvanced",
false);
config_set_default_bool (basicConfig, "SimpleOutput", "EnforceBitrate",
true);
config_set_default_string(basicConfig, "SimpleOutput", "Preset",
"veryfast");
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
config_set_default_string(basicConfig, "SimpleOutput", "RecQuality",
"Stream");
config_set_default_string(basicConfig, "SimpleOutput", "RecEncoder",
SIMPLE_ENCODER_X264);
config_set_default_bool(basicConfig, "SimpleOutput", "RecRB", false);
config_set_default_int(basicConfig, "SimpleOutput", "RecRBTime", 20);
config_set_default_int(basicConfig, "SimpleOutput", "RecRBSize", 512);
config_set_default_string(basicConfig, "SimpleOutput", "RecRBPrefix",
"Replay");
config_set_default_bool (basicConfig, "AdvOut", "ApplyServiceSettings",
true);
config_set_default_bool (basicConfig, "AdvOut", "UseRescale", false);
config_set_default_uint (basicConfig, "AdvOut", "TrackIndex", 1);
config_set_default_string(basicConfig, "AdvOut", "Encoder", "obs_x264");
config_set_default_string(basicConfig, "AdvOut", "RecType", "Standard");
config_set_default_string(basicConfig, "AdvOut", "RecFilePath",
GetDefaultVideoSavePath().c_str());
config_set_default_string(basicConfig, "AdvOut", "RecFormat", "flv");
config_set_default_bool (basicConfig, "AdvOut", "RecUseRescale",
false);
config_set_default_uint (basicConfig, "AdvOut", "RecTracks", (1<<0));
config_set_default_string(basicConfig, "AdvOut", "RecEncoder",
"none");
config_set_default_bool (basicConfig, "AdvOut", "FFOutputToFile",
true);
config_set_default_string(basicConfig, "AdvOut", "FFFilePath",
GetDefaultVideoSavePath().c_str());
config_set_default_string(basicConfig, "AdvOut", "FFExtension", "mp4");
config_set_default_uint (basicConfig, "AdvOut", "FFVBitrate", 2500);
config_set_default_uint (basicConfig, "AdvOut", "FFVGOPSize", 250);
config_set_default_bool (basicConfig, "AdvOut", "FFUseRescale",
false);
config_set_default_bool (basicConfig, "AdvOut", "FFIgnoreCompat",
false);
config_set_default_uint (basicConfig, "AdvOut", "FFABitrate", 160);
config_set_default_uint (basicConfig, "AdvOut", "FFAudioTrack", 1);
config_set_default_uint (basicConfig, "AdvOut", "Track1Bitrate", 160);
config_set_default_uint (basicConfig, "AdvOut", "Track2Bitrate", 160);
config_set_default_uint (basicConfig, "AdvOut", "Track3Bitrate", 160);
config_set_default_uint (basicConfig, "AdvOut", "Track4Bitrate", 160);
config_set_default_uint (basicConfig, "AdvOut", "Track5Bitrate", 160);
config_set_default_uint (basicConfig, "AdvOut", "Track6Bitrate", 160);
config_set_default_bool (basicConfig, "AdvOut", "RecRB", false);
config_set_default_uint (basicConfig, "AdvOut", "RecRBTime", 20);
config_set_default_int (basicConfig, "AdvOut", "RecRBSize", 512);
config_set_default_uint (basicConfig, "Video", "BaseCX", cx);
config_set_default_uint (basicConfig, "Video", "BaseCY", cy);
/* don't allow BaseCX/BaseCY to be susceptible to defaults changing */
if (!config_has_user_value(basicConfig, "Video", "BaseCX") ||
!config_has_user_value(basicConfig, "Video", "BaseCY")) {
config_set_uint(basicConfig, "Video", "BaseCX", cx);
config_set_uint(basicConfig, "Video", "BaseCY", cy);
config_save_safe(basicConfig, "tmp", nullptr);
}
config_set_default_string(basicConfig, "Output", "FilenameFormatting",
"%CCYY-%MM-%DD %hh-%mm-%ss");
config_set_default_bool (basicConfig, "Output", "DelayEnable", false);
config_set_default_uint (basicConfig, "Output", "DelaySec", 20);
config_set_default_bool (basicConfig, "Output", "DelayPreserve", true);
config_set_default_bool (basicConfig, "Output", "Reconnect", true);
config_set_default_uint (basicConfig, "Output", "RetryDelay", 10);
config_set_default_uint (basicConfig, "Output", "MaxRetries", 20);
config_set_default_string(basicConfig, "Output", "BindIP", "default");
2017-02-22 01:05:45 +00:00
config_set_default_bool (basicConfig, "Output", "NewSocketLoopEnable",
false);
config_set_default_bool (basicConfig, "Output", "LowLatencyEnable",
false);
int i = 0;
uint32_t scale_cx = cx;
uint32_t scale_cy = cy;
/* use a default scaled resolution that has a pixel count no higher
* than 1280x720 */
while (((scale_cx * scale_cy) > (1280 * 720)) && scaled_vals[i] > 0.0) {
double scale = scaled_vals[i++];
scale_cx = uint32_t(double(cx) / scale);
scale_cy = uint32_t(double(cy) / scale);
}
config_set_default_uint (basicConfig, "Video", "OutputCX", scale_cx);
config_set_default_uint (basicConfig, "Video", "OutputCY", scale_cy);
/* don't allow OutputCX/OutputCY to be susceptible to defaults
* changing */
if (!config_has_user_value(basicConfig, "Video", "OutputCX") ||
!config_has_user_value(basicConfig, "Video", "OutputCY")) {
config_set_uint(basicConfig, "Video", "OutputCX", scale_cx);
config_set_uint(basicConfig, "Video", "OutputCY", scale_cy);
config_save_safe(basicConfig, "tmp", nullptr);
}
config_set_default_uint (basicConfig, "Video", "FPSType", 0);
config_set_default_string(basicConfig, "Video", "FPSCommon", "30");
config_set_default_uint (basicConfig, "Video", "FPSInt", 30);
config_set_default_uint (basicConfig, "Video", "FPSNum", 30);
config_set_default_uint (basicConfig, "Video", "FPSDen", 1);
config_set_default_string(basicConfig, "Video", "ScaleType", "bicubic");
config_set_default_string(basicConfig, "Video", "ColorFormat", "NV12");
config_set_default_string(basicConfig, "Video", "ColorSpace", "601");
config_set_default_string(basicConfig, "Video", "ColorRange",
"Partial");
config_set_default_string(basicConfig, "Audio", "MonitoringDeviceId",
"default");
config_set_default_string(basicConfig, "Audio", "MonitoringDeviceName",
Str("Basic.Settings.Advanced.Audio.MonitoringDevice"
".Default"));
config_set_default_uint (basicConfig, "Audio", "SampleRate", 44100);
config_set_default_string(basicConfig, "Audio", "ChannelSetup",
"Stereo");
return true;
}
bool OBSBasic::InitBasicConfig()
{
2015-07-11 06:04:12 +00:00
ProfileScope("OBSBasic::InitBasicConfig");
char configPath[512];
int ret = GetProfilePath(configPath, sizeof(configPath), "");
if (ret <= 0) {
OBSErrorBox(nullptr, "Failed to get profile path");
return false;
}
if (os_mkdir(configPath) == MKDIR_ERROR) {
OBSErrorBox(nullptr, "Failed to create profile path");
return false;
}
ret = GetProfilePath(configPath, sizeof(configPath), "basic.ini");
if (ret <= 0) {
OBSErrorBox(nullptr, "Failed to get base.ini path");
return false;
}
int code = basicConfig.Open(configPath, CONFIG_OPEN_ALWAYS);
if (code != CONFIG_SUCCESS) {
OBSErrorBox(NULL, "Failed to open basic.ini: %d", code);
return false;
}
if (config_get_string(basicConfig, "General", "Name") == nullptr) {
const char *curName = config_get_string(App()->GlobalConfig(),
"Basic", "Profile");
config_set_string(basicConfig, "General", "Name", curName);
basicConfig.SaveSafe("tmp");
}
return InitBasicConfigDefaults();
}
void OBSBasic::InitOBSCallbacks()
{
2015-07-11 06:04:12 +00:00
ProfileScope("OBSBasic::InitOBSCallbacks");
2015-06-27 07:29:17 +00:00
signalHandlers.reserve(signalHandlers.size() + 6);
signalHandlers.emplace_back(obs_get_signal_handler(), "source_remove",
OBSBasic::SourceRemoved, this);
2015-06-27 07:29:17 +00:00
signalHandlers.emplace_back(obs_get_signal_handler(), "source_activate",
OBSBasic::SourceActivated, this);
2015-06-27 07:29:17 +00:00
signalHandlers.emplace_back(obs_get_signal_handler(), "source_deactivate",
OBSBasic::SourceDeactivated, this);
2015-06-27 07:29:17 +00:00
signalHandlers.emplace_back(obs_get_signal_handler(), "source_rename",
2014-06-30 07:06:01 +00:00
OBSBasic::SourceRenamed, this);
}
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 OBSBasic::InitPrimitives()
{
2015-07-11 06:04:12 +00:00
ProfileScope("OBSBasic::InitPrimitives");
obs_enter_graphics();
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
(API Change) Improve graphics API consistency Summary: - Prefix all graphics subsystem names with gs_ or GS_ - Unsquish funciton names (for example _setfloat to _set_float) - Changed create functions to be more consistent with the rest of the API elsewhere. For exmaple, instead of gs_create_texture/gs_texture_destroy, it's now gs_texture_create/gs_texture_destroy - Renamed gs_stencil_op enum to gs_stencil_op_type From: To: ----------------------------------------------------------- tvertarray gs_tvertarray vb_data gs_vb_data vbdata_create gs_vbdata_create vbdata_destroy gs_vbdata_destroy shader_param gs_shader_param gs_effect gs_effect effect_technique gs_effect_technique effect_pass gs_effect_pass effect_param gs_effect_param texture_t gs_texture_t stagesurf_t gs_stagesurf_t zstencil_t gs_zstencil_t vertbuffer_t gs_vertbuffer_t indexbuffer_t gs_indexbuffer_t samplerstate_t gs_samplerstate_t swapchain_t gs_swapchain_t texrender_t gs_texrender_t shader_t gs_shader_t sparam_t gs_sparam_t effect_t gs_effect_t technique_t gs_technique_t eparam_t gs_eparam_t device_t gs_device_t graphics_t graphics_t shader_param_type gs_shader_param_type SHADER_PARAM_UNKNOWN GS_SHADER_PARAM_UNKNOWN SHADER_PARAM_BOOL GS_SHADER_PARAM_BOOL SHADER_PARAM_FLOAT GS_SHADER_PARAM_FLOAT SHADER_PARAM_INT GS_SHADER_PARAM_INT SHADER_PARAM_STRING GS_SHADER_PARAM_STRING SHADER_PARAM_VEC2 GS_SHADER_PARAM_VEC2 SHADER_PARAM_VEC3 GS_SHADER_PARAM_VEC3 SHADER_PARAM_VEC4 GS_SHADER_PARAM_VEC4 SHADER_PARAM_MATRIX4X4 GS_SHADER_PARAM_MATRIX4X4 SHADER_PARAM_TEXTURE GS_SHADER_PARAM_TEXTURE shader_param_info gs_shader_param_info shader_type gs_shader_type SHADER_VERTEX GS_SHADER_VERTEX SHADER_PIXEL GS_SHADER_PIXEL shader_destroy gs_shader_destroy shader_numparams gs_shader_get_num_params shader_getparambyidx gs_shader_get_param_by_idx shader_getparambyname gs_shader_get_param_by_name shader_getviewprojmatrix gs_shader_get_viewproj_matrix shader_getworldmatrix gs_shader_get_world_matrix shader_getparaminfo gs_shader_get_param_info shader_setbool gs_shader_set_bool shader_setfloat gs_shader_set_float shader_setint gs_shader_set_int shader_setmatrix3 gs_shader_setmatrix3 shader_setmatrix4 gs_shader_set_matrix4 shader_setvec2 gs_shader_set_vec2 shader_setvec3 gs_shader_set_vec3 shader_setvec4 gs_shader_set_vec4 shader_settexture gs_shader_set_texture shader_setval gs_shader_set_val shader_setdefault gs_shader_set_default effect_property_type gs_effect_property_type EFFECT_NONE GS_EFFECT_NONE EFFECT_BOOL GS_EFFECT_BOOL EFFECT_FLOAT GS_EFFECT_FLOAT EFFECT_COLOR GS_EFFECT_COLOR EFFECT_TEXTURE GS_EFFECT_TEXTURE effect_param_info gs_effect_param_info effect_destroy gs_effect_destroy effect_gettechnique gs_effect_get_technique technique_begin gs_technique_begin technique_end gs_technique_end technique_beginpass gs_technique_begin_pass technique_beginpassbyname gs_technique_begin_pass_by_name technique_endpass gs_technique_end_pass effect_numparams gs_effect_get_num_params effect_getparambyidx gs_effect_get_param_by_idx effect_getparambyname gs_effect_get_param_by_name effect_updateparams gs_effect_update_params effect_getviewprojmatrix gs_effect_get_viewproj_matrix effect_getworldmatrix gs_effect_get_world_matrix effect_getparaminfo gs_effect_get_param_info effect_setbool gs_effect_set_bool effect_setfloat gs_effect_set_float effect_setint gs_effect_set_int effect_setmatrix4 gs_effect_set_matrix4 effect_setvec2 gs_effect_set_vec2 effect_setvec3 gs_effect_set_vec3 effect_setvec4 gs_effect_set_vec4 effect_settexture gs_effect_set_texture effect_setval gs_effect_set_val effect_setdefault gs_effect_set_default texrender_create gs_texrender_create texrender_destroy gs_texrender_destroy texrender_begin gs_texrender_begin texrender_end gs_texrender_end texrender_reset gs_texrender_reset texrender_gettexture gs_texrender_get_texture GS_BUILDMIPMAPS GS_BUILD_MIPMAPS GS_RENDERTARGET GS_RENDER_TARGET gs_device_name gs_get_device_name gs_device_type gs_get_device_type gs_entercontext gs_enter_context gs_leavecontext gs_leave_context gs_getcontext gs_get_context gs_renderstart gs_render_start gs_renderstop gs_render_stop gs_rendersave gs_render_save gs_getinput gs_get_input gs_geteffect gs_get_effect gs_create_effect_from_file gs_effect_create_from_file gs_create_effect gs_effect_create gs_create_vertexshader_from_file gs_vertexshader_create_from_file gs_create_pixelshader_from_file gs_pixelshader_create_from_file gs_create_texture_from_file gs_texture_create_from_file gs_resetviewport gs_reset_viewport gs_set2dmode gs_set_2d_mode gs_set3dmode gs_set_3d_mode gs_create_swapchain gs_swapchain_create gs_getsize gs_get_size gs_getwidth gs_get_width gs_getheight gs_get_height gs_create_texture gs_texture_create gs_create_cubetexture gs_cubetexture_create gs_create_volumetexture gs_voltexture_create gs_create_zstencil gs_zstencil_create gs_create_stagesurface gs_stagesurface_create gs_create_samplerstate gs_samplerstate_create gs_create_vertexshader gs_vertexshader_create gs_create_pixelshader gs_pixelshader_create gs_create_vertexbuffer gs_vertexbuffer_create gs_create_indexbuffer gs_indexbuffer_create gs_gettexturetype gs_get_texture_type gs_load_defaultsamplerstate gs_load_default_samplerstate gs_getvertexshader gs_get_vertex_shader gs_getpixelshader gs_get_pixel_shader gs_getrendertarget gs_get_render_target gs_getzstenciltarget gs_get_zstencil_target gs_setrendertarget gs_set_render_target gs_setcuberendertarget gs_set_cube_render_target gs_beginscene gs_begin_scene gs_draw gs_draw gs_endscene gs_end_scene gs_setcullmode gs_set_cull_mode gs_getcullmode gs_get_cull_mode gs_enable_depthtest gs_enable_depth_test gs_enable_stenciltest gs_enable_stencil_test gs_enable_stencilwrite gs_enable_stencil_write gs_blendfunction gs_blend_function gs_depthfunction gs_depth_function gs_stencilfunction gs_stencil_function gs_stencilop gs_stencil_op gs_setviewport gs_set_viewport gs_getviewport gs_get_viewport gs_setscissorrect gs_set_scissor_rect gs_create_texture_from_iosurface gs_texture_create_from_iosurface gs_create_gdi_texture gs_texture_create_gdi gs_is_compressed_format gs_is_compressed_format gs_num_total_levels gs_get_total_levels texture_setimage gs_texture_set_image cubetexture_setimage gs_cubetexture_set_image swapchain_destroy gs_swapchain_destroy texture_destroy gs_texture_destroy texture_getwidth gs_texture_get_width texture_getheight gs_texture_get_height texture_getcolorformat gs_texture_get_color_format texture_map gs_texture_map texture_unmap gs_texture_unmap texture_isrect gs_texture_is_rect texture_getobj gs_texture_get_obj cubetexture_destroy gs_cubetexture_destroy cubetexture_getsize gs_cubetexture_get_size cubetexture_getcolorformat gs_cubetexture_get_color_format volumetexture_destroy gs_voltexture_destroy volumetexture_getwidth gs_voltexture_get_width volumetexture_getheight gs_voltexture_get_height volumetexture_getdepth gs_voltexture_getdepth volumetexture_getcolorformat gs_voltexture_get_color_format stagesurface_destroy gs_stagesurface_destroy stagesurface_getwidth gs_stagesurface_get_width stagesurface_getheight gs_stagesurface_get_height stagesurface_getcolorformat gs_stagesurface_get_color_format stagesurface_map gs_stagesurface_map stagesurface_unmap gs_stagesurface_unmap zstencil_destroy gs_zstencil_destroy samplerstate_destroy gs_samplerstate_destroy vertexbuffer_destroy gs_vertexbuffer_destroy vertexbuffer_flush gs_vertexbuffer_flush vertexbuffer_getdata gs_vertexbuffer_get_data indexbuffer_destroy gs_indexbuffer_destroy indexbuffer_flush gs_indexbuffer_flush indexbuffer_getdata gs_indexbuffer_get_data indexbuffer_numindices gs_indexbuffer_get_num_indices indexbuffer_gettype gs_indexbuffer_get_type texture_rebind_iosurface gs_texture_rebind_iosurface texture_get_dc gs_texture_get_dc texture_release_dc gs_texture_release_dc
2014-08-08 06:42:07 +00:00
gs_render_start(true);
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_vertex2f(0.0f, 0.0f);
gs_vertex2f(0.0f, 1.0f);
gs_vertex2f(1.0f, 1.0f);
gs_vertex2f(1.0f, 0.0f);
gs_vertex2f(0.0f, 0.0f);
(API Change) Improve graphics API consistency Summary: - Prefix all graphics subsystem names with gs_ or GS_ - Unsquish funciton names (for example _setfloat to _set_float) - Changed create functions to be more consistent with the rest of the API elsewhere. For exmaple, instead of gs_create_texture/gs_texture_destroy, it's now gs_texture_create/gs_texture_destroy - Renamed gs_stencil_op enum to gs_stencil_op_type From: To: ----------------------------------------------------------- tvertarray gs_tvertarray vb_data gs_vb_data vbdata_create gs_vbdata_create vbdata_destroy gs_vbdata_destroy shader_param gs_shader_param gs_effect gs_effect effect_technique gs_effect_technique effect_pass gs_effect_pass effect_param gs_effect_param texture_t gs_texture_t stagesurf_t gs_stagesurf_t zstencil_t gs_zstencil_t vertbuffer_t gs_vertbuffer_t indexbuffer_t gs_indexbuffer_t samplerstate_t gs_samplerstate_t swapchain_t gs_swapchain_t texrender_t gs_texrender_t shader_t gs_shader_t sparam_t gs_sparam_t effect_t gs_effect_t technique_t gs_technique_t eparam_t gs_eparam_t device_t gs_device_t graphics_t graphics_t shader_param_type gs_shader_param_type SHADER_PARAM_UNKNOWN GS_SHADER_PARAM_UNKNOWN SHADER_PARAM_BOOL GS_SHADER_PARAM_BOOL SHADER_PARAM_FLOAT GS_SHADER_PARAM_FLOAT SHADER_PARAM_INT GS_SHADER_PARAM_INT SHADER_PARAM_STRING GS_SHADER_PARAM_STRING SHADER_PARAM_VEC2 GS_SHADER_PARAM_VEC2 SHADER_PARAM_VEC3 GS_SHADER_PARAM_VEC3 SHADER_PARAM_VEC4 GS_SHADER_PARAM_VEC4 SHADER_PARAM_MATRIX4X4 GS_SHADER_PARAM_MATRIX4X4 SHADER_PARAM_TEXTURE GS_SHADER_PARAM_TEXTURE shader_param_info gs_shader_param_info shader_type gs_shader_type SHADER_VERTEX GS_SHADER_VERTEX SHADER_PIXEL GS_SHADER_PIXEL shader_destroy gs_shader_destroy shader_numparams gs_shader_get_num_params shader_getparambyidx gs_shader_get_param_by_idx shader_getparambyname gs_shader_get_param_by_name shader_getviewprojmatrix gs_shader_get_viewproj_matrix shader_getworldmatrix gs_shader_get_world_matrix shader_getparaminfo gs_shader_get_param_info shader_setbool gs_shader_set_bool shader_setfloat gs_shader_set_float shader_setint gs_shader_set_int shader_setmatrix3 gs_shader_setmatrix3 shader_setmatrix4 gs_shader_set_matrix4 shader_setvec2 gs_shader_set_vec2 shader_setvec3 gs_shader_set_vec3 shader_setvec4 gs_shader_set_vec4 shader_settexture gs_shader_set_texture shader_setval gs_shader_set_val shader_setdefault gs_shader_set_default effect_property_type gs_effect_property_type EFFECT_NONE GS_EFFECT_NONE EFFECT_BOOL GS_EFFECT_BOOL EFFECT_FLOAT GS_EFFECT_FLOAT EFFECT_COLOR GS_EFFECT_COLOR EFFECT_TEXTURE GS_EFFECT_TEXTURE effect_param_info gs_effect_param_info effect_destroy gs_effect_destroy effect_gettechnique gs_effect_get_technique technique_begin gs_technique_begin technique_end gs_technique_end technique_beginpass gs_technique_begin_pass technique_beginpassbyname gs_technique_begin_pass_by_name technique_endpass gs_technique_end_pass effect_numparams gs_effect_get_num_params effect_getparambyidx gs_effect_get_param_by_idx effect_getparambyname gs_effect_get_param_by_name effect_updateparams gs_effect_update_params effect_getviewprojmatrix gs_effect_get_viewproj_matrix effect_getworldmatrix gs_effect_get_world_matrix effect_getparaminfo gs_effect_get_param_info effect_setbool gs_effect_set_bool effect_setfloat gs_effect_set_float effect_setint gs_effect_set_int effect_setmatrix4 gs_effect_set_matrix4 effect_setvec2 gs_effect_set_vec2 effect_setvec3 gs_effect_set_vec3 effect_setvec4 gs_effect_set_vec4 effect_settexture gs_effect_set_texture effect_setval gs_effect_set_val effect_setdefault gs_effect_set_default texrender_create gs_texrender_create texrender_destroy gs_texrender_destroy texrender_begin gs_texrender_begin texrender_end gs_texrender_end texrender_reset gs_texrender_reset texrender_gettexture gs_texrender_get_texture GS_BUILDMIPMAPS GS_BUILD_MIPMAPS GS_RENDERTARGET GS_RENDER_TARGET gs_device_name gs_get_device_name gs_device_type gs_get_device_type gs_entercontext gs_enter_context gs_leavecontext gs_leave_context gs_getcontext gs_get_context gs_renderstart gs_render_start gs_renderstop gs_render_stop gs_rendersave gs_render_save gs_getinput gs_get_input gs_geteffect gs_get_effect gs_create_effect_from_file gs_effect_create_from_file gs_create_effect gs_effect_create gs_create_vertexshader_from_file gs_vertexshader_create_from_file gs_create_pixelshader_from_file gs_pixelshader_create_from_file gs_create_texture_from_file gs_texture_create_from_file gs_resetviewport gs_reset_viewport gs_set2dmode gs_set_2d_mode gs_set3dmode gs_set_3d_mode gs_create_swapchain gs_swapchain_create gs_getsize gs_get_size gs_getwidth gs_get_width gs_getheight gs_get_height gs_create_texture gs_texture_create gs_create_cubetexture gs_cubetexture_create gs_create_volumetexture gs_voltexture_create gs_create_zstencil gs_zstencil_create gs_create_stagesurface gs_stagesurface_create gs_create_samplerstate gs_samplerstate_create gs_create_vertexshader gs_vertexshader_create gs_create_pixelshader gs_pixelshader_create gs_create_vertexbuffer gs_vertexbuffer_create gs_create_indexbuffer gs_indexbuffer_create gs_gettexturetype gs_get_texture_type gs_load_defaultsamplerstate gs_load_default_samplerstate gs_getvertexshader gs_get_vertex_shader gs_getpixelshader gs_get_pixel_shader gs_getrendertarget gs_get_render_target gs_getzstenciltarget gs_get_zstencil_target gs_setrendertarget gs_set_render_target gs_setcuberendertarget gs_set_cube_render_target gs_beginscene gs_begin_scene gs_draw gs_draw gs_endscene gs_end_scene gs_setcullmode gs_set_cull_mode gs_getcullmode gs_get_cull_mode gs_enable_depthtest gs_enable_depth_test gs_enable_stenciltest gs_enable_stencil_test gs_enable_stencilwrite gs_enable_stencil_write gs_blendfunction gs_blend_function gs_depthfunction gs_depth_function gs_stencilfunction gs_stencil_function gs_stencilop gs_stencil_op gs_setviewport gs_set_viewport gs_getviewport gs_get_viewport gs_setscissorrect gs_set_scissor_rect gs_create_texture_from_iosurface gs_texture_create_from_iosurface gs_create_gdi_texture gs_texture_create_gdi gs_is_compressed_format gs_is_compressed_format gs_num_total_levels gs_get_total_levels texture_setimage gs_texture_set_image cubetexture_setimage gs_cubetexture_set_image swapchain_destroy gs_swapchain_destroy texture_destroy gs_texture_destroy texture_getwidth gs_texture_get_width texture_getheight gs_texture_get_height texture_getcolorformat gs_texture_get_color_format texture_map gs_texture_map texture_unmap gs_texture_unmap texture_isrect gs_texture_is_rect texture_getobj gs_texture_get_obj cubetexture_destroy gs_cubetexture_destroy cubetexture_getsize gs_cubetexture_get_size cubetexture_getcolorformat gs_cubetexture_get_color_format volumetexture_destroy gs_voltexture_destroy volumetexture_getwidth gs_voltexture_get_width volumetexture_getheight gs_voltexture_get_height volumetexture_getdepth gs_voltexture_getdepth volumetexture_getcolorformat gs_voltexture_get_color_format stagesurface_destroy gs_stagesurface_destroy stagesurface_getwidth gs_stagesurface_get_width stagesurface_getheight gs_stagesurface_get_height stagesurface_getcolorformat gs_stagesurface_get_color_format stagesurface_map gs_stagesurface_map stagesurface_unmap gs_stagesurface_unmap zstencil_destroy gs_zstencil_destroy samplerstate_destroy gs_samplerstate_destroy vertexbuffer_destroy gs_vertexbuffer_destroy vertexbuffer_flush gs_vertexbuffer_flush vertexbuffer_getdata gs_vertexbuffer_get_data indexbuffer_destroy gs_indexbuffer_destroy indexbuffer_flush gs_indexbuffer_flush indexbuffer_getdata gs_indexbuffer_get_data indexbuffer_numindices gs_indexbuffer_get_num_indices indexbuffer_gettype gs_indexbuffer_get_type texture_rebind_iosurface gs_texture_rebind_iosurface texture_get_dc gs_texture_get_dc texture_release_dc gs_texture_release_dc
2014-08-08 06:42:07 +00:00
box = gs_render_save();
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_render_start(true);
gs_vertex2f(0.0f, 0.0f);
gs_vertex2f(0.0f, 1.0f);
boxLeft = gs_render_save();
gs_render_start(true);
gs_vertex2f(0.0f, 0.0f);
gs_vertex2f(1.0f, 0.0f);
boxTop = gs_render_save();
gs_render_start(true);
gs_vertex2f(1.0f, 0.0f);
gs_vertex2f(1.0f, 1.0f);
boxRight = gs_render_save();
gs_render_start(true);
gs_vertex2f(0.0f, 1.0f);
gs_vertex2f(1.0f, 1.0f);
boxBottom = gs_render_save();
(API Change) Improve graphics API consistency Summary: - Prefix all graphics subsystem names with gs_ or GS_ - Unsquish funciton names (for example _setfloat to _set_float) - Changed create functions to be more consistent with the rest of the API elsewhere. For exmaple, instead of gs_create_texture/gs_texture_destroy, it's now gs_texture_create/gs_texture_destroy - Renamed gs_stencil_op enum to gs_stencil_op_type From: To: ----------------------------------------------------------- tvertarray gs_tvertarray vb_data gs_vb_data vbdata_create gs_vbdata_create vbdata_destroy gs_vbdata_destroy shader_param gs_shader_param gs_effect gs_effect effect_technique gs_effect_technique effect_pass gs_effect_pass effect_param gs_effect_param texture_t gs_texture_t stagesurf_t gs_stagesurf_t zstencil_t gs_zstencil_t vertbuffer_t gs_vertbuffer_t indexbuffer_t gs_indexbuffer_t samplerstate_t gs_samplerstate_t swapchain_t gs_swapchain_t texrender_t gs_texrender_t shader_t gs_shader_t sparam_t gs_sparam_t effect_t gs_effect_t technique_t gs_technique_t eparam_t gs_eparam_t device_t gs_device_t graphics_t graphics_t shader_param_type gs_shader_param_type SHADER_PARAM_UNKNOWN GS_SHADER_PARAM_UNKNOWN SHADER_PARAM_BOOL GS_SHADER_PARAM_BOOL SHADER_PARAM_FLOAT GS_SHADER_PARAM_FLOAT SHADER_PARAM_INT GS_SHADER_PARAM_INT SHADER_PARAM_STRING GS_SHADER_PARAM_STRING SHADER_PARAM_VEC2 GS_SHADER_PARAM_VEC2 SHADER_PARAM_VEC3 GS_SHADER_PARAM_VEC3 SHADER_PARAM_VEC4 GS_SHADER_PARAM_VEC4 SHADER_PARAM_MATRIX4X4 GS_SHADER_PARAM_MATRIX4X4 SHADER_PARAM_TEXTURE GS_SHADER_PARAM_TEXTURE shader_param_info gs_shader_param_info shader_type gs_shader_type SHADER_VERTEX GS_SHADER_VERTEX SHADER_PIXEL GS_SHADER_PIXEL shader_destroy gs_shader_destroy shader_numparams gs_shader_get_num_params shader_getparambyidx gs_shader_get_param_by_idx shader_getparambyname gs_shader_get_param_by_name shader_getviewprojmatrix gs_shader_get_viewproj_matrix shader_getworldmatrix gs_shader_get_world_matrix shader_getparaminfo gs_shader_get_param_info shader_setbool gs_shader_set_bool shader_setfloat gs_shader_set_float shader_setint gs_shader_set_int shader_setmatrix3 gs_shader_setmatrix3 shader_setmatrix4 gs_shader_set_matrix4 shader_setvec2 gs_shader_set_vec2 shader_setvec3 gs_shader_set_vec3 shader_setvec4 gs_shader_set_vec4 shader_settexture gs_shader_set_texture shader_setval gs_shader_set_val shader_setdefault gs_shader_set_default effect_property_type gs_effect_property_type EFFECT_NONE GS_EFFECT_NONE EFFECT_BOOL GS_EFFECT_BOOL EFFECT_FLOAT GS_EFFECT_FLOAT EFFECT_COLOR GS_EFFECT_COLOR EFFECT_TEXTURE GS_EFFECT_TEXTURE effect_param_info gs_effect_param_info effect_destroy gs_effect_destroy effect_gettechnique gs_effect_get_technique technique_begin gs_technique_begin technique_end gs_technique_end technique_beginpass gs_technique_begin_pass technique_beginpassbyname gs_technique_begin_pass_by_name technique_endpass gs_technique_end_pass effect_numparams gs_effect_get_num_params effect_getparambyidx gs_effect_get_param_by_idx effect_getparambyname gs_effect_get_param_by_name effect_updateparams gs_effect_update_params effect_getviewprojmatrix gs_effect_get_viewproj_matrix effect_getworldmatrix gs_effect_get_world_matrix effect_getparaminfo gs_effect_get_param_info effect_setbool gs_effect_set_bool effect_setfloat gs_effect_set_float effect_setint gs_effect_set_int effect_setmatrix4 gs_effect_set_matrix4 effect_setvec2 gs_effect_set_vec2 effect_setvec3 gs_effect_set_vec3 effect_setvec4 gs_effect_set_vec4 effect_settexture gs_effect_set_texture effect_setval gs_effect_set_val effect_setdefault gs_effect_set_default texrender_create gs_texrender_create texrender_destroy gs_texrender_destroy texrender_begin gs_texrender_begin texrender_end gs_texrender_end texrender_reset gs_texrender_reset texrender_gettexture gs_texrender_get_texture GS_BUILDMIPMAPS GS_BUILD_MIPMAPS GS_RENDERTARGET GS_RENDER_TARGET gs_device_name gs_get_device_name gs_device_type gs_get_device_type gs_entercontext gs_enter_context gs_leavecontext gs_leave_context gs_getcontext gs_get_context gs_renderstart gs_render_start gs_renderstop gs_render_stop gs_rendersave gs_render_save gs_getinput gs_get_input gs_geteffect gs_get_effect gs_create_effect_from_file gs_effect_create_from_file gs_create_effect gs_effect_create gs_create_vertexshader_from_file gs_vertexshader_create_from_file gs_create_pixelshader_from_file gs_pixelshader_create_from_file gs_create_texture_from_file gs_texture_create_from_file gs_resetviewport gs_reset_viewport gs_set2dmode gs_set_2d_mode gs_set3dmode gs_set_3d_mode gs_create_swapchain gs_swapchain_create gs_getsize gs_get_size gs_getwidth gs_get_width gs_getheight gs_get_height gs_create_texture gs_texture_create gs_create_cubetexture gs_cubetexture_create gs_create_volumetexture gs_voltexture_create gs_create_zstencil gs_zstencil_create gs_create_stagesurface gs_stagesurface_create gs_create_samplerstate gs_samplerstate_create gs_create_vertexshader gs_vertexshader_create gs_create_pixelshader gs_pixelshader_create gs_create_vertexbuffer gs_vertexbuffer_create gs_create_indexbuffer gs_indexbuffer_create gs_gettexturetype gs_get_texture_type gs_load_defaultsamplerstate gs_load_default_samplerstate gs_getvertexshader gs_get_vertex_shader gs_getpixelshader gs_get_pixel_shader gs_getrendertarget gs_get_render_target gs_getzstenciltarget gs_get_zstencil_target gs_setrendertarget gs_set_render_target gs_setcuberendertarget gs_set_cube_render_target gs_beginscene gs_begin_scene gs_draw gs_draw gs_endscene gs_end_scene gs_setcullmode gs_set_cull_mode gs_getcullmode gs_get_cull_mode gs_enable_depthtest gs_enable_depth_test gs_enable_stenciltest gs_enable_stencil_test gs_enable_stencilwrite gs_enable_stencil_write gs_blendfunction gs_blend_function gs_depthfunction gs_depth_function gs_stencilfunction gs_stencil_function gs_stencilop gs_stencil_op gs_setviewport gs_set_viewport gs_getviewport gs_get_viewport gs_setscissorrect gs_set_scissor_rect gs_create_texture_from_iosurface gs_texture_create_from_iosurface gs_create_gdi_texture gs_texture_create_gdi gs_is_compressed_format gs_is_compressed_format gs_num_total_levels gs_get_total_levels texture_setimage gs_texture_set_image cubetexture_setimage gs_cubetexture_set_image swapchain_destroy gs_swapchain_destroy texture_destroy gs_texture_destroy texture_getwidth gs_texture_get_width texture_getheight gs_texture_get_height texture_getcolorformat gs_texture_get_color_format texture_map gs_texture_map texture_unmap gs_texture_unmap texture_isrect gs_texture_is_rect texture_getobj gs_texture_get_obj cubetexture_destroy gs_cubetexture_destroy cubetexture_getsize gs_cubetexture_get_size cubetexture_getcolorformat gs_cubetexture_get_color_format volumetexture_destroy gs_voltexture_destroy volumetexture_getwidth gs_voltexture_get_width volumetexture_getheight gs_voltexture_get_height volumetexture_getdepth gs_voltexture_getdepth volumetexture_getcolorformat gs_voltexture_get_color_format stagesurface_destroy gs_stagesurface_destroy stagesurface_getwidth gs_stagesurface_get_width stagesurface_getheight gs_stagesurface_get_height stagesurface_getcolorformat gs_stagesurface_get_color_format stagesurface_map gs_stagesurface_map stagesurface_unmap gs_stagesurface_unmap zstencil_destroy gs_zstencil_destroy samplerstate_destroy gs_samplerstate_destroy vertexbuffer_destroy gs_vertexbuffer_destroy vertexbuffer_flush gs_vertexbuffer_flush vertexbuffer_getdata gs_vertexbuffer_get_data indexbuffer_destroy gs_indexbuffer_destroy indexbuffer_flush gs_indexbuffer_flush indexbuffer_getdata gs_indexbuffer_get_data indexbuffer_numindices gs_indexbuffer_get_num_indices indexbuffer_gettype gs_indexbuffer_get_type texture_rebind_iosurface gs_texture_rebind_iosurface texture_get_dc gs_texture_get_dc texture_release_dc gs_texture_release_dc
2014-08-08 06:42:07 +00:00
gs_render_start(true);
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
for (int i = 0; i <= 360; i += (360/20)) {
float pos = RAD(float(i));
gs_vertex2f(cosf(pos), sinf(pos));
}
(API Change) Improve graphics API consistency Summary: - Prefix all graphics subsystem names with gs_ or GS_ - Unsquish funciton names (for example _setfloat to _set_float) - Changed create functions to be more consistent with the rest of the API elsewhere. For exmaple, instead of gs_create_texture/gs_texture_destroy, it's now gs_texture_create/gs_texture_destroy - Renamed gs_stencil_op enum to gs_stencil_op_type From: To: ----------------------------------------------------------- tvertarray gs_tvertarray vb_data gs_vb_data vbdata_create gs_vbdata_create vbdata_destroy gs_vbdata_destroy shader_param gs_shader_param gs_effect gs_effect effect_technique gs_effect_technique effect_pass gs_effect_pass effect_param gs_effect_param texture_t gs_texture_t stagesurf_t gs_stagesurf_t zstencil_t gs_zstencil_t vertbuffer_t gs_vertbuffer_t indexbuffer_t gs_indexbuffer_t samplerstate_t gs_samplerstate_t swapchain_t gs_swapchain_t texrender_t gs_texrender_t shader_t gs_shader_t sparam_t gs_sparam_t effect_t gs_effect_t technique_t gs_technique_t eparam_t gs_eparam_t device_t gs_device_t graphics_t graphics_t shader_param_type gs_shader_param_type SHADER_PARAM_UNKNOWN GS_SHADER_PARAM_UNKNOWN SHADER_PARAM_BOOL GS_SHADER_PARAM_BOOL SHADER_PARAM_FLOAT GS_SHADER_PARAM_FLOAT SHADER_PARAM_INT GS_SHADER_PARAM_INT SHADER_PARAM_STRING GS_SHADER_PARAM_STRING SHADER_PARAM_VEC2 GS_SHADER_PARAM_VEC2 SHADER_PARAM_VEC3 GS_SHADER_PARAM_VEC3 SHADER_PARAM_VEC4 GS_SHADER_PARAM_VEC4 SHADER_PARAM_MATRIX4X4 GS_SHADER_PARAM_MATRIX4X4 SHADER_PARAM_TEXTURE GS_SHADER_PARAM_TEXTURE shader_param_info gs_shader_param_info shader_type gs_shader_type SHADER_VERTEX GS_SHADER_VERTEX SHADER_PIXEL GS_SHADER_PIXEL shader_destroy gs_shader_destroy shader_numparams gs_shader_get_num_params shader_getparambyidx gs_shader_get_param_by_idx shader_getparambyname gs_shader_get_param_by_name shader_getviewprojmatrix gs_shader_get_viewproj_matrix shader_getworldmatrix gs_shader_get_world_matrix shader_getparaminfo gs_shader_get_param_info shader_setbool gs_shader_set_bool shader_setfloat gs_shader_set_float shader_setint gs_shader_set_int shader_setmatrix3 gs_shader_setmatrix3 shader_setmatrix4 gs_shader_set_matrix4 shader_setvec2 gs_shader_set_vec2 shader_setvec3 gs_shader_set_vec3 shader_setvec4 gs_shader_set_vec4 shader_settexture gs_shader_set_texture shader_setval gs_shader_set_val shader_setdefault gs_shader_set_default effect_property_type gs_effect_property_type EFFECT_NONE GS_EFFECT_NONE EFFECT_BOOL GS_EFFECT_BOOL EFFECT_FLOAT GS_EFFECT_FLOAT EFFECT_COLOR GS_EFFECT_COLOR EFFECT_TEXTURE GS_EFFECT_TEXTURE effect_param_info gs_effect_param_info effect_destroy gs_effect_destroy effect_gettechnique gs_effect_get_technique technique_begin gs_technique_begin technique_end gs_technique_end technique_beginpass gs_technique_begin_pass technique_beginpassbyname gs_technique_begin_pass_by_name technique_endpass gs_technique_end_pass effect_numparams gs_effect_get_num_params effect_getparambyidx gs_effect_get_param_by_idx effect_getparambyname gs_effect_get_param_by_name effect_updateparams gs_effect_update_params effect_getviewprojmatrix gs_effect_get_viewproj_matrix effect_getworldmatrix gs_effect_get_world_matrix effect_getparaminfo gs_effect_get_param_info effect_setbool gs_effect_set_bool effect_setfloat gs_effect_set_float effect_setint gs_effect_set_int effect_setmatrix4 gs_effect_set_matrix4 effect_setvec2 gs_effect_set_vec2 effect_setvec3 gs_effect_set_vec3 effect_setvec4 gs_effect_set_vec4 effect_settexture gs_effect_set_texture effect_setval gs_effect_set_val effect_setdefault gs_effect_set_default texrender_create gs_texrender_create texrender_destroy gs_texrender_destroy texrender_begin gs_texrender_begin texrender_end gs_texrender_end texrender_reset gs_texrender_reset texrender_gettexture gs_texrender_get_texture GS_BUILDMIPMAPS GS_BUILD_MIPMAPS GS_RENDERTARGET GS_RENDER_TARGET gs_device_name gs_get_device_name gs_device_type gs_get_device_type gs_entercontext gs_enter_context gs_leavecontext gs_leave_context gs_getcontext gs_get_context gs_renderstart gs_render_start gs_renderstop gs_render_stop gs_rendersave gs_render_save gs_getinput gs_get_input gs_geteffect gs_get_effect gs_create_effect_from_file gs_effect_create_from_file gs_create_effect gs_effect_create gs_create_vertexshader_from_file gs_vertexshader_create_from_file gs_create_pixelshader_from_file gs_pixelshader_create_from_file gs_create_texture_from_file gs_texture_create_from_file gs_resetviewport gs_reset_viewport gs_set2dmode gs_set_2d_mode gs_set3dmode gs_set_3d_mode gs_create_swapchain gs_swapchain_create gs_getsize gs_get_size gs_getwidth gs_get_width gs_getheight gs_get_height gs_create_texture gs_texture_create gs_create_cubetexture gs_cubetexture_create gs_create_volumetexture gs_voltexture_create gs_create_zstencil gs_zstencil_create gs_create_stagesurface gs_stagesurface_create gs_create_samplerstate gs_samplerstate_create gs_create_vertexshader gs_vertexshader_create gs_create_pixelshader gs_pixelshader_create gs_create_vertexbuffer gs_vertexbuffer_create gs_create_indexbuffer gs_indexbuffer_create gs_gettexturetype gs_get_texture_type gs_load_defaultsamplerstate gs_load_default_samplerstate gs_getvertexshader gs_get_vertex_shader gs_getpixelshader gs_get_pixel_shader gs_getrendertarget gs_get_render_target gs_getzstenciltarget gs_get_zstencil_target gs_setrendertarget gs_set_render_target gs_setcuberendertarget gs_set_cube_render_target gs_beginscene gs_begin_scene gs_draw gs_draw gs_endscene gs_end_scene gs_setcullmode gs_set_cull_mode gs_getcullmode gs_get_cull_mode gs_enable_depthtest gs_enable_depth_test gs_enable_stenciltest gs_enable_stencil_test gs_enable_stencilwrite gs_enable_stencil_write gs_blendfunction gs_blend_function gs_depthfunction gs_depth_function gs_stencilfunction gs_stencil_function gs_stencilop gs_stencil_op gs_setviewport gs_set_viewport gs_getviewport gs_get_viewport gs_setscissorrect gs_set_scissor_rect gs_create_texture_from_iosurface gs_texture_create_from_iosurface gs_create_gdi_texture gs_texture_create_gdi gs_is_compressed_format gs_is_compressed_format gs_num_total_levels gs_get_total_levels texture_setimage gs_texture_set_image cubetexture_setimage gs_cubetexture_set_image swapchain_destroy gs_swapchain_destroy texture_destroy gs_texture_destroy texture_getwidth gs_texture_get_width texture_getheight gs_texture_get_height texture_getcolorformat gs_texture_get_color_format texture_map gs_texture_map texture_unmap gs_texture_unmap texture_isrect gs_texture_is_rect texture_getobj gs_texture_get_obj cubetexture_destroy gs_cubetexture_destroy cubetexture_getsize gs_cubetexture_get_size cubetexture_getcolorformat gs_cubetexture_get_color_format volumetexture_destroy gs_voltexture_destroy volumetexture_getwidth gs_voltexture_get_width volumetexture_getheight gs_voltexture_get_height volumetexture_getdepth gs_voltexture_getdepth volumetexture_getcolorformat gs_voltexture_get_color_format stagesurface_destroy gs_stagesurface_destroy stagesurface_getwidth gs_stagesurface_get_width stagesurface_getheight gs_stagesurface_get_height stagesurface_getcolorformat gs_stagesurface_get_color_format stagesurface_map gs_stagesurface_map stagesurface_unmap gs_stagesurface_unmap zstencil_destroy gs_zstencil_destroy samplerstate_destroy gs_samplerstate_destroy vertexbuffer_destroy gs_vertexbuffer_destroy vertexbuffer_flush gs_vertexbuffer_flush vertexbuffer_getdata gs_vertexbuffer_get_data indexbuffer_destroy gs_indexbuffer_destroy indexbuffer_flush gs_indexbuffer_flush indexbuffer_getdata gs_indexbuffer_get_data indexbuffer_numindices gs_indexbuffer_get_num_indices indexbuffer_gettype gs_indexbuffer_get_type texture_rebind_iosurface gs_texture_rebind_iosurface texture_get_dc gs_texture_get_dc texture_release_dc gs_texture_release_dc
2014-08-08 06:42:07 +00:00
circle = gs_render_save();
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
obs_leave_graphics();
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 OBSBasic::ReplayBufferClicked()
{
if (outputHandler->ReplayBufferActive())
StopReplayBuffer();
else
StartReplayBuffer();
};
void OBSBasic::ResetOutputs()
{
2015-07-11 06:04:12 +00:00
ProfileScope("OBSBasic::ResetOutputs");
const char *mode = config_get_string(basicConfig, "Output", "Mode");
bool advOut = astrcmpi(mode, "Advanced") == 0;
if (!outputHandler || !outputHandler->Active()) {
outputHandler.reset();
outputHandler.reset(advOut ?
CreateAdvancedOutputHandler(this) :
CreateSimpleOutputHandler(this));
delete replayBufferButton;
if (outputHandler->replayBuffer) {
replayBufferButton = new QPushButton(
QTStr("Basic.Main.StartReplayBuffer"),
this);
connect(replayBufferButton.data(),
&QPushButton::clicked,
this,
&OBSBasic::ReplayBufferClicked);
replayBufferButton->setProperty("themeID", "replayBufferButton");
ui->buttonsVLayout->insertWidget(2, replayBufferButton);
}
if (sysTrayReplayBuffer)
sysTrayReplayBuffer->setEnabled(
!!outputHandler->replayBuffer);
} else {
outputHandler->Update();
}
}
#define STARTUP_SEPARATOR \
"==== Startup complete ==============================================="
#define SHUTDOWN_SEPARATOR \
"==== Shutting down =================================================="
extern obs_frontend_callbacks *InitializeAPIInterface(OBSBasic *main);
#define UNSUPPORTED_ERROR \
"Failed to initialize video:\n\nRequired graphics API functionality " \
"not found. Your GPU may not be supported."
#define UNKNOWN_ERROR \
"Failed to initialize video. Your GPU may not be supported, " \
"or your graphics drivers may need to be updated."
void OBSBasic::OBSInit()
{
2015-07-11 06:04:12 +00:00
ProfileScope("OBSBasic::OBSInit");
const char *sceneCollection = config_get_string(App()->GlobalConfig(),
"Basic", "SceneCollectionFile");
char savePath[512];
char fileName[512];
int ret;
if (!sceneCollection)
throw "Failed to get scene collection name";
ret = snprintf(fileName, 512, "obs-studio/basic/scenes/%s.json",
sceneCollection);
if (ret <= 0)
throw "Failed to create scene collection file name";
ret = GetConfigPath(savePath, sizeof(savePath), fileName);
if (ret <= 0)
throw "Failed to get scene collection json file path";
if (!InitBasicConfig())
throw "Failed to load basic.ini";
if (!ResetAudio())
throw "Failed to initialize audio";
ret = ResetVideo();
switch (ret) {
case OBS_VIDEO_MODULE_NOT_FOUND:
throw "Failed to initialize video: Graphics module not found";
case OBS_VIDEO_NOT_SUPPORTED:
throw UNSUPPORTED_ERROR;
case OBS_VIDEO_INVALID_PARAM:
throw "Failed to initialize video: Invalid parameters";
default:
if (ret != OBS_VIDEO_SUCCESS)
throw UNKNOWN_ERROR;
}
/* load audio monitoring */
#if defined(_WIN32) || defined(__APPLE__)
const char *device_name = config_get_string(basicConfig, "Audio",
"MonitoringDeviceName");
const char *device_id = config_get_string(basicConfig, "Audio",
"MonitoringDeviceId");
obs_set_audio_monitoring_device(device_name, device_id);
blog(LOG_INFO, "Audio monitoring device:\n\tname: %s\n\tid: %s",
device_name, device_id);
#endif
InitOBSCallbacks();
2014-11-01 20:48:58 +00:00
InitHotkeys();
api = InitializeAPIInterface(this);
AddExtraModulePaths();
blog(LOG_INFO, "---------------------------------");
(API Change) Refactor module handling Changed API: - char *obs_find_plugin_file(const char *sub_path); Changed to: char *obs_module_file(const char *file); Cahnge it so you no longer need to specify a sub-path such as: obs_find_plugin_file("module_name/file.ext") Instead, now automatically handle the module data path so all you need to do is: obs_module_file("file.ext") - int obs_load_module(const char *name); Changed to: int obs_open_module(obs_module_t *module, const char *path, const char *data_path); bool obs_init_module(obs_module_t module); Change the module loading API so that if the front-end chooses, it can load modules directly from a specified path, and associate a data directory with it on the spot. The module will not be initialized immediately; obs_init_module must be called on the module pointer in order to fully initialize the module. This is done so a module can be disabled by the front-end if the it so chooses. New API: - void obs_add_module_path(const char *bin, const char *data); These functions allow you to specify new module search paths to add, and allow you to search through them, or optionally just load all modules from them. If the string %module% is included, it will replace it with the module's name when that string is used as a lookup. Data paths are now directly added to the module's internal storage structure, and when obs_find_module_file is used, it will look up the pointer to the obs_module structure and get its data directory that way. Example: obs_add_module_path("/opt/obs/my-modules/%module%/bin", "/opt/obs/my-modules/%module%/data"); This would cause it to additionally look for the binary of a hypthetical module named "foo" at /opt/obs/my-modules/foo/bin/foo.so (or libfoo.so), and then look for the data in /opt/obs/my-modules/foo/data. This gives the front-end more flexibility for handling third-party plugin modules, or handling all plugin modules in a custom way. - void obs_find_modules(obs_find_module_callback_t callback, void *param); This searches the existing paths for modules and calls the callback function when any are found. Useful for plugin management and custom handling of the paths by the front-end if desired. - void obs_load_all_modules(void); Search through the paths and both loads and initializes all modules automatically without custom handling. - void obs_enum_modules(obs_enum_module_callback_t callback, void *param); Enumerates currently opened modules.
2014-07-27 19:00:11 +00:00
obs_load_all_modules();
blog(LOG_INFO, "---------------------------------");
obs_log_loaded_modules();
blog(LOG_INFO, "---------------------------------");
obs_post_load_modules();
blog(LOG_INFO, STARTUP_SEPARATOR);
ResetOutputs();
CreateHotkeys();
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
if (!InitService())
throw "Failed to initialize service";
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
InitPrimitives();
sceneDuplicationMode = config_get_bool(App()->GlobalConfig(),
"BasicWindow", "SceneDuplicationMode");
swapScenesMode = config_get_bool(App()->GlobalConfig(),
"BasicWindow", "SwapScenesMode");
editPropertiesMode = config_get_bool(App()->GlobalConfig(),
"BasicWindow", "EditPropertiesMode");
2017-01-11 19:19:17 +00:00
if (!opt_studio_mode) {
SetPreviewProgramMode(config_get_bool(App()->GlobalConfig(),
"BasicWindow", "PreviewProgramMode"));
} else {
SetPreviewProgramMode(true);
opt_studio_mode = false;
}
#define SET_VISIBILITY(name, control) \
do { \
if (config_has_user_value(App()->GlobalConfig(), \
"BasicWindow", name)) { \
bool visible = config_get_bool(App()->GlobalConfig(), \
"BasicWindow", name); \
ui->control->setChecked(visible); \
} \
} while (false)
SET_VISIBILITY("ShowListboxToolbars", toggleListboxToolbars);
SET_VISIBILITY("ShowStatusBar", toggleStatusBar);
#undef SET_VISIBILITY
2015-07-11 06:04:12 +00:00
{
ProfileScope("OBSBasic::Load");
disableSaving--;
Load(savePath);
disableSaving++;
}
2014-07-14 06:56:28 +00:00
TimedCheckForUpdates();
loaded = true;
previewEnabled = config_get_bool(App()->GlobalConfig(),
"BasicWindow", "PreviewEnabled");
if (!previewEnabled && !IsPreviewProgramMode())
QMetaObject::invokeMethod(this, "EnablePreviewDisplay",
Qt::QueuedConnection,
Q_ARG(bool, previewEnabled));
#ifdef _WIN32
uint32_t winVer = GetWindowsVersion();
if (winVer > 0 && winVer < 0x602) {
bool disableAero = config_get_bool(basicConfig, "Video",
"DisableAero");
SetAeroEnabled(!disableAero);
}
#endif
2015-06-30 12:49:31 +00:00
RefreshSceneCollections();
RefreshProfiles();
2015-06-30 12:49:31 +00:00
disableSaving--;
auto addDisplay = [this] (OBSQTDisplay *window)
{
obs_display_add_draw_callback(window->GetDisplay(),
OBSBasic::RenderMain, this);
struct obs_video_info ovi;
if (obs_get_video_info(&ovi))
ResizePreview(ovi.base_width, ovi.base_height);
};
connect(ui->preview, &OBSQTDisplay::DisplayCreated, addDisplay);
#ifdef _WIN32
2016-09-26 19:40:23 +00:00
SetWin32DropStyle(this);
show();
#endif
bool alwaysOnTop = config_get_bool(App()->GlobalConfig(), "BasicWindow",
"AlwaysOnTop");
if (alwaysOnTop || opt_always_on_top) {
SetAlwaysOnTop(this, true);
ui->actionAlwaysOnTop->setChecked(true);
}
#ifndef _WIN32
show();
#endif
const char *dockStateStr = config_get_string(App()->GlobalConfig(),
"BasicWindow", "DockState");
if (!dockStateStr) {
on_resetUI_triggered();
} else {
QByteArray dockState =
QByteArray::fromBase64(QByteArray(dockStateStr));
if (!restoreState(dockState))
on_resetUI_triggered();
}
config_set_default_bool(App()->GlobalConfig(), "BasicWindow",
"DocksLocked", true);
bool docksLocked = config_get_bool(App()->GlobalConfig(),
"BasicWindow", "DocksLocked");
on_lockUI_toggled(docksLocked);
ui->lockUI->blockSignals(true);
ui->lockUI->setChecked(docksLocked);
ui->lockUI->blockSignals(false);
SystemTray(true);
OpenSavedProjectors();
if (windowState().testFlag(Qt::WindowFullScreen))
fullscreenInterface = true;
bool has_last_version = config_has_user_value(App()->GlobalConfig(),
"General", "LastVersion");
bool first_run = config_get_bool(App()->GlobalConfig(), "General",
"FirstRun");
if (!first_run) {
config_set_bool(App()->GlobalConfig(), "General", "FirstRun",
true);
config_save_safe(App()->GlobalConfig(), "tmp", nullptr);
}
if (!first_run && !has_last_version && !Active()) {
QString msg;
msg = QTStr("Basic.FirstStartup.RunWizard");
msg += "\n\n";
msg += QTStr("Basic.FirstStartup.RunWizard.BetaWarning");
QMessageBox::StandardButton button =
OBSMessageBox::question(this, QTStr("Basic.AutoConfig"),
msg);
if (button == QMessageBox::Yes) {
on_autoConfigure_triggered();
} else {
msg = QTStr("Basic.FirstStartup.RunWizard.NoClicked");
OBSMessageBox::information(this,
QTStr("Basic.AutoConfig"), msg);
}
}
if (config_get_bool(basicConfig, "General", "OpenStatsOnStartup"))
on_stats_triggered();
OBSBasicStats::InitializeValues();
}
2014-11-01 20:48:58 +00:00
void OBSBasic::InitHotkeys()
{
2015-07-11 06:04:12 +00:00
ProfileScope("OBSBasic::InitHotkeys");
2014-11-01 20:48:58 +00:00
struct obs_hotkeys_translations t = {};
t.insert = Str("Hotkeys.Insert");
t.del = Str("Hotkeys.Delete");
t.home = Str("Hotkeys.Home");
t.end = Str("Hotkeys.End");
t.page_up = Str("Hotkeys.PageUp");
t.page_down = Str("Hotkeys.PageDown");
t.num_lock = Str("Hotkeys.NumLock");
t.scroll_lock = Str("Hotkeys.ScrollLock");
t.caps_lock = Str("Hotkeys.CapsLock");
t.backspace = Str("Hotkeys.Backspace");
t.tab = Str("Hotkeys.Tab");
t.print = Str("Hotkeys.Print");
t.pause = Str("Hotkeys.Pause");
t.left = Str("Hotkeys.Left");
t.right = Str("Hotkeys.Right");
t.up = Str("Hotkeys.Up");
t.down = Str("Hotkeys.Down");
#ifdef _WIN32
t.meta = Str("Hotkeys.Windows");
#else
t.meta = Str("Hotkeys.Super");
#endif
t.menu = Str("Hotkeys.Menu");
t.space = Str("Hotkeys.Space");
t.numpad_num = Str("Hotkeys.NumpadNum");
t.numpad_multiply = Str("Hotkeys.NumpadMultiply");
t.numpad_divide = Str("Hotkeys.NumpadDivide");
t.numpad_plus = Str("Hotkeys.NumpadAdd");
t.numpad_minus = Str("Hotkeys.NumpadSubtract");
t.numpad_decimal = Str("Hotkeys.NumpadDecimal");
t.apple_keypad_num = Str("Hotkeys.AppleKeypadNum");
t.apple_keypad_multiply = Str("Hotkeys.AppleKeypadMultiply");
t.apple_keypad_divide = Str("Hotkeys.AppleKeypadDivide");
t.apple_keypad_plus = Str("Hotkeys.AppleKeypadAdd");
t.apple_keypad_minus = Str("Hotkeys.AppleKeypadSubtract");
t.apple_keypad_decimal = Str("Hotkeys.AppleKeypadDecimal");
t.apple_keypad_equal = Str("Hotkeys.AppleKeypadEqual");
t.mouse_num = Str("Hotkeys.MouseButton");
obs_hotkeys_set_translations(&t);
obs_hotkeys_set_audio_hotkeys_translations(Str("Mute"), Str("Unmute"),
Str("Push-to-mute"), Str("Push-to-talk"));
2014-11-01 20:48:58 +00:00
obs_hotkeys_set_sceneitem_hotkeys_translations(
Str("SceneItemShow"), Str("SceneItemHide"));
obs_hotkey_enable_callback_rerouting(true);
obs_hotkey_set_callback_routing_func(OBSBasic::HotkeyTriggered, this);
}
void OBSBasic::ProcessHotkey(obs_hotkey_id id, bool pressed)
{
obs_hotkey_trigger_routed_callback(id, pressed);
}
void OBSBasic::HotkeyTriggered(void *data, obs_hotkey_id id, bool pressed)
{
OBSBasic &basic = *static_cast<OBSBasic*>(data);
QMetaObject::invokeMethod(&basic, "ProcessHotkey",
Q_ARG(obs_hotkey_id, id), Q_ARG(bool, pressed));
}
void OBSBasic::CreateHotkeys()
{
2015-07-11 06:04:12 +00:00
ProfileScope("OBSBasic::CreateHotkeys");
auto LoadHotkeyData = [&](const char *name) -> OBSData
{
const char *info = config_get_string(basicConfig,
"Hotkeys", name);
if (!info)
return {};
obs_data_t *data = obs_data_create_from_json(info);
if (!data)
return {};
OBSData res = data;
obs_data_release(data);
return res;
};
auto LoadHotkey = [&](obs_hotkey_id id, const char *name)
{
obs_data_array_t *array =
obs_data_get_array(LoadHotkeyData(name), "bindings");
obs_hotkey_load(id, array);
obs_data_array_release(array);
};
auto LoadHotkeyPair = [&](obs_hotkey_pair_id id, const char *name0,
const char *name1)
{
obs_data_array_t *array0 =
obs_data_get_array(LoadHotkeyData(name0), "bindings");
obs_data_array_t *array1 =
obs_data_get_array(LoadHotkeyData(name1), "bindings");
obs_hotkey_pair_load(id, array0, array1);
obs_data_array_release(array0);
obs_data_array_release(array1);
};
#define MAKE_CALLBACK(pred, method, log_action) \
[](void *data, obs_hotkey_pair_id, obs_hotkey_t*, bool pressed) \
{ \
OBSBasic &basic = *static_cast<OBSBasic*>(data); \
if (pred && pressed) { \
blog(LOG_INFO, log_action " due to hotkey"); \
method(); \
return true; \
} \
return false; \
}
streamingHotkeys = obs_hotkey_pair_register_frontend(
"OBSBasic.StartStreaming",
Str("Basic.Main.StartStreaming"),
"OBSBasic.StopStreaming",
Str("Basic.Main.StopStreaming"),
MAKE_CALLBACK(!basic.outputHandler->StreamingActive(),
basic.StartStreaming, "Starting stream"),
MAKE_CALLBACK(basic.outputHandler->StreamingActive(),
basic.StopStreaming, "Stopping stream"),
this, this);
LoadHotkeyPair(streamingHotkeys,
"OBSBasic.StartStreaming", "OBSBasic.StopStreaming");
auto cb = [] (void *data, obs_hotkey_id, obs_hotkey_t*, bool pressed)
{
OBSBasic &basic = *static_cast<OBSBasic*>(data);
if (basic.outputHandler->StreamingActive() && pressed) {
basic.ForceStopStreaming();
}
};
forceStreamingStopHotkey = obs_hotkey_register_frontend(
"OBSBasic.ForceStopStreaming",
Str("Basic.Main.ForceStopStreaming"),
cb, this);
LoadHotkey(forceStreamingStopHotkey,
"OBSBasic.ForceStopStreaming");
recordingHotkeys = obs_hotkey_pair_register_frontend(
"OBSBasic.StartRecording",
Str("Basic.Main.StartRecording"),
"OBSBasic.StopRecording",
Str("Basic.Main.StopRecording"),
MAKE_CALLBACK(!basic.outputHandler->RecordingActive(),
basic.StartRecording, "Starting recording"),
MAKE_CALLBACK(basic.outputHandler->RecordingActive(),
basic.StopRecording, "Stopping recording"),
this, this);
LoadHotkeyPair(recordingHotkeys,
"OBSBasic.StartRecording", "OBSBasic.StopRecording");
replayBufHotkeys = obs_hotkey_pair_register_frontend(
"OBSBasic.StartReplayBuffer",
Str("Basic.Main.StartReplayBuffer"),
"OBSBasic.StopReplayBuffer",
Str("Basic.Main.StopReplayBuffer"),
MAKE_CALLBACK(!basic.outputHandler->ReplayBufferActive(),
basic.StartReplayBuffer),
MAKE_CALLBACK(basic.outputHandler->ReplayBufferActive(),
basic.StopReplayBuffer),
this, this);
LoadHotkeyPair(replayBufHotkeys,
"OBSBasic.StartReplayBuffer", "OBSBasic.StopReplayBuffer");
#undef MAKE_CALLBACK
auto togglePreviewProgram = [] (void *data, obs_hotkey_id,
obs_hotkey_t*, bool pressed)
{
if (pressed)
QMetaObject::invokeMethod(static_cast<OBSBasic*>(data),
"on_modeSwitch_clicked",
Qt::QueuedConnection);
};
togglePreviewProgramHotkey = obs_hotkey_register_frontend(
"OBSBasic.TogglePreviewProgram",
Str("Basic.TogglePreviewProgramMode"),
togglePreviewProgram, this);
LoadHotkey(togglePreviewProgramHotkey, "OBSBasic.TogglePreviewProgram");
auto transition = [] (void *data, obs_hotkey_id, obs_hotkey_t*,
bool pressed)
{
if (pressed)
QMetaObject::invokeMethod(static_cast<OBSBasic*>(data),
"TransitionClicked",
Qt::QueuedConnection);
};
transitionHotkey = obs_hotkey_register_frontend(
"OBSBasic.Transition",
Str("Transition"), transition, this);
LoadHotkey(transitionHotkey, "OBSBasic.Transition");
}
void OBSBasic::ClearHotkeys()
{
obs_hotkey_pair_unregister(streamingHotkeys);
obs_hotkey_pair_unregister(recordingHotkeys);
obs_hotkey_pair_unregister(replayBufHotkeys);
obs_hotkey_unregister(forceStreamingStopHotkey);
obs_hotkey_unregister(togglePreviewProgramHotkey);
obs_hotkey_unregister(transitionHotkey);
}
OBSBasic::~OBSBasic()
{
2017-02-20 12:46:29 +00:00
if (updateCheckThread && updateCheckThread->isRunning())
updateCheckThread->wait();
delete programOptions;
delete program;
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
/* XXX: any obs data must be released before calling obs_shutdown.
* currently, we can't automate this with C++ RAII because of the
* delicate nature of obs_shutdown needing to be freed before the UI
* can be freed, and we have no control over the destruction order of
* the Qt UI stuff, so we have to manually clear any references to
* libobs. */
delete cpuUsageTimer;
os_cpu_usage_info_destroy(cpuUsageInfo);
2014-11-01 20:48:58 +00:00
obs_hotkey_set_callback_routing_func(nullptr, nullptr);
ClearHotkeys();
2014-11-01 20:48:58 +00:00
service = nullptr;
outputHandler.reset();
2014-09-15 23:16:16 +00:00
if (interaction)
delete interaction;
if (properties)
delete properties;
2015-02-26 05:23:57 +00:00
if (filters)
delete filters;
if (transformWindow)
delete transformWindow;
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
if (advAudioWindow)
delete advAudioWindow;
obs_display_remove_draw_callback(ui->preview->GetDisplay(),
OBSBasic::RenderMain, this);
obs_enter_graphics();
(API Change) Improve graphics API consistency Summary: - Prefix all graphics subsystem names with gs_ or GS_ - Unsquish funciton names (for example _setfloat to _set_float) - Changed create functions to be more consistent with the rest of the API elsewhere. For exmaple, instead of gs_create_texture/gs_texture_destroy, it's now gs_texture_create/gs_texture_destroy - Renamed gs_stencil_op enum to gs_stencil_op_type From: To: ----------------------------------------------------------- tvertarray gs_tvertarray vb_data gs_vb_data vbdata_create gs_vbdata_create vbdata_destroy gs_vbdata_destroy shader_param gs_shader_param gs_effect gs_effect effect_technique gs_effect_technique effect_pass gs_effect_pass effect_param gs_effect_param texture_t gs_texture_t stagesurf_t gs_stagesurf_t zstencil_t gs_zstencil_t vertbuffer_t gs_vertbuffer_t indexbuffer_t gs_indexbuffer_t samplerstate_t gs_samplerstate_t swapchain_t gs_swapchain_t texrender_t gs_texrender_t shader_t gs_shader_t sparam_t gs_sparam_t effect_t gs_effect_t technique_t gs_technique_t eparam_t gs_eparam_t device_t gs_device_t graphics_t graphics_t shader_param_type gs_shader_param_type SHADER_PARAM_UNKNOWN GS_SHADER_PARAM_UNKNOWN SHADER_PARAM_BOOL GS_SHADER_PARAM_BOOL SHADER_PARAM_FLOAT GS_SHADER_PARAM_FLOAT SHADER_PARAM_INT GS_SHADER_PARAM_INT SHADER_PARAM_STRING GS_SHADER_PARAM_STRING SHADER_PARAM_VEC2 GS_SHADER_PARAM_VEC2 SHADER_PARAM_VEC3 GS_SHADER_PARAM_VEC3 SHADER_PARAM_VEC4 GS_SHADER_PARAM_VEC4 SHADER_PARAM_MATRIX4X4 GS_SHADER_PARAM_MATRIX4X4 SHADER_PARAM_TEXTURE GS_SHADER_PARAM_TEXTURE shader_param_info gs_shader_param_info shader_type gs_shader_type SHADER_VERTEX GS_SHADER_VERTEX SHADER_PIXEL GS_SHADER_PIXEL shader_destroy gs_shader_destroy shader_numparams gs_shader_get_num_params shader_getparambyidx gs_shader_get_param_by_idx shader_getparambyname gs_shader_get_param_by_name shader_getviewprojmatrix gs_shader_get_viewproj_matrix shader_getworldmatrix gs_shader_get_world_matrix shader_getparaminfo gs_shader_get_param_info shader_setbool gs_shader_set_bool shader_setfloat gs_shader_set_float shader_setint gs_shader_set_int shader_setmatrix3 gs_shader_setmatrix3 shader_setmatrix4 gs_shader_set_matrix4 shader_setvec2 gs_shader_set_vec2 shader_setvec3 gs_shader_set_vec3 shader_setvec4 gs_shader_set_vec4 shader_settexture gs_shader_set_texture shader_setval gs_shader_set_val shader_setdefault gs_shader_set_default effect_property_type gs_effect_property_type EFFECT_NONE GS_EFFECT_NONE EFFECT_BOOL GS_EFFECT_BOOL EFFECT_FLOAT GS_EFFECT_FLOAT EFFECT_COLOR GS_EFFECT_COLOR EFFECT_TEXTURE GS_EFFECT_TEXTURE effect_param_info gs_effect_param_info effect_destroy gs_effect_destroy effect_gettechnique gs_effect_get_technique technique_begin gs_technique_begin technique_end gs_technique_end technique_beginpass gs_technique_begin_pass technique_beginpassbyname gs_technique_begin_pass_by_name technique_endpass gs_technique_end_pass effect_numparams gs_effect_get_num_params effect_getparambyidx gs_effect_get_param_by_idx effect_getparambyname gs_effect_get_param_by_name effect_updateparams gs_effect_update_params effect_getviewprojmatrix gs_effect_get_viewproj_matrix effect_getworldmatrix gs_effect_get_world_matrix effect_getparaminfo gs_effect_get_param_info effect_setbool gs_effect_set_bool effect_setfloat gs_effect_set_float effect_setint gs_effect_set_int effect_setmatrix4 gs_effect_set_matrix4 effect_setvec2 gs_effect_set_vec2 effect_setvec3 gs_effect_set_vec3 effect_setvec4 gs_effect_set_vec4 effect_settexture gs_effect_set_texture effect_setval gs_effect_set_val effect_setdefault gs_effect_set_default texrender_create gs_texrender_create texrender_destroy gs_texrender_destroy texrender_begin gs_texrender_begin texrender_end gs_texrender_end texrender_reset gs_texrender_reset texrender_gettexture gs_texrender_get_texture GS_BUILDMIPMAPS GS_BUILD_MIPMAPS GS_RENDERTARGET GS_RENDER_TARGET gs_device_name gs_get_device_name gs_device_type gs_get_device_type gs_entercontext gs_enter_context gs_leavecontext gs_leave_context gs_getcontext gs_get_context gs_renderstart gs_render_start gs_renderstop gs_render_stop gs_rendersave gs_render_save gs_getinput gs_get_input gs_geteffect gs_get_effect gs_create_effect_from_file gs_effect_create_from_file gs_create_effect gs_effect_create gs_create_vertexshader_from_file gs_vertexshader_create_from_file gs_create_pixelshader_from_file gs_pixelshader_create_from_file gs_create_texture_from_file gs_texture_create_from_file gs_resetviewport gs_reset_viewport gs_set2dmode gs_set_2d_mode gs_set3dmode gs_set_3d_mode gs_create_swapchain gs_swapchain_create gs_getsize gs_get_size gs_getwidth gs_get_width gs_getheight gs_get_height gs_create_texture gs_texture_create gs_create_cubetexture gs_cubetexture_create gs_create_volumetexture gs_voltexture_create gs_create_zstencil gs_zstencil_create gs_create_stagesurface gs_stagesurface_create gs_create_samplerstate gs_samplerstate_create gs_create_vertexshader gs_vertexshader_create gs_create_pixelshader gs_pixelshader_create gs_create_vertexbuffer gs_vertexbuffer_create gs_create_indexbuffer gs_indexbuffer_create gs_gettexturetype gs_get_texture_type gs_load_defaultsamplerstate gs_load_default_samplerstate gs_getvertexshader gs_get_vertex_shader gs_getpixelshader gs_get_pixel_shader gs_getrendertarget gs_get_render_target gs_getzstenciltarget gs_get_zstencil_target gs_setrendertarget gs_set_render_target gs_setcuberendertarget gs_set_cube_render_target gs_beginscene gs_begin_scene gs_draw gs_draw gs_endscene gs_end_scene gs_setcullmode gs_set_cull_mode gs_getcullmode gs_get_cull_mode gs_enable_depthtest gs_enable_depth_test gs_enable_stenciltest gs_enable_stencil_test gs_enable_stencilwrite gs_enable_stencil_write gs_blendfunction gs_blend_function gs_depthfunction gs_depth_function gs_stencilfunction gs_stencil_function gs_stencilop gs_stencil_op gs_setviewport gs_set_viewport gs_getviewport gs_get_viewport gs_setscissorrect gs_set_scissor_rect gs_create_texture_from_iosurface gs_texture_create_from_iosurface gs_create_gdi_texture gs_texture_create_gdi gs_is_compressed_format gs_is_compressed_format gs_num_total_levels gs_get_total_levels texture_setimage gs_texture_set_image cubetexture_setimage gs_cubetexture_set_image swapchain_destroy gs_swapchain_destroy texture_destroy gs_texture_destroy texture_getwidth gs_texture_get_width texture_getheight gs_texture_get_height texture_getcolorformat gs_texture_get_color_format texture_map gs_texture_map texture_unmap gs_texture_unmap texture_isrect gs_texture_is_rect texture_getobj gs_texture_get_obj cubetexture_destroy gs_cubetexture_destroy cubetexture_getsize gs_cubetexture_get_size cubetexture_getcolorformat gs_cubetexture_get_color_format volumetexture_destroy gs_voltexture_destroy volumetexture_getwidth gs_voltexture_get_width volumetexture_getheight gs_voltexture_get_height volumetexture_getdepth gs_voltexture_getdepth volumetexture_getcolorformat gs_voltexture_get_color_format stagesurface_destroy gs_stagesurface_destroy stagesurface_getwidth gs_stagesurface_get_width stagesurface_getheight gs_stagesurface_get_height stagesurface_getcolorformat gs_stagesurface_get_color_format stagesurface_map gs_stagesurface_map stagesurface_unmap gs_stagesurface_unmap zstencil_destroy gs_zstencil_destroy samplerstate_destroy gs_samplerstate_destroy vertexbuffer_destroy gs_vertexbuffer_destroy vertexbuffer_flush gs_vertexbuffer_flush vertexbuffer_getdata gs_vertexbuffer_get_data indexbuffer_destroy gs_indexbuffer_destroy indexbuffer_flush gs_indexbuffer_flush indexbuffer_getdata gs_indexbuffer_get_data indexbuffer_numindices gs_indexbuffer_get_num_indices indexbuffer_gettype gs_indexbuffer_get_type texture_rebind_iosurface gs_texture_rebind_iosurface texture_get_dc gs_texture_get_dc texture_release_dc gs_texture_release_dc
2014-08-08 06:42:07 +00:00
gs_vertexbuffer_destroy(box);
gs_vertexbuffer_destroy(boxLeft);
gs_vertexbuffer_destroy(boxTop);
gs_vertexbuffer_destroy(boxRight);
gs_vertexbuffer_destroy(boxBottom);
(API Change) Improve graphics API consistency Summary: - Prefix all graphics subsystem names with gs_ or GS_ - Unsquish funciton names (for example _setfloat to _set_float) - Changed create functions to be more consistent with the rest of the API elsewhere. For exmaple, instead of gs_create_texture/gs_texture_destroy, it's now gs_texture_create/gs_texture_destroy - Renamed gs_stencil_op enum to gs_stencil_op_type From: To: ----------------------------------------------------------- tvertarray gs_tvertarray vb_data gs_vb_data vbdata_create gs_vbdata_create vbdata_destroy gs_vbdata_destroy shader_param gs_shader_param gs_effect gs_effect effect_technique gs_effect_technique effect_pass gs_effect_pass effect_param gs_effect_param texture_t gs_texture_t stagesurf_t gs_stagesurf_t zstencil_t gs_zstencil_t vertbuffer_t gs_vertbuffer_t indexbuffer_t gs_indexbuffer_t samplerstate_t gs_samplerstate_t swapchain_t gs_swapchain_t texrender_t gs_texrender_t shader_t gs_shader_t sparam_t gs_sparam_t effect_t gs_effect_t technique_t gs_technique_t eparam_t gs_eparam_t device_t gs_device_t graphics_t graphics_t shader_param_type gs_shader_param_type SHADER_PARAM_UNKNOWN GS_SHADER_PARAM_UNKNOWN SHADER_PARAM_BOOL GS_SHADER_PARAM_BOOL SHADER_PARAM_FLOAT GS_SHADER_PARAM_FLOAT SHADER_PARAM_INT GS_SHADER_PARAM_INT SHADER_PARAM_STRING GS_SHADER_PARAM_STRING SHADER_PARAM_VEC2 GS_SHADER_PARAM_VEC2 SHADER_PARAM_VEC3 GS_SHADER_PARAM_VEC3 SHADER_PARAM_VEC4 GS_SHADER_PARAM_VEC4 SHADER_PARAM_MATRIX4X4 GS_SHADER_PARAM_MATRIX4X4 SHADER_PARAM_TEXTURE GS_SHADER_PARAM_TEXTURE shader_param_info gs_shader_param_info shader_type gs_shader_type SHADER_VERTEX GS_SHADER_VERTEX SHADER_PIXEL GS_SHADER_PIXEL shader_destroy gs_shader_destroy shader_numparams gs_shader_get_num_params shader_getparambyidx gs_shader_get_param_by_idx shader_getparambyname gs_shader_get_param_by_name shader_getviewprojmatrix gs_shader_get_viewproj_matrix shader_getworldmatrix gs_shader_get_world_matrix shader_getparaminfo gs_shader_get_param_info shader_setbool gs_shader_set_bool shader_setfloat gs_shader_set_float shader_setint gs_shader_set_int shader_setmatrix3 gs_shader_setmatrix3 shader_setmatrix4 gs_shader_set_matrix4 shader_setvec2 gs_shader_set_vec2 shader_setvec3 gs_shader_set_vec3 shader_setvec4 gs_shader_set_vec4 shader_settexture gs_shader_set_texture shader_setval gs_shader_set_val shader_setdefault gs_shader_set_default effect_property_type gs_effect_property_type EFFECT_NONE GS_EFFECT_NONE EFFECT_BOOL GS_EFFECT_BOOL EFFECT_FLOAT GS_EFFECT_FLOAT EFFECT_COLOR GS_EFFECT_COLOR EFFECT_TEXTURE GS_EFFECT_TEXTURE effect_param_info gs_effect_param_info effect_destroy gs_effect_destroy effect_gettechnique gs_effect_get_technique technique_begin gs_technique_begin technique_end gs_technique_end technique_beginpass gs_technique_begin_pass technique_beginpassbyname gs_technique_begin_pass_by_name technique_endpass gs_technique_end_pass effect_numparams gs_effect_get_num_params effect_getparambyidx gs_effect_get_param_by_idx effect_getparambyname gs_effect_get_param_by_name effect_updateparams gs_effect_update_params effect_getviewprojmatrix gs_effect_get_viewproj_matrix effect_getworldmatrix gs_effect_get_world_matrix effect_getparaminfo gs_effect_get_param_info effect_setbool gs_effect_set_bool effect_setfloat gs_effect_set_float effect_setint gs_effect_set_int effect_setmatrix4 gs_effect_set_matrix4 effect_setvec2 gs_effect_set_vec2 effect_setvec3 gs_effect_set_vec3 effect_setvec4 gs_effect_set_vec4 effect_settexture gs_effect_set_texture effect_setval gs_effect_set_val effect_setdefault gs_effect_set_default texrender_create gs_texrender_create texrender_destroy gs_texrender_destroy texrender_begin gs_texrender_begin texrender_end gs_texrender_end texrender_reset gs_texrender_reset texrender_gettexture gs_texrender_get_texture GS_BUILDMIPMAPS GS_BUILD_MIPMAPS GS_RENDERTARGET GS_RENDER_TARGET gs_device_name gs_get_device_name gs_device_type gs_get_device_type gs_entercontext gs_enter_context gs_leavecontext gs_leave_context gs_getcontext gs_get_context gs_renderstart gs_render_start gs_renderstop gs_render_stop gs_rendersave gs_render_save gs_getinput gs_get_input gs_geteffect gs_get_effect gs_create_effect_from_file gs_effect_create_from_file gs_create_effect gs_effect_create gs_create_vertexshader_from_file gs_vertexshader_create_from_file gs_create_pixelshader_from_file gs_pixelshader_create_from_file gs_create_texture_from_file gs_texture_create_from_file gs_resetviewport gs_reset_viewport gs_set2dmode gs_set_2d_mode gs_set3dmode gs_set_3d_mode gs_create_swapchain gs_swapchain_create gs_getsize gs_get_size gs_getwidth gs_get_width gs_getheight gs_get_height gs_create_texture gs_texture_create gs_create_cubetexture gs_cubetexture_create gs_create_volumetexture gs_voltexture_create gs_create_zstencil gs_zstencil_create gs_create_stagesurface gs_stagesurface_create gs_create_samplerstate gs_samplerstate_create gs_create_vertexshader gs_vertexshader_create gs_create_pixelshader gs_pixelshader_create gs_create_vertexbuffer gs_vertexbuffer_create gs_create_indexbuffer gs_indexbuffer_create gs_gettexturetype gs_get_texture_type gs_load_defaultsamplerstate gs_load_default_samplerstate gs_getvertexshader gs_get_vertex_shader gs_getpixelshader gs_get_pixel_shader gs_getrendertarget gs_get_render_target gs_getzstenciltarget gs_get_zstencil_target gs_setrendertarget gs_set_render_target gs_setcuberendertarget gs_set_cube_render_target gs_beginscene gs_begin_scene gs_draw gs_draw gs_endscene gs_end_scene gs_setcullmode gs_set_cull_mode gs_getcullmode gs_get_cull_mode gs_enable_depthtest gs_enable_depth_test gs_enable_stenciltest gs_enable_stencil_test gs_enable_stencilwrite gs_enable_stencil_write gs_blendfunction gs_blend_function gs_depthfunction gs_depth_function gs_stencilfunction gs_stencil_function gs_stencilop gs_stencil_op gs_setviewport gs_set_viewport gs_getviewport gs_get_viewport gs_setscissorrect gs_set_scissor_rect gs_create_texture_from_iosurface gs_texture_create_from_iosurface gs_create_gdi_texture gs_texture_create_gdi gs_is_compressed_format gs_is_compressed_format gs_num_total_levels gs_get_total_levels texture_setimage gs_texture_set_image cubetexture_setimage gs_cubetexture_set_image swapchain_destroy gs_swapchain_destroy texture_destroy gs_texture_destroy texture_getwidth gs_texture_get_width texture_getheight gs_texture_get_height texture_getcolorformat gs_texture_get_color_format texture_map gs_texture_map texture_unmap gs_texture_unmap texture_isrect gs_texture_is_rect texture_getobj gs_texture_get_obj cubetexture_destroy gs_cubetexture_destroy cubetexture_getsize gs_cubetexture_get_size cubetexture_getcolorformat gs_cubetexture_get_color_format volumetexture_destroy gs_voltexture_destroy volumetexture_getwidth gs_voltexture_get_width volumetexture_getheight gs_voltexture_get_height volumetexture_getdepth gs_voltexture_getdepth volumetexture_getcolorformat gs_voltexture_get_color_format stagesurface_destroy gs_stagesurface_destroy stagesurface_getwidth gs_stagesurface_get_width stagesurface_getheight gs_stagesurface_get_height stagesurface_getcolorformat gs_stagesurface_get_color_format stagesurface_map gs_stagesurface_map stagesurface_unmap gs_stagesurface_unmap zstencil_destroy gs_zstencil_destroy samplerstate_destroy gs_samplerstate_destroy vertexbuffer_destroy gs_vertexbuffer_destroy vertexbuffer_flush gs_vertexbuffer_flush vertexbuffer_getdata gs_vertexbuffer_get_data indexbuffer_destroy gs_indexbuffer_destroy indexbuffer_flush gs_indexbuffer_flush indexbuffer_getdata gs_indexbuffer_get_data indexbuffer_numindices gs_indexbuffer_get_num_indices indexbuffer_gettype gs_indexbuffer_get_type texture_rebind_iosurface gs_texture_rebind_iosurface texture_get_dc gs_texture_get_dc texture_release_dc gs_texture_release_dc
2014-08-08 06:42:07 +00:00
gs_vertexbuffer_destroy(circle);
obs_leave_graphics();
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
/* When shutting down, sometimes source references can get in to the
* event queue, and if we don't forcibly process those events they
* won't get processed until after obs_shutdown has been called. I
* really wish there were a more elegant way to deal with this via C++,
* but Qt doesn't use C++ in a normal way, so you can't really rely on
* normal C++ behavior for your data to be freed in the order that you
* expect or want it to. */
QApplication::sendPostedEvents(this);
config_set_int(App()->GlobalConfig(), "General", "LastVersion",
LIBOBS_API_VER);
bool alwaysOnTop = IsAlwaysOnTop(this);
config_set_bool(App()->GlobalConfig(), "BasicWindow", "PreviewEnabled",
previewEnabled);
config_set_bool(App()->GlobalConfig(), "BasicWindow", "AlwaysOnTop",
alwaysOnTop);
config_set_bool(App()->GlobalConfig(), "BasicWindow",
"SceneDuplicationMode", sceneDuplicationMode);
config_set_bool(App()->GlobalConfig(), "BasicWindow",
"SwapScenesMode", swapScenesMode);
config_set_bool(App()->GlobalConfig(), "BasicWindow",
"EditPropertiesMode", editPropertiesMode);
config_set_bool(App()->GlobalConfig(), "BasicWindow",
"PreviewProgramMode", IsPreviewProgramMode());
config_set_bool(App()->GlobalConfig(), "BasicWindow",
"DocksLocked", ui->lockUI->isChecked());
config_save_safe(App()->GlobalConfig(), "tmp", nullptr);
#ifdef _WIN32
uint32_t winVer = GetWindowsVersion();
if (winVer > 0 && winVer < 0x602) {
bool disableAero = config_get_bool(basicConfig, "Video",
"DisableAero");
if (disableAero) {
SetAeroEnabled(true);
}
}
#endif
}
void OBSBasic::SaveProjectNow()
{
if (disableSaving)
return;
projectChanged = true;
SaveProjectDeferred();
}
2015-01-04 16:16:59 +00:00
void OBSBasic::SaveProject()
{
2015-06-30 12:49:31 +00:00
if (disableSaving)
return;
projectChanged = true;
QMetaObject::invokeMethod(this, "SaveProjectDeferred",
Qt::QueuedConnection);
}
void OBSBasic::SaveProjectDeferred()
{
if (disableSaving)
return;
if (!projectChanged)
return;
projectChanged = false;
const char *sceneCollection = config_get_string(App()->GlobalConfig(),
"Basic", "SceneCollectionFile");
char savePath[512];
char fileName[512];
int ret;
if (!sceneCollection)
return;
ret = snprintf(fileName, 512, "obs-studio/basic/scenes/%s.json",
sceneCollection);
if (ret <= 0)
return;
ret = GetConfigPath(savePath, sizeof(savePath), fileName);
if (ret <= 0)
return;
2015-01-04 16:16:59 +00:00
Save(savePath);
}
OBSScene OBSBasic::GetCurrentScene()
{
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
QListWidgetItem *item = ui->scenes->currentItem();
return item ? GetOBSRef<OBSScene>(item) : nullptr;
}
OBSSceneItem OBSBasic::GetSceneItem(QListWidgetItem *item)
{
return item ? GetOBSRef<OBSSceneItem>(item) : nullptr;
}
OBSSceneItem OBSBasic::GetCurrentSceneItem()
{
return GetSceneItem(GetTopSelectedSourceItem());
}
void OBSBasic::UpdatePreviewScalingMenu()
{
bool fixedScaling = ui->preview->IsFixedScaling();
float scalingAmount = ui->preview->GetScalingAmount();
if (!fixedScaling) {
ui->actionScaleWindow->setChecked(true);
ui->actionScaleCanvas->setChecked(false);
ui->actionScaleOutput->setChecked(false);
return;
}
obs_video_info ovi;
obs_get_video_info(&ovi);
ui->actionScaleWindow->setChecked(false);
ui->actionScaleCanvas->setChecked(scalingAmount == 1.0f);
ui->actionScaleOutput->setChecked(
scalingAmount == float(ovi.output_width) / float(ovi.base_width));
}
void OBSBasic::UpdateSources(OBSScene scene)
{
ClearListItems(ui->sources);
obs_scene_enum_items(scene,
[] (obs_scene_t *scene, obs_sceneitem_t *item, void *p)
{
OBSBasic *window = static_cast<OBSBasic*>(p);
window->InsertSceneItem(item);
UNUSED_PARAMETER(scene);
return true;
}, this);
}
void OBSBasic::InsertSceneItem(obs_sceneitem_t *item)
{
QListWidgetItem *listItem = new QListWidgetItem();
SetOBSRef(listItem, OBSSceneItem(item));
ui->sources->insertItem(0, listItem);
ui->sources->setCurrentRow(0, QItemSelectionModel::ClearAndSelect);
SetupVisibilityItem(ui->sources, listItem, item);
}
void OBSBasic::CreateInteractionWindow(obs_source_t *source)
2014-09-15 23:16:16 +00:00
{
if (interaction)
interaction->close();
interaction = new OBSBasicInteraction(this, source);
interaction->Init();
interaction->setAttribute(Qt::WA_DeleteOnClose, true);
}
void OBSBasic::CreatePropertiesWindow(obs_source_t *source)
{
if (properties)
properties->close();
properties = new OBSBasicProperties(this, source);
properties->Init();
properties->setAttribute(Qt::WA_DeleteOnClose, true);
}
2015-02-26 05:23:57 +00:00
void OBSBasic::CreateFiltersWindow(obs_source_t *source)
{
if (filters)
filters->close();
filters = new OBSBasicFilters(this, source);
filters->Init();
filters->setAttribute(Qt::WA_DeleteOnClose, true);
}
/* Qt callbacks for invokeMethod */
void OBSBasic::AddScene(OBSSource source)
{
const char *name = obs_source_get_name(source);
obs_scene_t *scene = obs_scene_from_source(source);
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
QListWidgetItem *item = new QListWidgetItem(QT_UTF8(name));
SetOBSRef(item, OBSScene(scene));
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
ui->scenes->addItem(item);
obs_hotkey_register_source(source, "OBSBasic.SelectScene",
Str("Basic.Hotkeys.SelectScene"),
[](void *data,
obs_hotkey_id, obs_hotkey_t*, bool pressed)
{
OBSBasic *main =
reinterpret_cast<OBSBasic*>(App()->GetMainWindow());
auto potential_source = static_cast<obs_source_t*>(data);
auto source = obs_source_get_ref(potential_source);
if (source && pressed)
main->SetCurrentScene(source);
obs_source_release(source);
}, static_cast<obs_source_t*>(source));
signal_handler_t *handler = obs_source_get_signal_handler(source);
SignalContainer<OBSScene> container;
container.ref = scene;
container.handlers.assign({
std::make_shared<OBSSignal>(handler, "item_add",
OBSBasic::SceneItemAdded, this),
std::make_shared<OBSSignal>(handler, "item_remove",
OBSBasic::SceneItemRemoved, this),
std::make_shared<OBSSignal>(handler, "item_select",
OBSBasic::SceneItemSelected, this),
std::make_shared<OBSSignal>(handler, "item_deselect",
OBSBasic::SceneItemDeselected, this),
std::make_shared<OBSSignal>(handler, "reorder",
OBSBasic::SceneReordered, this),
});
item->setData(static_cast<int>(QtDataRole::OBSSignals),
QVariant::fromValue(container));
2015-06-30 12:49:31 +00:00
/* if the scene already has items (a duplicated scene) add them */
auto addSceneItem = [this] (obs_sceneitem_t *item)
{
AddSceneItem(item);
};
using addSceneItem_t = decltype(addSceneItem);
obs_scene_enum_items(scene,
[] (obs_scene_t*, obs_sceneitem_t *item, void *param)
{
addSceneItem_t *func;
func = reinterpret_cast<addSceneItem_t*>(param);
(*func)(item);
return true;
}, &addSceneItem);
2015-06-30 12:49:31 +00:00
SaveProject();
if (!disableSaving) {
obs_source_t *source = obs_scene_get_source(scene);
blog(LOG_INFO, "User added scene '%s'",
obs_source_get_name(source));
}
if (api)
api->on_event(OBS_FRONTEND_EVENT_SCENE_LIST_CHANGED);
}
void OBSBasic::RemoveScene(OBSSource source)
2013-12-29 05:29:13 +00:00
{
obs_scene_t *scene = obs_scene_from_source(source);
QListWidgetItem *sel = nullptr;
int count = ui->scenes->count();
for (int i = 0; i < count; i++) {
auto item = ui->scenes->item(i);
auto cur_scene = GetOBSRef<OBSScene>(item);
if (cur_scene != scene)
continue;
2013-12-29 05:29:13 +00:00
sel = item;
break;
}
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
if (sel != nullptr) {
if (sel == ui->scenes->currentItem())
ClearListItems(ui->sources);
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
delete sel;
}
2015-06-30 12:49:31 +00:00
SaveProject();
if (!disableSaving) {
blog(LOG_INFO, "User Removed scene '%s'",
obs_source_get_name(source));
}
if (api)
api->on_event(OBS_FRONTEND_EVENT_SCENE_LIST_CHANGED);
}
void OBSBasic::AddSceneItem(OBSSceneItem item)
{
obs_scene_t *scene = obs_sceneitem_get_scene(item);
if (GetCurrentScene() == scene)
InsertSceneItem(item);
2015-06-30 12:49:31 +00:00
SaveProject();
if (!disableSaving) {
obs_source_t *sceneSource = obs_scene_get_source(scene);
obs_source_t *itemSource = obs_sceneitem_get_source(item);
blog(LOG_INFO, "User added source '%s' (%s) to scene '%s'",
obs_source_get_name(itemSource),
obs_source_get_id(itemSource),
obs_source_get_name(sceneSource));
}
}
void OBSBasic::RemoveSceneItem(OBSSceneItem item)
{
for (int i = 0; i < ui->sources->count(); i++) {
QListWidgetItem *listItem = ui->sources->item(i);
if (GetOBSRef<OBSSceneItem>(listItem) == item) {
DeleteListItem(ui->sources, listItem);
break;
}
}
2015-06-30 12:49:31 +00:00
SaveProject();
if (!disableSaving) {
obs_scene_t *scene = obs_sceneitem_get_scene(item);
obs_source_t *sceneSource = obs_scene_get_source(scene);
obs_source_t *itemSource = obs_sceneitem_get_source(item);
blog(LOG_INFO, "User Removed source '%s' (%s) from scene '%s'",
obs_source_get_name(itemSource),
obs_source_get_id(itemSource),
obs_source_get_name(sceneSource));
}
}
void OBSBasic::UpdateSceneSelection(OBSSource source)
{
if (source) {
obs_scene_t *scene = obs_scene_from_source(source);
const char *name = obs_source_get_name(source);
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
if (!scene)
return;
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
QList<QListWidgetItem*> items =
ui->scenes->findItems(QT_UTF8(name), Qt::MatchExactly);
if (items.count()) {
sceneChanging = true;
ui->scenes->setCurrentItem(items.first());
sceneChanging = false;
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
UpdateSources(scene);
}
2013-12-29 05:29:13 +00:00
}
}
2014-06-30 07:06:01 +00:00
static void RenameListValues(QListWidget *listWidget, const QString &newName,
const QString &prevName)
{
QList<QListWidgetItem*> items =
listWidget->findItems(prevName, Qt::MatchExactly);
for (int i = 0; i < items.count(); i++)
items[i]->setText(newName);
}
void OBSBasic::RenameSources(QString newName, QString prevName)
{
RenameListValues(ui->scenes, newName, prevName);
for (size_t i = 0; i < volumes.size(); i++) {
if (volumes[i]->GetName().compare(prevName) == 0)
volumes[i]->SetName(newName);
}
2015-06-30 12:49:31 +00:00
std::string newText = newName.toUtf8().constData();
std::string prevText = prevName.toUtf8().constData();
for (size_t j = 0; j < projectorArray.size(); j++) {
if (projectorArray.at(j) == prevText)
projectorArray.at(j) = newText;
}
2015-06-30 12:49:31 +00:00
SaveProject();
2014-06-30 07:06:01 +00:00
}
void OBSBasic::SelectSceneItem(OBSScene scene, OBSSceneItem item, bool select)
{
SignalBlocker sourcesSignalBlocker(ui->sources);
if (scene != GetCurrentScene() || ignoreSelectionUpdate)
return;
for (int i = 0; i < ui->sources->count(); i++) {
QListWidgetItem *witem = ui->sources->item(i);
QVariant data =
witem->data(static_cast<int>(QtDataRole::OBSRef));
if (!data.canConvert<OBSSceneItem>())
continue;
if (item != data.value<OBSSceneItem>())
continue;
witem->setSelected(select);
break;
}
}
static inline bool SourceMixerHidden(obs_source_t *source)
{
obs_data_t *priv_settings = obs_source_get_private_settings(source);
bool hidden = obs_data_get_bool(priv_settings, "mixer_hidden");
obs_data_release(priv_settings);
return hidden;
}
static inline void SetSourceMixerHidden(obs_source_t *source, bool hidden)
{
obs_data_t *priv_settings = obs_source_get_private_settings(source);
obs_data_set_bool(priv_settings, "mixer_hidden", hidden);
obs_data_release(priv_settings);
}
void OBSBasic::GetAudioSourceFilters()
{
QAction *action = reinterpret_cast<QAction*>(sender());
VolControl *vol = action->property("volControl").value<VolControl*>();
obs_source_t *source = vol->GetSource();
CreateFiltersWindow(source);
}
void OBSBasic::GetAudioSourceProperties()
{
QAction *action = reinterpret_cast<QAction*>(sender());
VolControl *vol = action->property("volControl").value<VolControl*>();
obs_source_t *source = vol->GetSource();
CreatePropertiesWindow(source);
}
void OBSBasic::HideAudioControl()
{
QAction *action = reinterpret_cast<QAction*>(sender());
VolControl *vol = action->property("volControl").value<VolControl*>();
obs_source_t *source = vol->GetSource();
if (!SourceMixerHidden(source)) {
SetSourceMixerHidden(source, true);
DeactivateAudioSource(source);
}
}
void OBSBasic::UnhideAllAudioControls()
{
auto UnhideAudioMixer = [this] (obs_source_t *source) /* -- */
{
if (!obs_source_active(source))
return true;
if (!SourceMixerHidden(source))
return true;
SetSourceMixerHidden(source, false);
ActivateAudioSource(source);
return true;
};
using UnhideAudioMixer_t = decltype(UnhideAudioMixer);
auto PreEnum = [] (void *data, obs_source_t *source) -> bool /* -- */
{
return (*reinterpret_cast<UnhideAudioMixer_t *>(data))(source);
};
obs_enum_sources(PreEnum, &UnhideAudioMixer);
}
void OBSBasic::ToggleHideMixer()
{
OBSSceneItem item = GetCurrentSceneItem();
OBSSource source = obs_sceneitem_get_source(item);
if (!SourceMixerHidden(source)) {
SetSourceMixerHidden(source, true);
DeactivateAudioSource(source);
} else {
SetSourceMixerHidden(source, false);
ActivateAudioSource(source);
}
}
void OBSBasic::VolControlContextMenu()
{
VolControl *vol = reinterpret_cast<VolControl*>(sender());
/* ------------------- */
QAction hideAction(QTStr("Hide"), this);
QAction unhideAllAction(QTStr("UnhideAll"), this);
QAction filtersAction(QTStr("Filters"), this);
QAction propertiesAction(QTStr("Properties"), this);
QAction advPropAction(QTStr("Basic.MainMenu.Edit.AdvAudio"), this);
/* ------------------- */
connect(&hideAction, &QAction::triggered,
this, &OBSBasic::HideAudioControl,
Qt::DirectConnection);
connect(&unhideAllAction, &QAction::triggered,
this, &OBSBasic::UnhideAllAudioControls,
Qt::DirectConnection);
connect(&filtersAction, &QAction::triggered,
this, &OBSBasic::GetAudioSourceFilters,
Qt::DirectConnection);
connect(&propertiesAction, &QAction::triggered,
this, &OBSBasic::GetAudioSourceProperties,
Qt::DirectConnection);
connect(&advPropAction, &QAction::triggered,
this, &OBSBasic::on_actionAdvAudioProperties_triggered,
Qt::DirectConnection);
/* ------------------- */
hideAction.setProperty("volControl",
QVariant::fromValue<VolControl*>(vol));
filtersAction.setProperty("volControl",
QVariant::fromValue<VolControl*>(vol));
propertiesAction.setProperty("volControl",
QVariant::fromValue<VolControl*>(vol));
/* ------------------- */
QMenu popup(this);
popup.addAction(&unhideAllAction);
popup.addAction(&hideAction);
popup.addSeparator();
popup.addAction(&filtersAction);
popup.addAction(&propertiesAction);
popup.addAction(&advPropAction);
popup.exec(QCursor::pos());
}
void OBSBasic::on_mixerScrollArea_customContextMenuRequested()
{
QAction unhideAllAction(QTStr("UnhideAll"), this);
QAction advPropAction(QTStr("Basic.MainMenu.Edit.AdvAudio"), this);
/* ------------------- */
connect(&unhideAllAction, &QAction::triggered,
this, &OBSBasic::UnhideAllAudioControls,
Qt::DirectConnection);
connect(&advPropAction, &QAction::triggered,
this, &OBSBasic::on_actionAdvAudioProperties_triggered,
Qt::DirectConnection);
/* ------------------- */
QMenu popup(this);
popup.addAction(&unhideAllAction);
popup.addSeparator();
popup.addAction(&advPropAction);
popup.exec(QCursor::pos());
}
void OBSBasic::ActivateAudioSource(OBSSource source)
{
if (SourceMixerHidden(source))
return;
VolControl *vol = new VolControl(source, true);
vol->setContextMenuPolicy(Qt::CustomContextMenu);
connect(vol, &QWidget::customContextMenuRequested,
this, &OBSBasic::VolControlContextMenu);
connect(vol, &VolControl::ConfigClicked,
this, &OBSBasic::VolControlContextMenu);
volumes.push_back(vol);
ui->volumeWidgets->layout()->addWidget(vol);
}
void OBSBasic::DeactivateAudioSource(OBSSource source)
{
for (size_t i = 0; i < volumes.size(); i++) {
if (volumes[i]->GetSource() == source) {
delete volumes[i];
volumes.erase(volumes.begin() + i);
break;
}
}
}
bool OBSBasic::QueryRemoveSource(obs_source_t *source)
{
if (obs_source_get_type(source) == OBS_SOURCE_TYPE_SCENE) {
int count = ui->scenes->count();
if (count == 1) {
OBSMessageBox::information(this,
QTStr("FinalScene.Title"),
QTStr("FinalScene.Text"));
return false;
}
}
const char *name = obs_source_get_name(source);
QString text = QTStr("ConfirmRemove.Text");
text.replace("$1", QT_UTF8(name));
QMessageBox remove_source(this);
remove_source.setText(text);
QAbstractButton *Yes = remove_source.addButton(QTStr("Yes"),
QMessageBox::YesRole);
remove_source.addButton(QTStr("No"), QMessageBox::NoRole);
remove_source.setIcon(QMessageBox::Question);
remove_source.setWindowTitle(QTStr("ConfirmRemove.Title"));
remove_source.exec();
return Yes == remove_source.clickedButton();
}
2014-07-14 06:56:28 +00:00
#define UPDATE_CHECK_INTERVAL (60*60*24*4) /* 4 days */
#ifdef UPDATE_SPARKLE
void init_sparkle_updater(bool update_to_undeployed);
void trigger_sparkle_update();
#endif
2014-07-14 06:56:28 +00:00
void OBSBasic::TimedCheckForUpdates()
{
2017-02-20 12:46:29 +00:00
if (!config_get_bool(App()->GlobalConfig(), "General",
"EnableAutoUpdates"))
return;
#ifdef UPDATE_SPARKLE
init_sparkle_updater(config_get_bool(App()->GlobalConfig(), "General",
"UpdateToUndeployed"));
2017-02-20 12:46:29 +00:00
#elif ENABLE_WIN_UPDATER
2014-07-14 06:56:28 +00:00
long long lastUpdate = config_get_int(App()->GlobalConfig(), "General",
"LastUpdateCheck");
uint32_t lastVersion = config_get_int(App()->GlobalConfig(), "General",
"LastVersion");
if (lastVersion < LIBOBS_API_VER) {
lastUpdate = 0;
config_set_int(App()->GlobalConfig(), "General",
"LastUpdateCheck", 0);
}
long long t = (long long)time(nullptr);
long long secs = t - lastUpdate;
if (secs > UPDATE_CHECK_INTERVAL)
2017-02-20 12:46:29 +00:00
CheckForUpdates(false);
#endif
2014-07-14 06:56:28 +00:00
}
2017-02-20 12:46:29 +00:00
void OBSBasic::CheckForUpdates(bool manualUpdate)
2014-07-14 06:56:28 +00:00
{
#ifdef UPDATE_SPARKLE
trigger_sparkle_update();
2017-02-20 12:46:29 +00:00
#elif ENABLE_WIN_UPDATER
2014-07-14 06:56:28 +00:00
ui->actionCheckForUpdates->setEnabled(false);
2017-02-20 12:46:29 +00:00
if (updateCheckThread && updateCheckThread->isRunning())
return;
2017-02-20 12:46:29 +00:00
updateCheckThread = new AutoUpdateThread(manualUpdate);
updateCheckThread->start();
#endif
UNUSED_PARAMETER(manualUpdate);
2014-07-14 06:56:28 +00:00
}
2017-02-20 12:46:29 +00:00
void OBSBasic::updateCheckFinished()
2014-07-14 06:56:28 +00:00
{
ui->actionCheckForUpdates->setEnabled(true);
}
void OBSBasic::DuplicateSelectedScene()
{
OBSScene curScene = GetCurrentScene();
if (!curScene)
return;
OBSSource curSceneSource = obs_scene_get_source(curScene);
QString format{obs_source_get_name(curSceneSource)};
format += " %1";
int i = 2;
QString placeHolderText = format.arg(i);
obs_source_t *source = nullptr;
while ((source = obs_get_source_by_name(QT_TO_UTF8(placeHolderText)))) {
obs_source_release(source);
placeHolderText = format.arg(++i);
}
for (;;) {
string name;
bool accepted = NameDialog::AskForName(this,
QTStr("Basic.Main.AddSceneDlg.Title"),
QTStr("Basic.Main.AddSceneDlg.Text"),
name,
placeHolderText);
if (!accepted)
return;
if (name.empty()) {
OBSMessageBox::information(this,
QTStr("NoNameEntered.Title"),
QTStr("NoNameEntered.Text"));
continue;
}
obs_source_t *source = obs_get_source_by_name(name.c_str());
if (source) {
OBSMessageBox::information(this,
QTStr("NameExists.Title"),
QTStr("NameExists.Text"));
obs_source_release(source);
continue;
}
obs_scene_t *scene = obs_scene_duplicate(curScene,
name.c_str(), OBS_SCENE_DUP_REFS);
source = obs_scene_get_source(scene);
AddScene(source);
SetCurrentScene(source, true);
obs_scene_release(scene);
break;
}
}
void OBSBasic::RemoveSelectedScene()
{
OBSScene scene = GetCurrentScene();
if (scene) {
obs_source_t *source = obs_scene_get_source(scene);
if (QueryRemoveSource(source)) {
obs_source_remove(source);
if (api)
api->on_event(OBS_FRONTEND_EVENT_SCENE_LIST_CHANGED);
}
}
}
void OBSBasic::RemoveSelectedSceneItem()
{
OBSSceneItem item = GetCurrentSceneItem();
if (item) {
obs_source_t *source = obs_sceneitem_get_source(item);
if (QueryRemoveSource(source))
obs_sceneitem_remove(item);
}
}
struct ReorderInfo {
int idx = 0;
OBSBasic *window;
inline ReorderInfo(OBSBasic *window_) : window(window_) {}
};
void OBSBasic::ReorderSceneItem(obs_sceneitem_t *item, size_t idx)
{
int count = ui->sources->count();
int idx_inv = count - (int)idx - 1;
for (int i = 0; i < count; i++) {
QListWidgetItem *listItem = ui->sources->item(i);
OBSSceneItem sceneItem = GetOBSRef<OBSSceneItem>(listItem);
if (sceneItem == item) {
if ((int)idx_inv != i) {
bool sel = (ui->sources->currentRow() == i);
listItem = TakeListItem(ui->sources, i);
if (listItem) {
ui->sources->insertItem(idx_inv,
listItem);
SetupVisibilityItem(ui->sources,
listItem, item);
if (sel)
ui->sources->setCurrentRow(
idx_inv);
}
}
break;
}
}
}
void OBSBasic::ReorderSources(OBSScene scene)
{
ReorderInfo info(this);
if (scene != GetCurrentScene() || ui->sources->IgnoreReorder())
return;
obs_scene_enum_items(scene,
[] (obs_scene_t*, obs_sceneitem_t *item, void *p)
{
ReorderInfo *info =
reinterpret_cast<ReorderInfo*>(p);
info->window->ReorderSceneItem(item,
info->idx++);
return true;
}, &info);
2015-06-30 12:49:31 +00:00
SaveProject();
}
/* OBS Callbacks */
void OBSBasic::SceneReordered(void *data, calldata_t *params)
{
OBSBasic *window = static_cast<OBSBasic*>(data);
obs_scene_t *scene = (obs_scene_t*)calldata_ptr(params, "scene");
QMetaObject::invokeMethod(window, "ReorderSources",
Q_ARG(OBSScene, OBSScene(scene)));
}
void OBSBasic::SceneItemAdded(void *data, calldata_t *params)
{
OBSBasic *window = static_cast<OBSBasic*>(data);
obs_sceneitem_t *item = (obs_sceneitem_t*)calldata_ptr(params, "item");
2013-12-29 05:29:13 +00:00
QMetaObject::invokeMethod(window, "AddSceneItem",
Q_ARG(OBSSceneItem, OBSSceneItem(item)));
2013-12-29 05:29:13 +00:00
}
void OBSBasic::SceneItemRemoved(void *data, calldata_t *params)
{
OBSBasic *window = static_cast<OBSBasic*>(data);
obs_sceneitem_t *item = (obs_sceneitem_t*)calldata_ptr(params, "item");
QMetaObject::invokeMethod(window, "RemoveSceneItem",
Q_ARG(OBSSceneItem, OBSSceneItem(item)));
}
void OBSBasic::SceneItemSelected(void *data, calldata_t *params)
{
OBSBasic *window = static_cast<OBSBasic*>(data);
obs_scene_t *scene = (obs_scene_t*)calldata_ptr(params, "scene");
obs_sceneitem_t *item = (obs_sceneitem_t*)calldata_ptr(params, "item");
QMetaObject::invokeMethod(window, "SelectSceneItem",
Q_ARG(OBSScene, scene), Q_ARG(OBSSceneItem, item),
Q_ARG(bool, true));
}
void OBSBasic::SceneItemDeselected(void *data, calldata_t *params)
{
OBSBasic *window = static_cast<OBSBasic*>(data);
obs_scene_t *scene = (obs_scene_t*)calldata_ptr(params, "scene");
obs_sceneitem_t *item = (obs_sceneitem_t*)calldata_ptr(params, "item");
QMetaObject::invokeMethod(window, "SelectSceneItem",
Q_ARG(OBSScene, scene), Q_ARG(OBSSceneItem, item),
Q_ARG(bool, false));
}
void OBSBasic::SourceLoaded(void *data, obs_source_t *source)
{
OBSBasic *window = static_cast<OBSBasic*>(data);
if (obs_scene_from_source(source) != NULL)
QMetaObject::invokeMethod(window,
"AddScene",
Q_ARG(OBSSource, OBSSource(source)));
}
void OBSBasic::SourceRemoved(void *data, calldata_t *params)
{
obs_source_t *source = (obs_source_t*)calldata_ptr(params, "source");
if (obs_scene_from_source(source) != NULL)
QMetaObject::invokeMethod(static_cast<OBSBasic*>(data),
"RemoveScene",
Q_ARG(OBSSource, OBSSource(source)));
}
void OBSBasic::SourceActivated(void *data, calldata_t *params)
{
obs_source_t *source = (obs_source_t*)calldata_ptr(params, "source");
uint32_t flags = obs_source_get_output_flags(source);
if (flags & OBS_SOURCE_AUDIO)
QMetaObject::invokeMethod(static_cast<OBSBasic*>(data),
"ActivateAudioSource",
Q_ARG(OBSSource, OBSSource(source)));
}
void OBSBasic::SourceDeactivated(void *data, calldata_t *params)
{
obs_source_t *source = (obs_source_t*)calldata_ptr(params, "source");
uint32_t flags = obs_source_get_output_flags(source);
if (flags & OBS_SOURCE_AUDIO)
QMetaObject::invokeMethod(static_cast<OBSBasic*>(data),
"DeactivateAudioSource",
Q_ARG(OBSSource, OBSSource(source)));
}
void OBSBasic::SourceRenamed(void *data, calldata_t *params)
2014-06-30 07:06:01 +00:00
{
const char *newName = calldata_string(params, "new_name");
const char *prevName = calldata_string(params, "prev_name");
QMetaObject::invokeMethod(static_cast<OBSBasic*>(data),
"RenameSources",
Q_ARG(QString, QT_UTF8(newName)),
Q_ARG(QString, QT_UTF8(prevName)));
blog(LOG_INFO, "Source '%s' renamed to '%s'", prevName, newName);
2014-06-30 07:06:01 +00:00
}
void OBSBasic::DrawBackdrop(float cx, float cy)
{
if (!box)
return;
gs_effect_t *solid = obs_get_base_effect(OBS_EFFECT_SOLID);
gs_eparam_t *color = gs_effect_get_param_by_name(solid, "color");
gs_technique_t *tech = gs_effect_get_technique(solid, "Solid");
vec4 colorVal;
vec4_set(&colorVal, 0.0f, 0.0f, 0.0f, 1.0f);
(API Change) Improve graphics API consistency Summary: - Prefix all graphics subsystem names with gs_ or GS_ - Unsquish funciton names (for example _setfloat to _set_float) - Changed create functions to be more consistent with the rest of the API elsewhere. For exmaple, instead of gs_create_texture/gs_texture_destroy, it's now gs_texture_create/gs_texture_destroy - Renamed gs_stencil_op enum to gs_stencil_op_type From: To: ----------------------------------------------------------- tvertarray gs_tvertarray vb_data gs_vb_data vbdata_create gs_vbdata_create vbdata_destroy gs_vbdata_destroy shader_param gs_shader_param gs_effect gs_effect effect_technique gs_effect_technique effect_pass gs_effect_pass effect_param gs_effect_param texture_t gs_texture_t stagesurf_t gs_stagesurf_t zstencil_t gs_zstencil_t vertbuffer_t gs_vertbuffer_t indexbuffer_t gs_indexbuffer_t samplerstate_t gs_samplerstate_t swapchain_t gs_swapchain_t texrender_t gs_texrender_t shader_t gs_shader_t sparam_t gs_sparam_t effect_t gs_effect_t technique_t gs_technique_t eparam_t gs_eparam_t device_t gs_device_t graphics_t graphics_t shader_param_type gs_shader_param_type SHADER_PARAM_UNKNOWN GS_SHADER_PARAM_UNKNOWN SHADER_PARAM_BOOL GS_SHADER_PARAM_BOOL SHADER_PARAM_FLOAT GS_SHADER_PARAM_FLOAT SHADER_PARAM_INT GS_SHADER_PARAM_INT SHADER_PARAM_STRING GS_SHADER_PARAM_STRING SHADER_PARAM_VEC2 GS_SHADER_PARAM_VEC2 SHADER_PARAM_VEC3 GS_SHADER_PARAM_VEC3 SHADER_PARAM_VEC4 GS_SHADER_PARAM_VEC4 SHADER_PARAM_MATRIX4X4 GS_SHADER_PARAM_MATRIX4X4 SHADER_PARAM_TEXTURE GS_SHADER_PARAM_TEXTURE shader_param_info gs_shader_param_info shader_type gs_shader_type SHADER_VERTEX GS_SHADER_VERTEX SHADER_PIXEL GS_SHADER_PIXEL shader_destroy gs_shader_destroy shader_numparams gs_shader_get_num_params shader_getparambyidx gs_shader_get_param_by_idx shader_getparambyname gs_shader_get_param_by_name shader_getviewprojmatrix gs_shader_get_viewproj_matrix shader_getworldmatrix gs_shader_get_world_matrix shader_getparaminfo gs_shader_get_param_info shader_setbool gs_shader_set_bool shader_setfloat gs_shader_set_float shader_setint gs_shader_set_int shader_setmatrix3 gs_shader_setmatrix3 shader_setmatrix4 gs_shader_set_matrix4 shader_setvec2 gs_shader_set_vec2 shader_setvec3 gs_shader_set_vec3 shader_setvec4 gs_shader_set_vec4 shader_settexture gs_shader_set_texture shader_setval gs_shader_set_val shader_setdefault gs_shader_set_default effect_property_type gs_effect_property_type EFFECT_NONE GS_EFFECT_NONE EFFECT_BOOL GS_EFFECT_BOOL EFFECT_FLOAT GS_EFFECT_FLOAT EFFECT_COLOR GS_EFFECT_COLOR EFFECT_TEXTURE GS_EFFECT_TEXTURE effect_param_info gs_effect_param_info effect_destroy gs_effect_destroy effect_gettechnique gs_effect_get_technique technique_begin gs_technique_begin technique_end gs_technique_end technique_beginpass gs_technique_begin_pass technique_beginpassbyname gs_technique_begin_pass_by_name technique_endpass gs_technique_end_pass effect_numparams gs_effect_get_num_params effect_getparambyidx gs_effect_get_param_by_idx effect_getparambyname gs_effect_get_param_by_name effect_updateparams gs_effect_update_params effect_getviewprojmatrix gs_effect_get_viewproj_matrix effect_getworldmatrix gs_effect_get_world_matrix effect_getparaminfo gs_effect_get_param_info effect_setbool gs_effect_set_bool effect_setfloat gs_effect_set_float effect_setint gs_effect_set_int effect_setmatrix4 gs_effect_set_matrix4 effect_setvec2 gs_effect_set_vec2 effect_setvec3 gs_effect_set_vec3 effect_setvec4 gs_effect_set_vec4 effect_settexture gs_effect_set_texture effect_setval gs_effect_set_val effect_setdefault gs_effect_set_default texrender_create gs_texrender_create texrender_destroy gs_texrender_destroy texrender_begin gs_texrender_begin texrender_end gs_texrender_end texrender_reset gs_texrender_reset texrender_gettexture gs_texrender_get_texture GS_BUILDMIPMAPS GS_BUILD_MIPMAPS GS_RENDERTARGET GS_RENDER_TARGET gs_device_name gs_get_device_name gs_device_type gs_get_device_type gs_entercontext gs_enter_context gs_leavecontext gs_leave_context gs_getcontext gs_get_context gs_renderstart gs_render_start gs_renderstop gs_render_stop gs_rendersave gs_render_save gs_getinput gs_get_input gs_geteffect gs_get_effect gs_create_effect_from_file gs_effect_create_from_file gs_create_effect gs_effect_create gs_create_vertexshader_from_file gs_vertexshader_create_from_file gs_create_pixelshader_from_file gs_pixelshader_create_from_file gs_create_texture_from_file gs_texture_create_from_file gs_resetviewport gs_reset_viewport gs_set2dmode gs_set_2d_mode gs_set3dmode gs_set_3d_mode gs_create_swapchain gs_swapchain_create gs_getsize gs_get_size gs_getwidth gs_get_width gs_getheight gs_get_height gs_create_texture gs_texture_create gs_create_cubetexture gs_cubetexture_create gs_create_volumetexture gs_voltexture_create gs_create_zstencil gs_zstencil_create gs_create_stagesurface gs_stagesurface_create gs_create_samplerstate gs_samplerstate_create gs_create_vertexshader gs_vertexshader_create gs_create_pixelshader gs_pixelshader_create gs_create_vertexbuffer gs_vertexbuffer_create gs_create_indexbuffer gs_indexbuffer_create gs_gettexturetype gs_get_texture_type gs_load_defaultsamplerstate gs_load_default_samplerstate gs_getvertexshader gs_get_vertex_shader gs_getpixelshader gs_get_pixel_shader gs_getrendertarget gs_get_render_target gs_getzstenciltarget gs_get_zstencil_target gs_setrendertarget gs_set_render_target gs_setcuberendertarget gs_set_cube_render_target gs_beginscene gs_begin_scene gs_draw gs_draw gs_endscene gs_end_scene gs_setcullmode gs_set_cull_mode gs_getcullmode gs_get_cull_mode gs_enable_depthtest gs_enable_depth_test gs_enable_stenciltest gs_enable_stencil_test gs_enable_stencilwrite gs_enable_stencil_write gs_blendfunction gs_blend_function gs_depthfunction gs_depth_function gs_stencilfunction gs_stencil_function gs_stencilop gs_stencil_op gs_setviewport gs_set_viewport gs_getviewport gs_get_viewport gs_setscissorrect gs_set_scissor_rect gs_create_texture_from_iosurface gs_texture_create_from_iosurface gs_create_gdi_texture gs_texture_create_gdi gs_is_compressed_format gs_is_compressed_format gs_num_total_levels gs_get_total_levels texture_setimage gs_texture_set_image cubetexture_setimage gs_cubetexture_set_image swapchain_destroy gs_swapchain_destroy texture_destroy gs_texture_destroy texture_getwidth gs_texture_get_width texture_getheight gs_texture_get_height texture_getcolorformat gs_texture_get_color_format texture_map gs_texture_map texture_unmap gs_texture_unmap texture_isrect gs_texture_is_rect texture_getobj gs_texture_get_obj cubetexture_destroy gs_cubetexture_destroy cubetexture_getsize gs_cubetexture_get_size cubetexture_getcolorformat gs_cubetexture_get_color_format volumetexture_destroy gs_voltexture_destroy volumetexture_getwidth gs_voltexture_get_width volumetexture_getheight gs_voltexture_get_height volumetexture_getdepth gs_voltexture_getdepth volumetexture_getcolorformat gs_voltexture_get_color_format stagesurface_destroy gs_stagesurface_destroy stagesurface_getwidth gs_stagesurface_get_width stagesurface_getheight gs_stagesurface_get_height stagesurface_getcolorformat gs_stagesurface_get_color_format stagesurface_map gs_stagesurface_map stagesurface_unmap gs_stagesurface_unmap zstencil_destroy gs_zstencil_destroy samplerstate_destroy gs_samplerstate_destroy vertexbuffer_destroy gs_vertexbuffer_destroy vertexbuffer_flush gs_vertexbuffer_flush vertexbuffer_getdata gs_vertexbuffer_get_data indexbuffer_destroy gs_indexbuffer_destroy indexbuffer_flush gs_indexbuffer_flush indexbuffer_getdata gs_indexbuffer_get_data indexbuffer_numindices gs_indexbuffer_get_num_indices indexbuffer_gettype gs_indexbuffer_get_type texture_rebind_iosurface gs_texture_rebind_iosurface texture_get_dc gs_texture_get_dc texture_release_dc gs_texture_release_dc
2014-08-08 06:42:07 +00:00
gs_effect_set_vec4(color, &colorVal);
(API Change) Improve graphics API consistency Summary: - Prefix all graphics subsystem names with gs_ or GS_ - Unsquish funciton names (for example _setfloat to _set_float) - Changed create functions to be more consistent with the rest of the API elsewhere. For exmaple, instead of gs_create_texture/gs_texture_destroy, it's now gs_texture_create/gs_texture_destroy - Renamed gs_stencil_op enum to gs_stencil_op_type From: To: ----------------------------------------------------------- tvertarray gs_tvertarray vb_data gs_vb_data vbdata_create gs_vbdata_create vbdata_destroy gs_vbdata_destroy shader_param gs_shader_param gs_effect gs_effect effect_technique gs_effect_technique effect_pass gs_effect_pass effect_param gs_effect_param texture_t gs_texture_t stagesurf_t gs_stagesurf_t zstencil_t gs_zstencil_t vertbuffer_t gs_vertbuffer_t indexbuffer_t gs_indexbuffer_t samplerstate_t gs_samplerstate_t swapchain_t gs_swapchain_t texrender_t gs_texrender_t shader_t gs_shader_t sparam_t gs_sparam_t effect_t gs_effect_t technique_t gs_technique_t eparam_t gs_eparam_t device_t gs_device_t graphics_t graphics_t shader_param_type gs_shader_param_type SHADER_PARAM_UNKNOWN GS_SHADER_PARAM_UNKNOWN SHADER_PARAM_BOOL GS_SHADER_PARAM_BOOL SHADER_PARAM_FLOAT GS_SHADER_PARAM_FLOAT SHADER_PARAM_INT GS_SHADER_PARAM_INT SHADER_PARAM_STRING GS_SHADER_PARAM_STRING SHADER_PARAM_VEC2 GS_SHADER_PARAM_VEC2 SHADER_PARAM_VEC3 GS_SHADER_PARAM_VEC3 SHADER_PARAM_VEC4 GS_SHADER_PARAM_VEC4 SHADER_PARAM_MATRIX4X4 GS_SHADER_PARAM_MATRIX4X4 SHADER_PARAM_TEXTURE GS_SHADER_PARAM_TEXTURE shader_param_info gs_shader_param_info shader_type gs_shader_type SHADER_VERTEX GS_SHADER_VERTEX SHADER_PIXEL GS_SHADER_PIXEL shader_destroy gs_shader_destroy shader_numparams gs_shader_get_num_params shader_getparambyidx gs_shader_get_param_by_idx shader_getparambyname gs_shader_get_param_by_name shader_getviewprojmatrix gs_shader_get_viewproj_matrix shader_getworldmatrix gs_shader_get_world_matrix shader_getparaminfo gs_shader_get_param_info shader_setbool gs_shader_set_bool shader_setfloat gs_shader_set_float shader_setint gs_shader_set_int shader_setmatrix3 gs_shader_setmatrix3 shader_setmatrix4 gs_shader_set_matrix4 shader_setvec2 gs_shader_set_vec2 shader_setvec3 gs_shader_set_vec3 shader_setvec4 gs_shader_set_vec4 shader_settexture gs_shader_set_texture shader_setval gs_shader_set_val shader_setdefault gs_shader_set_default effect_property_type gs_effect_property_type EFFECT_NONE GS_EFFECT_NONE EFFECT_BOOL GS_EFFECT_BOOL EFFECT_FLOAT GS_EFFECT_FLOAT EFFECT_COLOR GS_EFFECT_COLOR EFFECT_TEXTURE GS_EFFECT_TEXTURE effect_param_info gs_effect_param_info effect_destroy gs_effect_destroy effect_gettechnique gs_effect_get_technique technique_begin gs_technique_begin technique_end gs_technique_end technique_beginpass gs_technique_begin_pass technique_beginpassbyname gs_technique_begin_pass_by_name technique_endpass gs_technique_end_pass effect_numparams gs_effect_get_num_params effect_getparambyidx gs_effect_get_param_by_idx effect_getparambyname gs_effect_get_param_by_name effect_updateparams gs_effect_update_params effect_getviewprojmatrix gs_effect_get_viewproj_matrix effect_getworldmatrix gs_effect_get_world_matrix effect_getparaminfo gs_effect_get_param_info effect_setbool gs_effect_set_bool effect_setfloat gs_effect_set_float effect_setint gs_effect_set_int effect_setmatrix4 gs_effect_set_matrix4 effect_setvec2 gs_effect_set_vec2 effect_setvec3 gs_effect_set_vec3 effect_setvec4 gs_effect_set_vec4 effect_settexture gs_effect_set_texture effect_setval gs_effect_set_val effect_setdefault gs_effect_set_default texrender_create gs_texrender_create texrender_destroy gs_texrender_destroy texrender_begin gs_texrender_begin texrender_end gs_texrender_end texrender_reset gs_texrender_reset texrender_gettexture gs_texrender_get_texture GS_BUILDMIPMAPS GS_BUILD_MIPMAPS GS_RENDERTARGET GS_RENDER_TARGET gs_device_name gs_get_device_name gs_device_type gs_get_device_type gs_entercontext gs_enter_context gs_leavecontext gs_leave_context gs_getcontext gs_get_context gs_renderstart gs_render_start gs_renderstop gs_render_stop gs_rendersave gs_render_save gs_getinput gs_get_input gs_geteffect gs_get_effect gs_create_effect_from_file gs_effect_create_from_file gs_create_effect gs_effect_create gs_create_vertexshader_from_file gs_vertexshader_create_from_file gs_create_pixelshader_from_file gs_pixelshader_create_from_file gs_create_texture_from_file gs_texture_create_from_file gs_resetviewport gs_reset_viewport gs_set2dmode gs_set_2d_mode gs_set3dmode gs_set_3d_mode gs_create_swapchain gs_swapchain_create gs_getsize gs_get_size gs_getwidth gs_get_width gs_getheight gs_get_height gs_create_texture gs_texture_create gs_create_cubetexture gs_cubetexture_create gs_create_volumetexture gs_voltexture_create gs_create_zstencil gs_zstencil_create gs_create_stagesurface gs_stagesurface_create gs_create_samplerstate gs_samplerstate_create gs_create_vertexshader gs_vertexshader_create gs_create_pixelshader gs_pixelshader_create gs_create_vertexbuffer gs_vertexbuffer_create gs_create_indexbuffer gs_indexbuffer_create gs_gettexturetype gs_get_texture_type gs_load_defaultsamplerstate gs_load_default_samplerstate gs_getvertexshader gs_get_vertex_shader gs_getpixelshader gs_get_pixel_shader gs_getrendertarget gs_get_render_target gs_getzstenciltarget gs_get_zstencil_target gs_setrendertarget gs_set_render_target gs_setcuberendertarget gs_set_cube_render_target gs_beginscene gs_begin_scene gs_draw gs_draw gs_endscene gs_end_scene gs_setcullmode gs_set_cull_mode gs_getcullmode gs_get_cull_mode gs_enable_depthtest gs_enable_depth_test gs_enable_stenciltest gs_enable_stencil_test gs_enable_stencilwrite gs_enable_stencil_write gs_blendfunction gs_blend_function gs_depthfunction gs_depth_function gs_stencilfunction gs_stencil_function gs_stencilop gs_stencil_op gs_setviewport gs_set_viewport gs_getviewport gs_get_viewport gs_setscissorrect gs_set_scissor_rect gs_create_texture_from_iosurface gs_texture_create_from_iosurface gs_create_gdi_texture gs_texture_create_gdi gs_is_compressed_format gs_is_compressed_format gs_num_total_levels gs_get_total_levels texture_setimage gs_texture_set_image cubetexture_setimage gs_cubetexture_set_image swapchain_destroy gs_swapchain_destroy texture_destroy gs_texture_destroy texture_getwidth gs_texture_get_width texture_getheight gs_texture_get_height texture_getcolorformat gs_texture_get_color_format texture_map gs_texture_map texture_unmap gs_texture_unmap texture_isrect gs_texture_is_rect texture_getobj gs_texture_get_obj cubetexture_destroy gs_cubetexture_destroy cubetexture_getsize gs_cubetexture_get_size cubetexture_getcolorformat gs_cubetexture_get_color_format volumetexture_destroy gs_voltexture_destroy volumetexture_getwidth gs_voltexture_get_width volumetexture_getheight gs_voltexture_get_height volumetexture_getdepth gs_voltexture_getdepth volumetexture_getcolorformat gs_voltexture_get_color_format stagesurface_destroy gs_stagesurface_destroy stagesurface_getwidth gs_stagesurface_get_width stagesurface_getheight gs_stagesurface_get_height stagesurface_getcolorformat gs_stagesurface_get_color_format stagesurface_map gs_stagesurface_map stagesurface_unmap gs_stagesurface_unmap zstencil_destroy gs_zstencil_destroy samplerstate_destroy gs_samplerstate_destroy vertexbuffer_destroy gs_vertexbuffer_destroy vertexbuffer_flush gs_vertexbuffer_flush vertexbuffer_getdata gs_vertexbuffer_get_data indexbuffer_destroy gs_indexbuffer_destroy indexbuffer_flush gs_indexbuffer_flush indexbuffer_getdata gs_indexbuffer_get_data indexbuffer_numindices gs_indexbuffer_get_num_indices indexbuffer_gettype gs_indexbuffer_get_type texture_rebind_iosurface gs_texture_rebind_iosurface texture_get_dc gs_texture_get_dc texture_release_dc gs_texture_release_dc
2014-08-08 06:42:07 +00:00
gs_technique_begin(tech);
gs_technique_begin_pass(tech, 0);
gs_matrix_push();
gs_matrix_identity();
gs_matrix_scale3f(float(cx), float(cy), 1.0f);
gs_load_vertexbuffer(box);
gs_draw(GS_TRISTRIP, 0, 0);
gs_matrix_pop();
(API Change) Improve graphics API consistency Summary: - Prefix all graphics subsystem names with gs_ or GS_ - Unsquish funciton names (for example _setfloat to _set_float) - Changed create functions to be more consistent with the rest of the API elsewhere. For exmaple, instead of gs_create_texture/gs_texture_destroy, it's now gs_texture_create/gs_texture_destroy - Renamed gs_stencil_op enum to gs_stencil_op_type From: To: ----------------------------------------------------------- tvertarray gs_tvertarray vb_data gs_vb_data vbdata_create gs_vbdata_create vbdata_destroy gs_vbdata_destroy shader_param gs_shader_param gs_effect gs_effect effect_technique gs_effect_technique effect_pass gs_effect_pass effect_param gs_effect_param texture_t gs_texture_t stagesurf_t gs_stagesurf_t zstencil_t gs_zstencil_t vertbuffer_t gs_vertbuffer_t indexbuffer_t gs_indexbuffer_t samplerstate_t gs_samplerstate_t swapchain_t gs_swapchain_t texrender_t gs_texrender_t shader_t gs_shader_t sparam_t gs_sparam_t effect_t gs_effect_t technique_t gs_technique_t eparam_t gs_eparam_t device_t gs_device_t graphics_t graphics_t shader_param_type gs_shader_param_type SHADER_PARAM_UNKNOWN GS_SHADER_PARAM_UNKNOWN SHADER_PARAM_BOOL GS_SHADER_PARAM_BOOL SHADER_PARAM_FLOAT GS_SHADER_PARAM_FLOAT SHADER_PARAM_INT GS_SHADER_PARAM_INT SHADER_PARAM_STRING GS_SHADER_PARAM_STRING SHADER_PARAM_VEC2 GS_SHADER_PARAM_VEC2 SHADER_PARAM_VEC3 GS_SHADER_PARAM_VEC3 SHADER_PARAM_VEC4 GS_SHADER_PARAM_VEC4 SHADER_PARAM_MATRIX4X4 GS_SHADER_PARAM_MATRIX4X4 SHADER_PARAM_TEXTURE GS_SHADER_PARAM_TEXTURE shader_param_info gs_shader_param_info shader_type gs_shader_type SHADER_VERTEX GS_SHADER_VERTEX SHADER_PIXEL GS_SHADER_PIXEL shader_destroy gs_shader_destroy shader_numparams gs_shader_get_num_params shader_getparambyidx gs_shader_get_param_by_idx shader_getparambyname gs_shader_get_param_by_name shader_getviewprojmatrix gs_shader_get_viewproj_matrix shader_getworldmatrix gs_shader_get_world_matrix shader_getparaminfo gs_shader_get_param_info shader_setbool gs_shader_set_bool shader_setfloat gs_shader_set_float shader_setint gs_shader_set_int shader_setmatrix3 gs_shader_setmatrix3 shader_setmatrix4 gs_shader_set_matrix4 shader_setvec2 gs_shader_set_vec2 shader_setvec3 gs_shader_set_vec3 shader_setvec4 gs_shader_set_vec4 shader_settexture gs_shader_set_texture shader_setval gs_shader_set_val shader_setdefault gs_shader_set_default effect_property_type gs_effect_property_type EFFECT_NONE GS_EFFECT_NONE EFFECT_BOOL GS_EFFECT_BOOL EFFECT_FLOAT GS_EFFECT_FLOAT EFFECT_COLOR GS_EFFECT_COLOR EFFECT_TEXTURE GS_EFFECT_TEXTURE effect_param_info gs_effect_param_info effect_destroy gs_effect_destroy effect_gettechnique gs_effect_get_technique technique_begin gs_technique_begin technique_end gs_technique_end technique_beginpass gs_technique_begin_pass technique_beginpassbyname gs_technique_begin_pass_by_name technique_endpass gs_technique_end_pass effect_numparams gs_effect_get_num_params effect_getparambyidx gs_effect_get_param_by_idx effect_getparambyname gs_effect_get_param_by_name effect_updateparams gs_effect_update_params effect_getviewprojmatrix gs_effect_get_viewproj_matrix effect_getworldmatrix gs_effect_get_world_matrix effect_getparaminfo gs_effect_get_param_info effect_setbool gs_effect_set_bool effect_setfloat gs_effect_set_float effect_setint gs_effect_set_int effect_setmatrix4 gs_effect_set_matrix4 effect_setvec2 gs_effect_set_vec2 effect_setvec3 gs_effect_set_vec3 effect_setvec4 gs_effect_set_vec4 effect_settexture gs_effect_set_texture effect_setval gs_effect_set_val effect_setdefault gs_effect_set_default texrender_create gs_texrender_create texrender_destroy gs_texrender_destroy texrender_begin gs_texrender_begin texrender_end gs_texrender_end texrender_reset gs_texrender_reset texrender_gettexture gs_texrender_get_texture GS_BUILDMIPMAPS GS_BUILD_MIPMAPS GS_RENDERTARGET GS_RENDER_TARGET gs_device_name gs_get_device_name gs_device_type gs_get_device_type gs_entercontext gs_enter_context gs_leavecontext gs_leave_context gs_getcontext gs_get_context gs_renderstart gs_render_start gs_renderstop gs_render_stop gs_rendersave gs_render_save gs_getinput gs_get_input gs_geteffect gs_get_effect gs_create_effect_from_file gs_effect_create_from_file gs_create_effect gs_effect_create gs_create_vertexshader_from_file gs_vertexshader_create_from_file gs_create_pixelshader_from_file gs_pixelshader_create_from_file gs_create_texture_from_file gs_texture_create_from_file gs_resetviewport gs_reset_viewport gs_set2dmode gs_set_2d_mode gs_set3dmode gs_set_3d_mode gs_create_swapchain gs_swapchain_create gs_getsize gs_get_size gs_getwidth gs_get_width gs_getheight gs_get_height gs_create_texture gs_texture_create gs_create_cubetexture gs_cubetexture_create gs_create_volumetexture gs_voltexture_create gs_create_zstencil gs_zstencil_create gs_create_stagesurface gs_stagesurface_create gs_create_samplerstate gs_samplerstate_create gs_create_vertexshader gs_vertexshader_create gs_create_pixelshader gs_pixelshader_create gs_create_vertexbuffer gs_vertexbuffer_create gs_create_indexbuffer gs_indexbuffer_create gs_gettexturetype gs_get_texture_type gs_load_defaultsamplerstate gs_load_default_samplerstate gs_getvertexshader gs_get_vertex_shader gs_getpixelshader gs_get_pixel_shader gs_getrendertarget gs_get_render_target gs_getzstenciltarget gs_get_zstencil_target gs_setrendertarget gs_set_render_target gs_setcuberendertarget gs_set_cube_render_target gs_beginscene gs_begin_scene gs_draw gs_draw gs_endscene gs_end_scene gs_setcullmode gs_set_cull_mode gs_getcullmode gs_get_cull_mode gs_enable_depthtest gs_enable_depth_test gs_enable_stenciltest gs_enable_stencil_test gs_enable_stencilwrite gs_enable_stencil_write gs_blendfunction gs_blend_function gs_depthfunction gs_depth_function gs_stencilfunction gs_stencil_function gs_stencilop gs_stencil_op gs_setviewport gs_set_viewport gs_getviewport gs_get_viewport gs_setscissorrect gs_set_scissor_rect gs_create_texture_from_iosurface gs_texture_create_from_iosurface gs_create_gdi_texture gs_texture_create_gdi gs_is_compressed_format gs_is_compressed_format gs_num_total_levels gs_get_total_levels texture_setimage gs_texture_set_image cubetexture_setimage gs_cubetexture_set_image swapchain_destroy gs_swapchain_destroy texture_destroy gs_texture_destroy texture_getwidth gs_texture_get_width texture_getheight gs_texture_get_height texture_getcolorformat gs_texture_get_color_format texture_map gs_texture_map texture_unmap gs_texture_unmap texture_isrect gs_texture_is_rect texture_getobj gs_texture_get_obj cubetexture_destroy gs_cubetexture_destroy cubetexture_getsize gs_cubetexture_get_size cubetexture_getcolorformat gs_cubetexture_get_color_format volumetexture_destroy gs_voltexture_destroy volumetexture_getwidth gs_voltexture_get_width volumetexture_getheight gs_voltexture_get_height volumetexture_getdepth gs_voltexture_getdepth volumetexture_getcolorformat gs_voltexture_get_color_format stagesurface_destroy gs_stagesurface_destroy stagesurface_getwidth gs_stagesurface_get_width stagesurface_getheight gs_stagesurface_get_height stagesurface_getcolorformat gs_stagesurface_get_color_format stagesurface_map gs_stagesurface_map stagesurface_unmap gs_stagesurface_unmap zstencil_destroy gs_zstencil_destroy samplerstate_destroy gs_samplerstate_destroy vertexbuffer_destroy gs_vertexbuffer_destroy vertexbuffer_flush gs_vertexbuffer_flush vertexbuffer_getdata gs_vertexbuffer_get_data indexbuffer_destroy gs_indexbuffer_destroy indexbuffer_flush gs_indexbuffer_flush indexbuffer_getdata gs_indexbuffer_get_data indexbuffer_numindices gs_indexbuffer_get_num_indices indexbuffer_gettype gs_indexbuffer_get_type texture_rebind_iosurface gs_texture_rebind_iosurface texture_get_dc gs_texture_get_dc texture_release_dc gs_texture_release_dc
2014-08-08 06:42:07 +00:00
gs_technique_end_pass(tech);
gs_technique_end(tech);
gs_load_vertexbuffer(nullptr);
}
void OBSBasic::RenderMain(void *data, uint32_t cx, uint32_t cy)
{
OBSBasic *window = static_cast<OBSBasic*>(data);
obs_video_info ovi;
obs_get_video_info(&ovi);
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
window->previewCX = int(window->previewScale * float(ovi.base_width));
window->previewCY = int(window->previewScale * float(ovi.base_height));
gs_viewport_push();
gs_projection_push();
/* --------------------------------------- */
gs_ortho(0.0f, float(ovi.base_width), 0.0f, float(ovi.base_height),
-100.0f, 100.0f);
(API Change) Improve graphics API consistency Summary: - Prefix all graphics subsystem names with gs_ or GS_ - Unsquish funciton names (for example _setfloat to _set_float) - Changed create functions to be more consistent with the rest of the API elsewhere. For exmaple, instead of gs_create_texture/gs_texture_destroy, it's now gs_texture_create/gs_texture_destroy - Renamed gs_stencil_op enum to gs_stencil_op_type From: To: ----------------------------------------------------------- tvertarray gs_tvertarray vb_data gs_vb_data vbdata_create gs_vbdata_create vbdata_destroy gs_vbdata_destroy shader_param gs_shader_param gs_effect gs_effect effect_technique gs_effect_technique effect_pass gs_effect_pass effect_param gs_effect_param texture_t gs_texture_t stagesurf_t gs_stagesurf_t zstencil_t gs_zstencil_t vertbuffer_t gs_vertbuffer_t indexbuffer_t gs_indexbuffer_t samplerstate_t gs_samplerstate_t swapchain_t gs_swapchain_t texrender_t gs_texrender_t shader_t gs_shader_t sparam_t gs_sparam_t effect_t gs_effect_t technique_t gs_technique_t eparam_t gs_eparam_t device_t gs_device_t graphics_t graphics_t shader_param_type gs_shader_param_type SHADER_PARAM_UNKNOWN GS_SHADER_PARAM_UNKNOWN SHADER_PARAM_BOOL GS_SHADER_PARAM_BOOL SHADER_PARAM_FLOAT GS_SHADER_PARAM_FLOAT SHADER_PARAM_INT GS_SHADER_PARAM_INT SHADER_PARAM_STRING GS_SHADER_PARAM_STRING SHADER_PARAM_VEC2 GS_SHADER_PARAM_VEC2 SHADER_PARAM_VEC3 GS_SHADER_PARAM_VEC3 SHADER_PARAM_VEC4 GS_SHADER_PARAM_VEC4 SHADER_PARAM_MATRIX4X4 GS_SHADER_PARAM_MATRIX4X4 SHADER_PARAM_TEXTURE GS_SHADER_PARAM_TEXTURE shader_param_info gs_shader_param_info shader_type gs_shader_type SHADER_VERTEX GS_SHADER_VERTEX SHADER_PIXEL GS_SHADER_PIXEL shader_destroy gs_shader_destroy shader_numparams gs_shader_get_num_params shader_getparambyidx gs_shader_get_param_by_idx shader_getparambyname gs_shader_get_param_by_name shader_getviewprojmatrix gs_shader_get_viewproj_matrix shader_getworldmatrix gs_shader_get_world_matrix shader_getparaminfo gs_shader_get_param_info shader_setbool gs_shader_set_bool shader_setfloat gs_shader_set_float shader_setint gs_shader_set_int shader_setmatrix3 gs_shader_setmatrix3 shader_setmatrix4 gs_shader_set_matrix4 shader_setvec2 gs_shader_set_vec2 shader_setvec3 gs_shader_set_vec3 shader_setvec4 gs_shader_set_vec4 shader_settexture gs_shader_set_texture shader_setval gs_shader_set_val shader_setdefault gs_shader_set_default effect_property_type gs_effect_property_type EFFECT_NONE GS_EFFECT_NONE EFFECT_BOOL GS_EFFECT_BOOL EFFECT_FLOAT GS_EFFECT_FLOAT EFFECT_COLOR GS_EFFECT_COLOR EFFECT_TEXTURE GS_EFFECT_TEXTURE effect_param_info gs_effect_param_info effect_destroy gs_effect_destroy effect_gettechnique gs_effect_get_technique technique_begin gs_technique_begin technique_end gs_technique_end technique_beginpass gs_technique_begin_pass technique_beginpassbyname gs_technique_begin_pass_by_name technique_endpass gs_technique_end_pass effect_numparams gs_effect_get_num_params effect_getparambyidx gs_effect_get_param_by_idx effect_getparambyname gs_effect_get_param_by_name effect_updateparams gs_effect_update_params effect_getviewprojmatrix gs_effect_get_viewproj_matrix effect_getworldmatrix gs_effect_get_world_matrix effect_getparaminfo gs_effect_get_param_info effect_setbool gs_effect_set_bool effect_setfloat gs_effect_set_float effect_setint gs_effect_set_int effect_setmatrix4 gs_effect_set_matrix4 effect_setvec2 gs_effect_set_vec2 effect_setvec3 gs_effect_set_vec3 effect_setvec4 gs_effect_set_vec4 effect_settexture gs_effect_set_texture effect_setval gs_effect_set_val effect_setdefault gs_effect_set_default texrender_create gs_texrender_create texrender_destroy gs_texrender_destroy texrender_begin gs_texrender_begin texrender_end gs_texrender_end texrender_reset gs_texrender_reset texrender_gettexture gs_texrender_get_texture GS_BUILDMIPMAPS GS_BUILD_MIPMAPS GS_RENDERTARGET GS_RENDER_TARGET gs_device_name gs_get_device_name gs_device_type gs_get_device_type gs_entercontext gs_enter_context gs_leavecontext gs_leave_context gs_getcontext gs_get_context gs_renderstart gs_render_start gs_renderstop gs_render_stop gs_rendersave gs_render_save gs_getinput gs_get_input gs_geteffect gs_get_effect gs_create_effect_from_file gs_effect_create_from_file gs_create_effect gs_effect_create gs_create_vertexshader_from_file gs_vertexshader_create_from_file gs_create_pixelshader_from_file gs_pixelshader_create_from_file gs_create_texture_from_file gs_texture_create_from_file gs_resetviewport gs_reset_viewport gs_set2dmode gs_set_2d_mode gs_set3dmode gs_set_3d_mode gs_create_swapchain gs_swapchain_create gs_getsize gs_get_size gs_getwidth gs_get_width gs_getheight gs_get_height gs_create_texture gs_texture_create gs_create_cubetexture gs_cubetexture_create gs_create_volumetexture gs_voltexture_create gs_create_zstencil gs_zstencil_create gs_create_stagesurface gs_stagesurface_create gs_create_samplerstate gs_samplerstate_create gs_create_vertexshader gs_vertexshader_create gs_create_pixelshader gs_pixelshader_create gs_create_vertexbuffer gs_vertexbuffer_create gs_create_indexbuffer gs_indexbuffer_create gs_gettexturetype gs_get_texture_type gs_load_defaultsamplerstate gs_load_default_samplerstate gs_getvertexshader gs_get_vertex_shader gs_getpixelshader gs_get_pixel_shader gs_getrendertarget gs_get_render_target gs_getzstenciltarget gs_get_zstencil_target gs_setrendertarget gs_set_render_target gs_setcuberendertarget gs_set_cube_render_target gs_beginscene gs_begin_scene gs_draw gs_draw gs_endscene gs_end_scene gs_setcullmode gs_set_cull_mode gs_getcullmode gs_get_cull_mode gs_enable_depthtest gs_enable_depth_test gs_enable_stenciltest gs_enable_stencil_test gs_enable_stencilwrite gs_enable_stencil_write gs_blendfunction gs_blend_function gs_depthfunction gs_depth_function gs_stencilfunction gs_stencil_function gs_stencilop gs_stencil_op gs_setviewport gs_set_viewport gs_getviewport gs_get_viewport gs_setscissorrect gs_set_scissor_rect gs_create_texture_from_iosurface gs_texture_create_from_iosurface gs_create_gdi_texture gs_texture_create_gdi gs_is_compressed_format gs_is_compressed_format gs_num_total_levels gs_get_total_levels texture_setimage gs_texture_set_image cubetexture_setimage gs_cubetexture_set_image swapchain_destroy gs_swapchain_destroy texture_destroy gs_texture_destroy texture_getwidth gs_texture_get_width texture_getheight gs_texture_get_height texture_getcolorformat gs_texture_get_color_format texture_map gs_texture_map texture_unmap gs_texture_unmap texture_isrect gs_texture_is_rect texture_getobj gs_texture_get_obj cubetexture_destroy gs_cubetexture_destroy cubetexture_getsize gs_cubetexture_get_size cubetexture_getcolorformat gs_cubetexture_get_color_format volumetexture_destroy gs_voltexture_destroy volumetexture_getwidth gs_voltexture_get_width volumetexture_getheight gs_voltexture_get_height volumetexture_getdepth gs_voltexture_getdepth volumetexture_getcolorformat gs_voltexture_get_color_format stagesurface_destroy gs_stagesurface_destroy stagesurface_getwidth gs_stagesurface_get_width stagesurface_getheight gs_stagesurface_get_height stagesurface_getcolorformat gs_stagesurface_get_color_format stagesurface_map gs_stagesurface_map stagesurface_unmap gs_stagesurface_unmap zstencil_destroy gs_zstencil_destroy samplerstate_destroy gs_samplerstate_destroy vertexbuffer_destroy gs_vertexbuffer_destroy vertexbuffer_flush gs_vertexbuffer_flush vertexbuffer_getdata gs_vertexbuffer_get_data indexbuffer_destroy gs_indexbuffer_destroy indexbuffer_flush gs_indexbuffer_flush indexbuffer_getdata gs_indexbuffer_get_data indexbuffer_numindices gs_indexbuffer_get_num_indices indexbuffer_gettype gs_indexbuffer_get_type texture_rebind_iosurface gs_texture_rebind_iosurface texture_get_dc gs_texture_get_dc texture_release_dc gs_texture_release_dc
2014-08-08 06:42:07 +00:00
gs_set_viewport(window->previewX, window->previewY,
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
window->previewCX, window->previewCY);
window->DrawBackdrop(float(ovi.base_width), float(ovi.base_height));
if (window->IsPreviewProgramMode()) {
OBSScene scene = window->GetCurrentScene();
obs_source_t *source = obs_scene_get_source(scene);
if (source)
obs_source_video_render(source);
} else {
obs_render_main_view();
}
gs_load_vertexbuffer(nullptr);
/* --------------------------------------- */
QSize previewSize = GetPixelSize(window->ui->preview);
float right = float(previewSize.width()) - window->previewX;
float bottom = float(previewSize.height()) - window->previewY;
gs_ortho(-window->previewX, right,
-window->previewY, bottom,
-100.0f, 100.0f);
(API Change) Improve graphics API consistency Summary: - Prefix all graphics subsystem names with gs_ or GS_ - Unsquish funciton names (for example _setfloat to _set_float) - Changed create functions to be more consistent with the rest of the API elsewhere. For exmaple, instead of gs_create_texture/gs_texture_destroy, it's now gs_texture_create/gs_texture_destroy - Renamed gs_stencil_op enum to gs_stencil_op_type From: To: ----------------------------------------------------------- tvertarray gs_tvertarray vb_data gs_vb_data vbdata_create gs_vbdata_create vbdata_destroy gs_vbdata_destroy shader_param gs_shader_param gs_effect gs_effect effect_technique gs_effect_technique effect_pass gs_effect_pass effect_param gs_effect_param texture_t gs_texture_t stagesurf_t gs_stagesurf_t zstencil_t gs_zstencil_t vertbuffer_t gs_vertbuffer_t indexbuffer_t gs_indexbuffer_t samplerstate_t gs_samplerstate_t swapchain_t gs_swapchain_t texrender_t gs_texrender_t shader_t gs_shader_t sparam_t gs_sparam_t effect_t gs_effect_t technique_t gs_technique_t eparam_t gs_eparam_t device_t gs_device_t graphics_t graphics_t shader_param_type gs_shader_param_type SHADER_PARAM_UNKNOWN GS_SHADER_PARAM_UNKNOWN SHADER_PARAM_BOOL GS_SHADER_PARAM_BOOL SHADER_PARAM_FLOAT GS_SHADER_PARAM_FLOAT SHADER_PARAM_INT GS_SHADER_PARAM_INT SHADER_PARAM_STRING GS_SHADER_PARAM_STRING SHADER_PARAM_VEC2 GS_SHADER_PARAM_VEC2 SHADER_PARAM_VEC3 GS_SHADER_PARAM_VEC3 SHADER_PARAM_VEC4 GS_SHADER_PARAM_VEC4 SHADER_PARAM_MATRIX4X4 GS_SHADER_PARAM_MATRIX4X4 SHADER_PARAM_TEXTURE GS_SHADER_PARAM_TEXTURE shader_param_info gs_shader_param_info shader_type gs_shader_type SHADER_VERTEX GS_SHADER_VERTEX SHADER_PIXEL GS_SHADER_PIXEL shader_destroy gs_shader_destroy shader_numparams gs_shader_get_num_params shader_getparambyidx gs_shader_get_param_by_idx shader_getparambyname gs_shader_get_param_by_name shader_getviewprojmatrix gs_shader_get_viewproj_matrix shader_getworldmatrix gs_shader_get_world_matrix shader_getparaminfo gs_shader_get_param_info shader_setbool gs_shader_set_bool shader_setfloat gs_shader_set_float shader_setint gs_shader_set_int shader_setmatrix3 gs_shader_setmatrix3 shader_setmatrix4 gs_shader_set_matrix4 shader_setvec2 gs_shader_set_vec2 shader_setvec3 gs_shader_set_vec3 shader_setvec4 gs_shader_set_vec4 shader_settexture gs_shader_set_texture shader_setval gs_shader_set_val shader_setdefault gs_shader_set_default effect_property_type gs_effect_property_type EFFECT_NONE GS_EFFECT_NONE EFFECT_BOOL GS_EFFECT_BOOL EFFECT_FLOAT GS_EFFECT_FLOAT EFFECT_COLOR GS_EFFECT_COLOR EFFECT_TEXTURE GS_EFFECT_TEXTURE effect_param_info gs_effect_param_info effect_destroy gs_effect_destroy effect_gettechnique gs_effect_get_technique technique_begin gs_technique_begin technique_end gs_technique_end technique_beginpass gs_technique_begin_pass technique_beginpassbyname gs_technique_begin_pass_by_name technique_endpass gs_technique_end_pass effect_numparams gs_effect_get_num_params effect_getparambyidx gs_effect_get_param_by_idx effect_getparambyname gs_effect_get_param_by_name effect_updateparams gs_effect_update_params effect_getviewprojmatrix gs_effect_get_viewproj_matrix effect_getworldmatrix gs_effect_get_world_matrix effect_getparaminfo gs_effect_get_param_info effect_setbool gs_effect_set_bool effect_setfloat gs_effect_set_float effect_setint gs_effect_set_int effect_setmatrix4 gs_effect_set_matrix4 effect_setvec2 gs_effect_set_vec2 effect_setvec3 gs_effect_set_vec3 effect_setvec4 gs_effect_set_vec4 effect_settexture gs_effect_set_texture effect_setval gs_effect_set_val effect_setdefault gs_effect_set_default texrender_create gs_texrender_create texrender_destroy gs_texrender_destroy texrender_begin gs_texrender_begin texrender_end gs_texrender_end texrender_reset gs_texrender_reset texrender_gettexture gs_texrender_get_texture GS_BUILDMIPMAPS GS_BUILD_MIPMAPS GS_RENDERTARGET GS_RENDER_TARGET gs_device_name gs_get_device_name gs_device_type gs_get_device_type gs_entercontext gs_enter_context gs_leavecontext gs_leave_context gs_getcontext gs_get_context gs_renderstart gs_render_start gs_renderstop gs_render_stop gs_rendersave gs_render_save gs_getinput gs_get_input gs_geteffect gs_get_effect gs_create_effect_from_file gs_effect_create_from_file gs_create_effect gs_effect_create gs_create_vertexshader_from_file gs_vertexshader_create_from_file gs_create_pixelshader_from_file gs_pixelshader_create_from_file gs_create_texture_from_file gs_texture_create_from_file gs_resetviewport gs_reset_viewport gs_set2dmode gs_set_2d_mode gs_set3dmode gs_set_3d_mode gs_create_swapchain gs_swapchain_create gs_getsize gs_get_size gs_getwidth gs_get_width gs_getheight gs_get_height gs_create_texture gs_texture_create gs_create_cubetexture gs_cubetexture_create gs_create_volumetexture gs_voltexture_create gs_create_zstencil gs_zstencil_create gs_create_stagesurface gs_stagesurface_create gs_create_samplerstate gs_samplerstate_create gs_create_vertexshader gs_vertexshader_create gs_create_pixelshader gs_pixelshader_create gs_create_vertexbuffer gs_vertexbuffer_create gs_create_indexbuffer gs_indexbuffer_create gs_gettexturetype gs_get_texture_type gs_load_defaultsamplerstate gs_load_default_samplerstate gs_getvertexshader gs_get_vertex_shader gs_getpixelshader gs_get_pixel_shader gs_getrendertarget gs_get_render_target gs_getzstenciltarget gs_get_zstencil_target gs_setrendertarget gs_set_render_target gs_setcuberendertarget gs_set_cube_render_target gs_beginscene gs_begin_scene gs_draw gs_draw gs_endscene gs_end_scene gs_setcullmode gs_set_cull_mode gs_getcullmode gs_get_cull_mode gs_enable_depthtest gs_enable_depth_test gs_enable_stenciltest gs_enable_stencil_test gs_enable_stencilwrite gs_enable_stencil_write gs_blendfunction gs_blend_function gs_depthfunction gs_depth_function gs_stencilfunction gs_stencil_function gs_stencilop gs_stencil_op gs_setviewport gs_set_viewport gs_getviewport gs_get_viewport gs_setscissorrect gs_set_scissor_rect gs_create_texture_from_iosurface gs_texture_create_from_iosurface gs_create_gdi_texture gs_texture_create_gdi gs_is_compressed_format gs_is_compressed_format gs_num_total_levels gs_get_total_levels texture_setimage gs_texture_set_image cubetexture_setimage gs_cubetexture_set_image swapchain_destroy gs_swapchain_destroy texture_destroy gs_texture_destroy texture_getwidth gs_texture_get_width texture_getheight gs_texture_get_height texture_getcolorformat gs_texture_get_color_format texture_map gs_texture_map texture_unmap gs_texture_unmap texture_isrect gs_texture_is_rect texture_getobj gs_texture_get_obj cubetexture_destroy gs_cubetexture_destroy cubetexture_getsize gs_cubetexture_get_size cubetexture_getcolorformat gs_cubetexture_get_color_format volumetexture_destroy gs_voltexture_destroy volumetexture_getwidth gs_voltexture_get_width volumetexture_getheight gs_voltexture_get_height volumetexture_getdepth gs_voltexture_getdepth volumetexture_getcolorformat gs_voltexture_get_color_format stagesurface_destroy gs_stagesurface_destroy stagesurface_getwidth gs_stagesurface_get_width stagesurface_getheight gs_stagesurface_get_height stagesurface_getcolorformat gs_stagesurface_get_color_format stagesurface_map gs_stagesurface_map stagesurface_unmap gs_stagesurface_unmap zstencil_destroy gs_zstencil_destroy samplerstate_destroy gs_samplerstate_destroy vertexbuffer_destroy gs_vertexbuffer_destroy vertexbuffer_flush gs_vertexbuffer_flush vertexbuffer_getdata gs_vertexbuffer_get_data indexbuffer_destroy gs_indexbuffer_destroy indexbuffer_flush gs_indexbuffer_flush indexbuffer_getdata gs_indexbuffer_get_data indexbuffer_numindices gs_indexbuffer_get_num_indices indexbuffer_gettype gs_indexbuffer_get_type texture_rebind_iosurface gs_texture_rebind_iosurface texture_get_dc gs_texture_get_dc texture_release_dc gs_texture_release_dc
2014-08-08 06:42:07 +00:00
gs_reset_viewport();
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
window->ui->preview->DrawSceneEditing();
/* --------------------------------------- */
gs_projection_pop();
gs_viewport_pop();
UNUSED_PARAMETER(cx);
UNUSED_PARAMETER(cy);
}
/* Main class functions */
obs_service_t *OBSBasic::GetService()
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
{
if (!service) {
service = obs_service_create("rtmp_common", NULL, NULL,
nullptr);
obs_service_release(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
return service;
}
void OBSBasic::SetService(obs_service_t *newService)
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
{
if (newService)
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
service = newService;
}
bool OBSBasic::StreamingActive() const
{
if (!outputHandler)
return false;
return outputHandler->StreamingActive();
}
bool OBSBasic::Active() const
{
if (!outputHandler)
return false;
return outputHandler->Active();
}
#ifdef _WIN32
#define IS_WIN32 1
#else
#define IS_WIN32 0
#endif
static inline int AttemptToResetVideo(struct obs_video_info *ovi)
{
return obs_reset_video(ovi);
}
static inline enum obs_scale_type GetScaleType(ConfigFile &basicConfig)
{
const char *scaleTypeStr = config_get_string(basicConfig,
"Video", "ScaleType");
if (astrcmpi(scaleTypeStr, "bilinear") == 0)
return OBS_SCALE_BILINEAR;
else if (astrcmpi(scaleTypeStr, "lanczos") == 0)
return OBS_SCALE_LANCZOS;
else
return OBS_SCALE_BICUBIC;
}
static inline enum video_format GetVideoFormatFromName(const char *name)
{
if (astrcmpi(name, "I420") == 0)
return VIDEO_FORMAT_I420;
else if (astrcmpi(name, "NV12") == 0)
return VIDEO_FORMAT_NV12;
2015-04-17 09:46:48 +00:00
else if (astrcmpi(name, "I444") == 0)
return VIDEO_FORMAT_I444;
#if 0 //currently unsupported
else if (astrcmpi(name, "YVYU") == 0)
return VIDEO_FORMAT_YVYU;
else if (astrcmpi(name, "YUY2") == 0)
return VIDEO_FORMAT_YUY2;
else if (astrcmpi(name, "UYVY") == 0)
return VIDEO_FORMAT_UYVY;
#endif
else
return VIDEO_FORMAT_RGBA;
}
int OBSBasic::ResetVideo()
{
if (outputHandler && outputHandler->Active())
return OBS_VIDEO_CURRENTLY_ACTIVE;
2015-07-11 06:04:12 +00:00
ProfileScope("OBSBasic::ResetVideo");
struct obs_video_info ovi;
int ret;
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
GetConfigFPS(ovi.fps_num, ovi.fps_den);
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
const char *colorFormat = config_get_string(basicConfig, "Video",
"ColorFormat");
const char *colorSpace = config_get_string(basicConfig, "Video",
"ColorSpace");
const char *colorRange = config_get_string(basicConfig, "Video",
"ColorRange");
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
ovi.graphics_module = App()->GetRenderModule();
ovi.base_width = (uint32_t)config_get_uint(basicConfig,
"Video", "BaseCX");
ovi.base_height = (uint32_t)config_get_uint(basicConfig,
"Video", "BaseCY");
ovi.output_width = (uint32_t)config_get_uint(basicConfig,
"Video", "OutputCX");
ovi.output_height = (uint32_t)config_get_uint(basicConfig,
"Video", "OutputCY");
ovi.output_format = GetVideoFormatFromName(colorFormat);
ovi.colorspace = astrcmpi(colorSpace, "601") == 0 ?
VIDEO_CS_601 : VIDEO_CS_709;
ovi.range = astrcmpi(colorRange, "Full") == 0 ?
VIDEO_RANGE_FULL : VIDEO_RANGE_PARTIAL;
ovi.adapter = config_get_uint(App()->GlobalConfig(),
"Video", "AdapterIdx");
ovi.gpu_conversion = true;
ovi.scale_type = GetScaleType(basicConfig);
if (ovi.base_width == 0 || ovi.base_height == 0) {
ovi.base_width = 1920;
ovi.base_height = 1080;
config_set_uint(basicConfig, "Video", "BaseCX", 1920);
config_set_uint(basicConfig, "Video", "BaseCY", 1080);
}
if (ovi.output_width == 0 || ovi.output_height == 0) {
ovi.output_width = ovi.base_width;
ovi.output_height = ovi.base_height;
config_set_uint(basicConfig, "Video", "OutputCX",
ovi.base_width);
config_set_uint(basicConfig, "Video", "OutputCY",
ovi.base_height);
}
ret = AttemptToResetVideo(&ovi);
if (IS_WIN32 && ret != OBS_VIDEO_SUCCESS) {
if (ret == OBS_VIDEO_CURRENTLY_ACTIVE) {
blog(LOG_WARNING, "Tried to reset when "
"already active");
return ret;
}
/* Try OpenGL if DirectX fails on windows */
if (astrcmpi(ovi.graphics_module, DL_OPENGL) != 0) {
blog(LOG_WARNING, "Failed to initialize obs video (%d) "
"with graphics_module='%s', retrying "
"with graphics_module='%s'",
ret, ovi.graphics_module,
DL_OPENGL);
ovi.graphics_module = DL_OPENGL;
ret = AttemptToResetVideo(&ovi);
}
} else if (ret == OBS_VIDEO_SUCCESS) {
ResizePreview(ovi.base_width, ovi.base_height);
if (program)
ResizeProgram(ovi.base_width, ovi.base_height);
}
if (ret == OBS_VIDEO_SUCCESS)
OBSBasicStats::InitializeValues();
return ret;
}
2013-12-31 11:02:07 +00:00
bool OBSBasic::ResetAudio()
{
2015-07-11 06:04:12 +00:00
ProfileScope("OBSBasic::ResetAudio");
struct obs_audio_info ai;
ai.samples_per_sec = config_get_uint(basicConfig, "Audio",
"SampleRate");
const char *channelSetupStr = config_get_string(basicConfig,
"Audio", "ChannelSetup");
if (strcmp(channelSetupStr, "Mono") == 0)
ai.speakers = SPEAKERS_MONO;
else
ai.speakers = SPEAKERS_STEREO;
return obs_reset_audio(&ai);
}
void OBSBasic::ResetAudioDevice(const char *sourceId, const char *deviceId,
const char *deviceDesc, int channel)
{
bool disable = deviceId && strcmp(deviceId, "disabled") == 0;
obs_source_t *source;
obs_data_t *settings;
source = obs_get_output_source(channel);
if (source) {
if (disable) {
obs_set_output_source(channel, nullptr);
} else {
settings = obs_source_get_settings(source);
const char *oldId = obs_data_get_string(settings,
"device_id");
if (strcmp(oldId, deviceId) != 0) {
obs_data_set_string(settings, "device_id",
deviceId);
obs_source_update(source, settings);
}
obs_data_release(settings);
}
obs_source_release(source);
} else if (!disable) {
settings = obs_data_create();
obs_data_set_string(settings, "device_id", deviceId);
source = obs_source_create(sourceId, deviceDesc, settings,
nullptr);
obs_data_release(settings);
obs_set_output_source(channel, source);
obs_source_release(source);
}
}
2013-12-31 11:02:07 +00:00
void OBSBasic::ResizePreview(uint32_t cx, uint32_t cy)
{
QSize targetSize;
bool isFixedScaling;
obs_video_info ovi;
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
/* resize preview panel to fix to the top section of the window */
targetSize = GetPixelSize(ui->preview);
isFixedScaling = ui->preview->IsFixedScaling();
obs_get_video_info(&ovi);
if (isFixedScaling) {
previewScale = ui->preview->GetScalingAmount();
GetCenterPosFromFixedScale(int(cx), int(cy),
targetSize.width() - PREVIEW_EDGE_SIZE * 2,
targetSize.height() - PREVIEW_EDGE_SIZE * 2,
previewX, previewY, previewScale);
previewX += ui->preview->GetScrollX();
previewY += ui->preview->GetScrollY();
} else {
GetScaleAndCenterPos(int(cx), int(cy),
targetSize.width() - PREVIEW_EDGE_SIZE * 2,
targetSize.height() - PREVIEW_EDGE_SIZE * 2,
previewX, previewY, previewScale);
}
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
previewX += float(PREVIEW_EDGE_SIZE);
previewY += float(PREVIEW_EDGE_SIZE);
2013-12-31 11:02:07 +00:00
}
void OBSBasic::CloseDialogs()
{
QList<QDialog*> childDialogs = this->findChildren<QDialog *>();
if (!childDialogs.isEmpty()) {
for (int i = 0; i < childDialogs.size(); ++i) {
childDialogs.at(i)->close();
}
}
for (QPointer<QWidget> &projector : windowProjectors) {
delete projector;
projector.clear();
}
for (QPointer<QWidget> &projector : projectors) {
delete projector;
projector.clear();
}
if (!stats.isNull()) stats->close(); //call close to save Stats geometry
}
void OBSBasic::EnumDialogs()
{
visDialogs.clear();
modalDialogs.clear();
visMsgBoxes.clear();
/* fill list of Visible dialogs and Modal dialogs */
QList<QDialog*> dialogs = findChildren<QDialog*>();
for (QDialog *dialog : dialogs) {
if (dialog->isVisible())
visDialogs.append(dialog);
if (dialog->isModal())
modalDialogs.append(dialog);
}
/* fill list of Visible message boxes */
QList<QMessageBox*> msgBoxes = findChildren<QMessageBox*>();
for (QMessageBox *msgbox : msgBoxes) {
if (msgbox->isVisible())
visMsgBoxes.append(msgbox);
}
}
void OBSBasic::ClearSceneData()
{
2015-06-30 12:49:31 +00:00
disableSaving++;
CloseDialogs();
ClearVolumeControls();
ClearListItems(ui->scenes);
ClearListItems(ui->sources);
ClearQuickTransitions();
ui->transitions->clear();
obs_set_output_source(0, nullptr);
obs_set_output_source(1, nullptr);
obs_set_output_source(2, nullptr);
obs_set_output_source(3, nullptr);
obs_set_output_source(4, nullptr);
obs_set_output_source(5, nullptr);
lastScene = nullptr;
swapScene = nullptr;
programScene = nullptr;
auto cb = [](void *unused, obs_source_t *source)
{
obs_source_remove(source);
UNUSED_PARAMETER(unused);
return true;
};
obs_enum_sources(cb, nullptr);
2015-06-30 12:49:31 +00:00
disableSaving--;
blog(LOG_INFO, "All scene data cleared");
blog(LOG_INFO, "------------------------------------------------");
}
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 OBSBasic::closeEvent(QCloseEvent *event)
2013-12-31 11:02:07 +00:00
{
if (isVisible())
config_set_string(App()->GlobalConfig(),
"BasicWindow", "geometry",
saveGeometry().toBase64().constData());
config_set_string(App()->GlobalConfig(),
"BasicWindow", "DockState",
saveState().toBase64().constData());
if (outputHandler && outputHandler->Active()) {
SetShowing(true);
QMessageBox::StandardButton button = OBSMessageBox::question(
this, QTStr("ConfirmExit.Title"),
QTStr("ConfirmExit.Text"));
if (button == QMessageBox::No) {
event->ignore();
return;
}
}
QWidget::closeEvent(event);
if (!event->isAccepted())
return;
blog(LOG_INFO, SHUTDOWN_SEPARATOR);
if (updateCheckThread)
updateCheckThread->wait();
if (logUploadThread)
logUploadThread->wait();
2015-06-27 07:29:17 +00:00
signalHandlers.clear();
SaveProjectNow();
if (api)
api->on_event(OBS_FRONTEND_EVENT_EXIT);
2015-06-30 12:49:31 +00:00
disableSaving++;
/* Clear all scene data (dialogs, widgets, widget sub-items, scenes,
* sources, etc) so that all references are released before shutdown */
ClearSceneData();
App()->quit();
}
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 OBSBasic::changeEvent(QEvent *event)
{
if (event->type() == QEvent::WindowStateChange &&
isMinimized() &&
trayIcon &&
trayIcon->isVisible() &&
sysTrayMinimizeToTray()) {
ToggleShowHide();
}
}
void OBSBasic::on_actionShow_Recordings_triggered()
{
const char *mode = config_get_string(basicConfig, "Output", "Mode");
const char *path = strcmp(mode, "Advanced") ?
config_get_string(basicConfig, "SimpleOutput", "FilePath") :
config_get_string(basicConfig, "AdvOut", "RecFilePath");
QDesktopServices::openUrl(QUrl::fromLocalFile(path));
}
void OBSBasic::on_actionRemux_triggered()
{
const char *mode = config_get_string(basicConfig, "Output", "Mode");
const char *path = strcmp(mode, "Advanced") ?
config_get_string(basicConfig, "SimpleOutput", "FilePath") :
config_get_string(basicConfig, "AdvOut", "RecFilePath");
OBSRemux remux(path, this);
remux.exec();
}
void OBSBasic::on_action_Settings_triggered()
{
OBSBasicSettings settings(this);
settings.exec();
SystemTray(false);
}
void OBSBasic::on_actionAdvAudioProperties_triggered()
{
if (advAudioWindow != nullptr) {
advAudioWindow->raise();
return;
}
advAudioWindow = new OBSBasicAdvAudio(this);
advAudioWindow->show();
advAudioWindow->setAttribute(Qt::WA_DeleteOnClose, true);
connect(advAudioWindow, SIGNAL(destroyed()),
this, SLOT(on_advAudioProps_destroyed()));
}
void OBSBasic::on_advAudioProps_clicked()
{
on_actionAdvAudioProperties_triggered();
}
void OBSBasic::on_advAudioProps_destroyed()
{
advAudioWindow = nullptr;
}
void OBSBasic::on_scenes_currentItemChanged(QListWidgetItem *current,
QListWidgetItem *prev)
{
obs_source_t *source = NULL;
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
if (sceneChanging)
return;
if (current) {
obs_scene_t *scene;
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
scene = GetOBSRef<OBSScene>(current);
source = obs_scene_get_source(scene);
}
SetCurrentScene(source);
UNUSED_PARAMETER(prev);
}
void OBSBasic::EditSceneName()
{
QListWidgetItem *item = ui->scenes->currentItem();
Qt::ItemFlags flags = item->flags();
item->setFlags(flags | Qt::ItemIsEditable);
ui->scenes->editItem(item);
item->setFlags(flags);
}
static void AddProjectorMenuMonitors(QMenu *parent, QObject *target,
const char *slot)
{
QAction *action;
QList<QScreen*> screens = QGuiApplication::screens();
for (int i = 0; i < screens.size(); i++) {
QRect screenGeometry = screens[i]->geometry();
QString str = QString("%1 %2: %3x%4 @ %5,%6").
arg(QTStr("Display"),
QString::number(i),
QString::number((int)screenGeometry.width()),
QString::number((int)screenGeometry.height()),
QString::number((int)screenGeometry.x()),
QString::number((int)screenGeometry.y()));
action = parent->addAction(str, target, slot);
action->setProperty("monitor", i);
}
}
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 OBSBasic::on_scenes_customContextMenuRequested(const QPoint &pos)
{
2014-06-30 23:03:12 +00:00
QListWidgetItem *item = ui->scenes->itemAt(pos);
QPointer<QMenu> sceneProjectorMenu;
2014-06-30 23:03:12 +00:00
QMenu popup(this);
QMenu order(QTStr("Basic.MainMenu.Edit.Order"), this);
2014-06-30 23:03:12 +00:00
popup.addAction(QTStr("Add"),
this, SLOT(on_actionAddScene_triggered()));
if (item) {
popup.addSeparator();
popup.addAction(QTStr("Duplicate"),
this, SLOT(DuplicateSelectedScene()));
popup.addAction(QTStr("Rename"),
this, SLOT(EditSceneName()));
2014-06-30 23:03:12 +00:00
popup.addAction(QTStr("Remove"),
this, SLOT(RemoveSelectedScene()),
DeleteKeys.front());
2015-03-18 22:09:44 +00:00
popup.addSeparator();
order.addAction(QTStr("Basic.MainMenu.Edit.Order.MoveUp"),
this, SLOT(on_actionSceneUp_triggered()));
order.addAction(QTStr("Basic.MainMenu.Edit.Order.MoveDown"),
this, SLOT(on_actionSceneDown_triggered()));
order.addSeparator();
order.addAction(QTStr("Basic.MainMenu.Edit.Order.MoveToTop"),
this, SLOT(MoveSceneToTop()));
order.addAction(QTStr("Basic.MainMenu.Edit.Order.MoveToBottom"),
this, SLOT(MoveSceneToBottom()));
popup.addMenu(&order);
popup.addSeparator();
sceneProjectorMenu = new QMenu(QTStr("SceneProjector"));
AddProjectorMenuMonitors(sceneProjectorMenu, this,
SLOT(OpenSceneProjector()));
popup.addMenu(sceneProjectorMenu);
QAction *sceneWindow = popup.addAction(
QTStr("SceneWindow"),
this, SLOT(OpenSceneWindow()));
popup.addAction(sceneWindow);
popup.addSeparator();
2015-03-18 22:09:44 +00:00
popup.addAction(QTStr("Filters"), this,
SLOT(OpenSceneFilters()));
}
2014-06-30 23:03:12 +00:00
popup.exec(QCursor::pos());
}
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 OBSBasic::on_actionAddScene_triggered()
{
string name;
QString format{QTStr("Basic.Main.DefaultSceneName.Text")};
int i = 2;
QString placeHolderText = format.arg(i);
obs_source_t *source = nullptr;
2014-05-14 20:20:08 +00:00
while ((source = obs_get_source_by_name(QT_TO_UTF8(placeHolderText)))) {
obs_source_release(source);
placeHolderText = format.arg(++i);
2014-05-14 20:20:08 +00:00
}
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
bool accepted = NameDialog::AskForName(this,
QTStr("Basic.Main.AddSceneDlg.Title"),
QTStr("Basic.Main.AddSceneDlg.Text"),
name,
placeHolderText);
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
if (accepted) {
if (name.empty()) {
OBSMessageBox::information(this,
QTStr("NoNameEntered.Title"),
QTStr("NoNameEntered.Text"));
on_actionAddScene_triggered();
return;
}
obs_source_t *source = obs_get_source_by_name(name.c_str());
if (source) {
OBSMessageBox::information(this,
QTStr("NameExists.Title"),
QTStr("NameExists.Text"));
obs_source_release(source);
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
on_actionAddScene_triggered();
return;
}
obs_scene_t *scene = obs_scene_create(name.c_str());
source = obs_scene_get_source(scene);
AddScene(source);
SetCurrentScene(source);
obs_scene_release(scene);
}
}
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 OBSBasic::on_actionRemoveScene_triggered()
{
OBSScene scene = GetCurrentScene();
obs_source_t *source = obs_scene_get_source(scene);
if (source && QueryRemoveSource(source))
obs_source_remove(source);
}
void OBSBasic::ChangeSceneIndex(bool relative, int offset, int invalidIdx)
{
int idx = ui->scenes->currentRow();
if (idx == -1 || idx == invalidIdx)
return;
sceneChanging = true;
QListWidgetItem *item = ui->scenes->takeItem(idx);
if (!relative)
idx = 0;
ui->scenes->insertItem(idx + offset, item);
ui->scenes->setCurrentRow(idx + offset);
item->setSelected(true);
sceneChanging = false;
}
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 OBSBasic::on_actionSceneUp_triggered()
{
ChangeSceneIndex(true, -1, 0);
}
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 OBSBasic::on_actionSceneDown_triggered()
{
ChangeSceneIndex(true, 1, ui->scenes->count() - 1);
}
void OBSBasic::MoveSceneToTop()
{
ChangeSceneIndex(false, 0, 0);
}
void OBSBasic::MoveSceneToBottom()
{
ChangeSceneIndex(false, ui->scenes->count() - 1,
ui->scenes->count() - 1);
}
void OBSBasic::on_sources_itemSelectionChanged()
{
SignalBlocker sourcesSignalBlocker(ui->sources);
auto updateItemSelection = [&]()
{
ignoreSelectionUpdate = true;
for (int i = 0; i < ui->sources->count(); i++)
{
QListWidgetItem *wItem = ui->sources->item(i);
OBSSceneItem item = GetOBSRef<OBSSceneItem>(wItem);
obs_sceneitem_select(item, wItem->isSelected());
}
ignoreSelectionUpdate = false;
};
using updateItemSelection_t = decltype(updateItemSelection);
obs_scene_atomic_update(GetCurrentScene(),
[](void *data, obs_scene_t *)
{
(*static_cast<updateItemSelection_t*>(data))();
}, static_cast<void*>(&updateItemSelection));
}
void OBSBasic::EditSceneItemName()
{
QListWidgetItem *item = GetTopSelectedSourceItem();
Qt::ItemFlags flags = item->flags();
OBSSceneItem sceneItem= GetOBSRef<OBSSceneItem>(item);
obs_source_t *source = obs_sceneitem_get_source(sceneItem);
const char *name = obs_source_get_name(source);
item->setText(QT_UTF8(name));
item->setFlags(flags | Qt::ItemIsEditable);
ui->sources->removeItemWidget(item);
ui->sources->editItem(item);
item->setFlags(flags);
}
void OBSBasic::SetDeinterlacingMode()
{
QAction *action = reinterpret_cast<QAction*>(sender());
obs_deinterlace_mode mode =
(obs_deinterlace_mode)action->property("mode").toInt();
OBSSceneItem sceneItem = GetCurrentSceneItem();
obs_source_t *source = obs_sceneitem_get_source(sceneItem);
obs_source_set_deinterlace_mode(source, mode);
}
void OBSBasic::SetDeinterlacingOrder()
{
QAction *action = reinterpret_cast<QAction*>(sender());
obs_deinterlace_field_order order =
(obs_deinterlace_field_order)action->property("order").toInt();
OBSSceneItem sceneItem = GetCurrentSceneItem();
obs_source_t *source = obs_sceneitem_get_source(sceneItem);
obs_source_set_deinterlace_field_order(source, order);
}
QMenu *OBSBasic::AddDeinterlacingMenu(obs_source_t *source)
{
QMenu *menu = new QMenu(QTStr("Deinterlacing"));
obs_deinterlace_mode deinterlaceMode =
obs_source_get_deinterlace_mode(source);
obs_deinterlace_field_order deinterlaceOrder =
obs_source_get_deinterlace_field_order(source);
QAction *action;
#define ADD_MODE(name, mode) \
action = menu->addAction(QTStr("" name), this, \
SLOT(SetDeinterlacingMode())); \
action->setProperty("mode", (int)mode); \
action->setCheckable(true); \
action->setChecked(deinterlaceMode == mode);
ADD_MODE("Disable", OBS_DEINTERLACE_MODE_DISABLE);
ADD_MODE("Deinterlacing.Discard", OBS_DEINTERLACE_MODE_DISCARD);
ADD_MODE("Deinterlacing.Retro", OBS_DEINTERLACE_MODE_RETRO);
ADD_MODE("Deinterlacing.Blend", OBS_DEINTERLACE_MODE_BLEND);
ADD_MODE("Deinterlacing.Blend2x", OBS_DEINTERLACE_MODE_BLEND_2X);
ADD_MODE("Deinterlacing.Linear", OBS_DEINTERLACE_MODE_LINEAR);
ADD_MODE("Deinterlacing.Linear2x", OBS_DEINTERLACE_MODE_LINEAR_2X);
ADD_MODE("Deinterlacing.Yadif", OBS_DEINTERLACE_MODE_YADIF);
ADD_MODE("Deinterlacing.Yadif2x", OBS_DEINTERLACE_MODE_YADIF_2X);
#undef ADD_MODE
menu->addSeparator();
#define ADD_ORDER(name, order) \
action = menu->addAction(QTStr("Deinterlacing." name), this, \
SLOT(SetDeinterlacingOrder())); \
action->setProperty("order", (int)order); \
action->setCheckable(true); \
action->setChecked(deinterlaceOrder == order);
ADD_ORDER("TopFieldFirst", OBS_DEINTERLACE_FIELD_ORDER_TOP);
ADD_ORDER("BottomFieldFirst", OBS_DEINTERLACE_FIELD_ORDER_BOTTOM);
#undef ADD_ORDER
return menu;
}
void OBSBasic::SetScaleFilter()
{
QAction *action = reinterpret_cast<QAction*>(sender());
obs_scale_type mode = (obs_scale_type)action->property("mode").toInt();
OBSSceneItem sceneItem = GetCurrentSceneItem();
obs_sceneitem_set_scale_filter(sceneItem, mode);
}
QMenu *OBSBasic::AddScaleFilteringMenu(obs_sceneitem_t *item)
{
QMenu *menu = new QMenu(QTStr("ScaleFiltering"));
obs_scale_type scaleFilter = obs_sceneitem_get_scale_filter(item);
QAction *action;
#define ADD_MODE(name, mode) \
action = menu->addAction(QTStr("" name), this, \
SLOT(SetScaleFilter())); \
action->setProperty("mode", (int)mode); \
action->setCheckable(true); \
action->setChecked(scaleFilter == mode);
ADD_MODE("Disable", OBS_SCALE_DISABLE);
ADD_MODE("ScaleFiltering.Point", OBS_SCALE_POINT);
ADD_MODE("ScaleFiltering.Bilinear", OBS_SCALE_BILINEAR);
ADD_MODE("ScaleFiltering.Bicubic", OBS_SCALE_BICUBIC);
ADD_MODE("ScaleFiltering.Lanczos", OBS_SCALE_LANCZOS);
#undef ADD_MODE
return menu;
}
void OBSBasic::CreateSourcePopupMenu(QListWidgetItem *item, bool preview)
{
QMenu popup(this);
QPointer<QMenu> previewProjector;
QPointer<QMenu> sourceProjector;
if (preview) {
QAction *action = popup.addAction(
QTStr("Basic.Main.PreviewConextMenu.Enable"),
this, SLOT(TogglePreview()));
action->setCheckable(true);
action->setChecked(
obs_display_enabled(ui->preview->GetDisplay()));
if (IsPreviewProgramMode())
action->setEnabled(false);
popup.addAction(ui->actionLockPreview);
popup.addMenu(ui->scalingMenu);
previewProjector = new QMenu(QTStr("PreviewProjector"));
AddProjectorMenuMonitors(previewProjector, this,
SLOT(OpenPreviewProjector()));
popup.addMenu(previewProjector);
QAction *previewWindow = popup.addAction(
QTStr("PreviewWindow"),
this, SLOT(OpenPreviewWindow()));
popup.addAction(previewWindow);
popup.addSeparator();
}
QPointer<QMenu> addSourceMenu = CreateAddSourcePopupMenu();
if (addSourceMenu)
popup.addMenu(addSourceMenu);
ui->actionCopyFilters->setEnabled(false);
popup.addSeparator();
popup.addAction(ui->actionCopySource);
popup.addAction(ui->actionPasteRef);
popup.addAction(ui->actionPasteDup);
popup.addSeparator();
popup.addSeparator();
popup.addAction(ui->actionCopyFilters);
popup.addAction(ui->actionPasteFilters);
popup.addSeparator();
if (item) {
if (addSourceMenu)
popup.addSeparator();
2014-09-15 23:16:16 +00:00
OBSSceneItem sceneItem = GetSceneItem(item);
obs_source_t *source = obs_sceneitem_get_source(sceneItem);
uint32_t flags = obs_source_get_output_flags(source);
bool isAsyncVideo = (flags & OBS_SOURCE_ASYNC_VIDEO) ==
OBS_SOURCE_ASYNC_VIDEO;
bool hasAudio = (flags & OBS_SOURCE_AUDIO) ==
OBS_SOURCE_AUDIO;
2014-09-15 23:16:16 +00:00
QAction *action;
popup.addAction(QTStr("Rename"), this,
SLOT(EditSceneItemName()));
popup.addAction(QTStr("Remove"), this,
SLOT(on_actionRemoveSource_triggered()),
DeleteKeys.front());
popup.addSeparator();
popup.addMenu(ui->orderMenu);
popup.addMenu(ui->transformMenu);
sourceProjector = new QMenu(QTStr("SourceProjector"));
AddProjectorMenuMonitors(sourceProjector, this,
SLOT(OpenSourceProjector()));
QAction *sourceWindow = popup.addAction(
QTStr("SourceWindow"),
this, SLOT(OpenSourceWindow()));
popup.addAction(sourceWindow);
popup.addSeparator();
if (hasAudio) {
QAction *actionHideMixer = popup.addAction(
QTStr("HideMixer"),
this, SLOT(ToggleHideMixer()));
actionHideMixer->setCheckable(true);
actionHideMixer->setChecked(SourceMixerHidden(source));
}
if (isAsyncVideo) {
popup.addMenu(AddDeinterlacingMenu(source));
popup.addSeparator();
}
popup.addMenu(AddScaleFilteringMenu(sceneItem));
popup.addSeparator();
popup.addMenu(sourceProjector);
popup.addAction(sourceWindow);
popup.addSeparator();
2014-09-15 23:16:16 +00:00
action = popup.addAction(QTStr("Interact"), this,
SLOT(on_actionInteract_triggered()));
action->setEnabled(obs_source_get_output_flags(source) &
OBS_SOURCE_INTERACTION);
2015-02-26 05:23:57 +00:00
popup.addAction(QTStr("Filters"), this,
SLOT(OpenFilters()));
popup.addAction(QTStr("Properties"), this,
SLOT(on_actionSourceProperties_triggered()));
ui->actionCopyFilters->setEnabled(true);
}
popup.exec(QCursor::pos());
}
void OBSBasic::on_sources_customContextMenuRequested(const QPoint &pos)
{
if (ui->scenes->count())
CreateSourcePopupMenu(ui->sources->itemAt(pos), false);
}
2014-10-15 20:05:56 +00:00
void OBSBasic::on_sources_itemDoubleClicked(QListWidgetItem *witem)
{
if (!witem)
return;
OBSSceneItem item = GetSceneItem(witem);
OBSSource source = obs_sceneitem_get_source(item);
if (source)
CreatePropertiesWindow(source);
}
void OBSBasic::AddSource(const char *id)
{
if (id && *id) {
OBSBasicSourceSelect sourceSelect(this, id);
sourceSelect.exec();
if (sourceSelect.newSource)
CreatePropertiesWindow(sourceSelect.newSource);
}
}
QMenu *OBSBasic::CreateAddSourcePopupMenu()
{
const char *type;
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
bool foundValues = false;
bool foundDeprecated = false;
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
size_t idx = 0;
QMenu *popup = new QMenu(QTStr("Add"), this);
QMenu *deprecated = new QMenu(QTStr("Deprecated"), popup);
2016-09-14 23:27:04 +00:00
auto getActionAfter = [] (QMenu *menu, const QString &name)
{
QList<QAction*> actions = menu->actions();
for (QAction *menuAction : actions) {
if (menuAction->text().compare(name) >= 0)
return menuAction;
}
return (QAction*)nullptr;
};
auto addSource = [this, getActionAfter] (QMenu *popup,
const char *type, const char *name)
{
QString qname = QT_UTF8(name);
QAction *popupItem = new QAction(qname, this);
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
popupItem->setData(QT_UTF8(type));
connect(popupItem, SIGNAL(triggered(bool)),
this, SLOT(AddSourceFromAction()));
2016-09-14 23:27:04 +00:00
QAction *after = getActionAfter(popup, qname);
popup->insertAction(after, popupItem);
};
while (obs_enum_input_types(idx++, &type)) {
const char *name = obs_source_get_display_name(type);
uint32_t caps = obs_get_source_output_flags(type);
if ((caps & OBS_SOURCE_DEPRECATED) == 0) {
addSource(popup, type, name);
} else {
addSource(deprecated, type, name);
foundDeprecated = true;
}
foundValues = true;
}
2016-09-14 23:27:04 +00:00
addSource(popup, "scene", Str("Basic.Scene"));
if (!foundDeprecated) {
delete deprecated;
deprecated = nullptr;
}
if (!foundValues) {
delete popup;
popup = nullptr;
} else if (foundDeprecated) {
popup->addMenu(deprecated);
}
return popup;
}
void OBSBasic::AddSourceFromAction()
{
QAction *action = qobject_cast<QAction*>(sender());
if (!action)
return;
AddSource(QT_TO_UTF8(action->data().toString()));
}
void OBSBasic::AddSourcePopupMenu(const QPoint &pos)
{
if (!GetCurrentScene()) {
// Tell the user he needs a scene first (help beginners).
OBSMessageBox::information(this,
QTStr("Basic.Main.AddSourceHelp.Title"),
QTStr("Basic.Main.AddSourceHelp.Text"));
return;
}
QPointer<QMenu> popup = CreateAddSourcePopupMenu();
if (popup)
popup->exec(pos);
}
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 OBSBasic::on_actionAddSource_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
AddSourcePopupMenu(QCursor::pos());
}
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 OBSBasic::on_actionRemoveSource_triggered()
{
vector<OBSSceneItem> items;
auto func = [] (obs_scene_t *, obs_sceneitem_t *item, void *param)
{
vector<OBSSceneItem> &items =
*reinterpret_cast<vector<OBSSceneItem>*>(param);
if (obs_sceneitem_selected(item))
items.emplace_back(item);
return true;
};
obs_scene_enum_items(GetCurrentScene(), func, &items);
if (!items.size())
return;
auto removeMultiple = [this] (size_t count)
{
QString text = QTStr("ConfirmRemove.TextMultiple")
.arg(QString::number(count));
QMessageBox remove_items(this);
remove_items.setText(text);
QAbstractButton *Yes = remove_items.addButton(QTStr("Yes"),
QMessageBox::YesRole);
remove_items.addButton(QTStr("No"), QMessageBox::NoRole);
remove_items.setIcon(QMessageBox::Question);
remove_items.setWindowTitle(QTStr("ConfirmRemove.Title"));
remove_items.exec();
return Yes == remove_items.clickedButton();
};
if (items.size() == 1) {
OBSSceneItem &item = items[0];
obs_source_t *source = obs_sceneitem_get_source(item);
if (source && QueryRemoveSource(source))
obs_sceneitem_remove(item);
} else {
if (removeMultiple(items.size())) {
for (auto &item : items)
obs_sceneitem_remove(item);
}
}
}
2014-09-15 23:16:16 +00:00
void OBSBasic::on_actionInteract_triggered()
{
OBSSceneItem item = GetCurrentSceneItem();
OBSSource source = obs_sceneitem_get_source(item);
if (source)
CreateInteractionWindow(source);
}
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 OBSBasic::on_actionSourceProperties_triggered()
{
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
OBSSceneItem item = GetCurrentSceneItem();
OBSSource source = obs_sceneitem_get_source(item);
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
if (source)
CreatePropertiesWindow(source);
}
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 OBSBasic::on_actionSourceUp_triggered()
{
2014-05-16 00:40:53 +00:00
OBSSceneItem item = GetCurrentSceneItem();
obs_sceneitem_set_order(item, OBS_ORDER_MOVE_UP);
}
2013-12-10 18:22:33 +00:00
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 OBSBasic::on_actionSourceDown_triggered()
{
2014-05-16 00:40:53 +00:00
OBSSceneItem item = GetCurrentSceneItem();
obs_sceneitem_set_order(item, OBS_ORDER_MOVE_DOWN);
}
void OBSBasic::on_actionMoveUp_triggered()
{
OBSSceneItem item = GetCurrentSceneItem();
obs_sceneitem_set_order(item, OBS_ORDER_MOVE_UP);
}
void OBSBasic::on_actionMoveDown_triggered()
{
OBSSceneItem item = GetCurrentSceneItem();
obs_sceneitem_set_order(item, OBS_ORDER_MOVE_DOWN);
}
void OBSBasic::on_actionMoveToTop_triggered()
{
OBSSceneItem item = GetCurrentSceneItem();
obs_sceneitem_set_order(item, OBS_ORDER_MOVE_TOP);
}
void OBSBasic::on_actionMoveToBottom_triggered()
{
OBSSceneItem item = GetCurrentSceneItem();
obs_sceneitem_set_order(item, OBS_ORDER_MOVE_BOTTOM);
}
static BPtr<char> ReadLogFile(const char *log)
{
char logDir[512];
if (GetConfigPath(logDir, sizeof(logDir), "obs-studio/logs") <= 0)
return nullptr;
string path = (char*)logDir;
path += "/";
path += log;
BPtr<char> file = os_quick_read_utf8_file(path.c_str());
if (!file)
blog(LOG_WARNING, "Failed to read log file %s", path.c_str());
return file;
}
void OBSBasic::UploadLog(const char *file)
{
BPtr<char> fileString{ReadLogFile(file)};
if (!fileString)
return;
if (!*fileString)
return;
ui->menuLogFiles->setEnabled(false);
auto data_deleter = [](obs_data_t *d) { obs_data_release(d); };
using data_t = unique_ptr<struct obs_data, decltype(data_deleter)>;
data_t content{obs_data_create(), data_deleter};
data_t files{obs_data_create(), data_deleter};
data_t request{obs_data_create(), data_deleter};
obs_data_set_string(content.get(), "content", fileString);
obs_data_set_obj(files.get(), file, content.get());
stringstream ss;
ss << "OBS " << App()->GetVersionString()
<< " log file uploaded at " << CurrentDateTimeString();
obs_data_set_string(request.get(), "description", ss.str().c_str());
obs_data_set_bool(request.get(), "public", false);
obs_data_set_obj(request.get(), "files", files.get());
const char *json = obs_data_get_json(request.get());
2014-08-25 20:22:57 +00:00
if (!json) {
blog(LOG_ERROR, "Failed to get JSON data for log upload");
return;
}
QBuffer *postData = new QBuffer();
postData->setData(json, (int) strlen(json));
if (logUploadThread) {
logUploadThread->wait();
delete logUploadThread;
}
RemoteTextThread *thread = new RemoteTextThread(
"https://api.github.com/gists",
"application/json", json);
logUploadThread = thread;
connect(thread, &RemoteTextThread::Result,
this, &OBSBasic::logUploadFinished);
logUploadThread->start();
}
void OBSBasic::on_actionShowLogs_triggered()
{
char logDir[512];
if (GetConfigPath(logDir, sizeof(logDir), "obs-studio/logs") <= 0)
return;
QUrl url = QUrl::fromLocalFile(QT_UTF8(logDir));
QDesktopServices::openUrl(url);
}
void OBSBasic::on_actionUploadCurrentLog_triggered()
{
UploadLog(App()->GetCurrentLog());
}
void OBSBasic::on_actionUploadLastLog_triggered()
{
UploadLog(App()->GetLastLog());
}
void OBSBasic::on_actionViewCurrentLog_triggered()
{
char logDir[512];
if (GetConfigPath(logDir, sizeof(logDir), "obs-studio/logs") <= 0)
return;
const char* log = App()->GetCurrentLog();
string path = (char*)logDir;
path += "/";
path += log;
QUrl url = QUrl::fromLocalFile(QT_UTF8(path.c_str()));
QDesktopServices::openUrl(url);
}
2014-07-14 06:56:28 +00:00
void OBSBasic::on_actionCheckForUpdates_triggered()
{
2017-02-20 12:46:29 +00:00
CheckForUpdates(true);
2014-07-14 06:56:28 +00:00
}
void OBSBasic::logUploadFinished(const QString &text, const QString &error)
{
ui->menuLogFiles->setEnabled(true);
if (text.isEmpty()) {
OBSMessageBox::information(this,
QTStr("LogReturnDialog.ErrorUploadingLog"),
error);
return;
}
obs_data_t *returnData = obs_data_create_from_json(QT_TO_UTF8(text));
QString logURL = obs_data_get_string(returnData, "html_url");
obs_data_release(returnData);
OBSLogReply logDialog(this, logURL);
logDialog.exec();
}
2014-08-25 17:10:58 +00:00
static void RenameListItem(OBSBasic *parent, QListWidget *listWidget,
obs_source_t *source, const string &name)
{
const char *prevName = obs_source_get_name(source);
if (name == prevName)
return;
obs_source_t *foundSource = obs_get_source_by_name(name.c_str());
QListWidgetItem *listItem = listWidget->currentItem();
if (foundSource || name.empty()) {
listItem->setText(QT_UTF8(prevName));
if (foundSource) {
OBSMessageBox::information(parent,
QTStr("NameExists.Title"),
QTStr("NameExists.Text"));
} else if (name.empty()) {
OBSMessageBox::information(parent,
QTStr("NoNameEntered.Title"),
QTStr("NoNameEntered.Text"));
}
obs_source_release(foundSource);
} else {
listItem->setText(QT_UTF8(name.c_str()));
obs_source_set_name(source, name.c_str());
}
}
2014-06-30 07:06:01 +00:00
void OBSBasic::SceneNameEdited(QWidget *editor,
QAbstractItemDelegate::EndEditHint endHint)
{
OBSScene scene = GetCurrentScene();
QLineEdit *edit = qobject_cast<QLineEdit*>(editor);
string text = QT_TO_UTF8(edit->text().trimmed());
2014-06-30 07:06:01 +00:00
if (!scene)
return;
obs_source_t *source = obs_scene_get_source(scene);
RenameListItem(this, ui->scenes, source, text);
2014-06-30 07:06:01 +00:00
if (api)
api->on_event(OBS_FRONTEND_EVENT_SCENE_LIST_CHANGED);
2014-06-30 07:06:01 +00:00
UNUSED_PARAMETER(endHint);
}
void OBSBasic::SceneItemNameEdited(QWidget *editor,
QAbstractItemDelegate::EndEditHint endHint)
{
OBSSceneItem item = GetCurrentSceneItem();
QLineEdit *edit = qobject_cast<QLineEdit*>(editor);
string text = QT_TO_UTF8(edit->text().trimmed());
2014-06-30 07:06:01 +00:00
if (!item)
return;
obs_source_t *source = obs_sceneitem_get_source(item);
RenameListItem(this, ui->sources, source, text);
2014-06-30 07:06:01 +00:00
QListWidgetItem *listItem = ui->sources->currentItem();
listItem->setText(QString());
SetupVisibilityItem(ui->sources, listItem, item);
2014-06-30 07:06:01 +00:00
UNUSED_PARAMETER(endHint);
}
2015-02-26 05:23:57 +00:00
void OBSBasic::OpenFilters()
{
OBSSceneItem item = GetCurrentSceneItem();
OBSSource source = obs_sceneitem_get_source(item);
CreateFiltersWindow(source);
}
2015-03-18 22:09:44 +00:00
void OBSBasic::OpenSceneFilters()
{
OBSScene scene = GetCurrentScene();
OBSSource source = obs_scene_get_source(scene);
CreateFiltersWindow(source);
}
2015-06-30 14:58:29 +00:00
#define RECORDING_START \
"==== Recording Start ==============================================="
#define RECORDING_STOP \
"==== Recording Stop ================================================"
#define REPLAY_BUFFER_START \
"==== Replay Buffer Start ==========================================="
#define REPLAY_BUFFER_STOP \
"==== Replay Buffer Stop ============================================"
2015-06-30 14:58:29 +00:00
#define STREAMING_START \
"==== Streaming Start ==============================================="
#define STREAMING_STOP \
"==== Streaming Stop ================================================"
void OBSBasic::StartStreaming()
{
if (outputHandler->StreamingActive())
return;
if (disableOutputsRef)
return;
if (api)
api->on_event(OBS_FRONTEND_EVENT_STREAMING_STARTING);
SaveProject();
ui->streamButton->setEnabled(false);
ui->streamButton->setText(QTStr("Basic.Main.Connecting"));
if (sysTrayStream) {
sysTrayStream->setEnabled(false);
sysTrayStream->setText(ui->streamButton->text());
}
if (!outputHandler->StartStreaming(service)) {
ui->streamButton->setText(QTStr("Basic.Main.StartStreaming"));
ui->streamButton->setEnabled(true);
if (sysTrayStream) {
sysTrayStream->setText(ui->streamButton->text());
sysTrayStream->setEnabled(true);
}
QMessageBox::critical(this,
QTStr("Output.StartStreamFailed"),
QTStr("Output.StartFailedGeneric"));
return;
}
bool recordWhenStreaming = config_get_bool(GetGlobalConfig(),
"BasicWindow", "RecordWhenStreaming");
if (recordWhenStreaming)
StartRecording();
bool replayBufferWhileStreaming = config_get_bool(GetGlobalConfig(),
"BasicWindow", "ReplayBufferWhileStreaming");
if (replayBufferWhileStreaming)
StartReplayBuffer();
}
#ifdef _WIN32
static inline void UpdateProcessPriority()
{
const char *priority = config_get_string(App()->GlobalConfig(),
"General", "ProcessPriority");
if (priority && strcmp(priority, "Normal") != 0)
SetProcessPriority(priority);
}
static inline void ClearProcessPriority()
{
const char *priority = config_get_string(App()->GlobalConfig(),
"General", "ProcessPriority");
if (priority && strcmp(priority, "Normal") != 0)
SetProcessPriority("Normal");
}
#else
#define UpdateProcessPriority() do {} while(false)
#define ClearProcessPriority() do {} while(false)
#endif
inline void OBSBasic::OnActivate()
{
if (ui->profileMenu->isEnabled()) {
ui->profileMenu->setEnabled(false);
ui->autoConfigure->setEnabled(false);
App()->IncrementSleepInhibition();
UpdateProcessPriority();
if (trayIcon)
trayIcon->setIcon(QIcon(":/res/images/tray_active.png"));
}
}
2015-06-30 14:58:29 +00:00
inline void OBSBasic::OnDeactivate()
{
if (!outputHandler->Active() && !ui->profileMenu->isEnabled()) {
ui->profileMenu->setEnabled(true);
ui->autoConfigure->setEnabled(true);
App()->DecrementSleepInhibition();
ClearProcessPriority();
if (trayIcon)
trayIcon->setIcon(QIcon(":/res/images/obs.png"));
2015-06-30 14:58:29 +00:00
}
}
void OBSBasic::StopStreaming()
{
SaveProject();
if (outputHandler->StreamingActive())
outputHandler->StopStreaming(streamingStopping);
OnDeactivate();
bool recordWhenStreaming = config_get_bool(GetGlobalConfig(),
"BasicWindow", "RecordWhenStreaming");
bool keepRecordingWhenStreamStops = config_get_bool(GetGlobalConfig(),
"BasicWindow", "KeepRecordingWhenStreamStops");
if (recordWhenStreaming && !keepRecordingWhenStreamStops)
StopRecording();
bool replayBufferWhileStreaming = config_get_bool(GetGlobalConfig(),
"BasicWindow", "ReplayBufferWhileStreaming");
bool keepReplayBufferStreamStops = config_get_bool(GetGlobalConfig(),
"BasicWindow", "KeepReplayBufferStreamStops");
if (replayBufferWhileStreaming && !keepReplayBufferStreamStops)
StopReplayBuffer();
}
void OBSBasic::ForceStopStreaming()
{
SaveProject();
if (outputHandler->StreamingActive())
outputHandler->StopStreaming(true);
OnDeactivate();
bool recordWhenStreaming = config_get_bool(GetGlobalConfig(),
"BasicWindow", "RecordWhenStreaming");
bool keepRecordingWhenStreamStops = config_get_bool(GetGlobalConfig(),
"BasicWindow", "KeepRecordingWhenStreamStops");
if (recordWhenStreaming && !keepRecordingWhenStreamStops)
StopRecording();
bool replayBufferWhileStreaming = config_get_bool(GetGlobalConfig(),
"BasicWindow", "ReplayBufferWhileStreaming");
bool keepReplayBufferStreamStops = config_get_bool(GetGlobalConfig(),
"BasicWindow", "KeepReplayBufferStreamStops");
if (replayBufferWhileStreaming && !keepReplayBufferStreamStops)
StopReplayBuffer();
}
void OBSBasic::StreamDelayStarting(int sec)
{
ui->streamButton->setText(QTStr("Basic.Main.StopStreaming"));
ui->streamButton->setEnabled(true);
if (sysTrayStream) {
sysTrayStream->setText(ui->streamButton->text());
sysTrayStream->setEnabled(true);
}
if (!startStreamMenu.isNull())
startStreamMenu->deleteLater();
startStreamMenu = new QMenu();
startStreamMenu->addAction(QTStr("Basic.Main.StopStreaming"),
this, SLOT(StopStreaming()));
startStreamMenu->addAction(QTStr("Basic.Main.ForceStopStreaming"),
this, SLOT(ForceStopStreaming()));
ui->streamButton->setMenu(startStreamMenu);
ui->statusbar->StreamDelayStarting(sec);
OnActivate();
}
void OBSBasic::StreamDelayStopping(int sec)
{
ui->streamButton->setText(QTStr("Basic.Main.StartStreaming"));
ui->streamButton->setEnabled(true);
if (sysTrayStream) {
sysTrayStream->setText(ui->streamButton->text());
sysTrayStream->setEnabled(true);
}
if (!startStreamMenu.isNull())
startStreamMenu->deleteLater();
startStreamMenu = new QMenu();
startStreamMenu->addAction(QTStr("Basic.Main.StartStreaming"),
this, SLOT(StartStreaming()));
startStreamMenu->addAction(QTStr("Basic.Main.ForceStopStreaming"),
this, SLOT(ForceStopStreaming()));
ui->streamButton->setMenu(startStreamMenu);
ui->statusbar->StreamDelayStopping(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 OBSBasic::StreamingStart()
Implement RTMP module (still needs drop code) - Implement the RTMP output module. This time around, we just use a simple FLV muxer, then just write to the stream with RTMP_Write. Easy and effective. - Fix the FLV muxer, the muxer now outputs proper FLV packets. - Output API: * When using encoders, automatically interleave encoded packets before sending it to the output. * Pair encoders and have them automatically wait for the other to start to ensure sync. * Change 'obs_output_signal_start_fail' to 'obs_output_signal_stop' because it was a bit confusing, and doing this makes a lot more sense for outputs that need to stop suddenly (disconnections/etc). - Encoder API: * Remove some unnecessary encoder functions from the actual API and make them internal. Most of the encoder functions are handled automatically by outputs anyway, so there's no real need to expose them and end up inadvertently confusing plugin writers. * Have audio encoders wait for the video encoder to get a frame, then start at the exact data point that the first video frame starts to ensure the most accrate sync of video/audio possible. * Add a required 'frame_size' callback for audio encoders that returns the expected number of frames desired to encode with. This way, the libobs encoder API can handle the circular buffering internally automatically for the encoder modules, so encoder writers don't have to do it themselves. - Fix a few bugs in the serializer interface. It was passing the wrong variable for the data in a few cases. - If a source has video, make obs_source_update defer the actual update callback until the tick function is called to prevent threading issues.
2014-04-08 05:00:10 +00:00
{
ui->streamButton->setText(QTStr("Basic.Main.StopStreaming"));
ui->streamButton->setEnabled(true);
ui->statusbar->StreamStarted(outputHandler->streamOutput);
if (sysTrayStream) {
sysTrayStream->setText(ui->streamButton->text());
sysTrayStream->setEnabled(true);
}
if (api)
api->on_event(OBS_FRONTEND_EVENT_STREAMING_STARTED);
OnActivate();
blog(LOG_INFO, STREAMING_START);
}
void OBSBasic::StreamStopping()
{
ui->streamButton->setText(QTStr("Basic.Main.StoppingStreaming"));
if (sysTrayStream)
sysTrayStream->setText(ui->streamButton->text());
streamingStopping = true;
if (api)
api->on_event(OBS_FRONTEND_EVENT_STREAMING_STOPPING);
}
void OBSBasic::StreamingStop(int code, QString last_error)
{
const char *errorDescription;
DStr errorMessage;
bool use_last_error = false;
switch (code) {
case OBS_OUTPUT_BAD_PATH:
errorDescription = Str("Output.ConnectFail.BadPath");
break;
case OBS_OUTPUT_CONNECT_FAILED:
use_last_error = true;
errorDescription = Str("Output.ConnectFail.ConnectFailed");
break;
case OBS_OUTPUT_INVALID_STREAM:
errorDescription = Str("Output.ConnectFail.InvalidStream");
break;
default:
case OBS_OUTPUT_ERROR:
use_last_error = true;
errorDescription = Str("Output.ConnectFail.Error");
break;
case OBS_OUTPUT_DISCONNECTED:
/* doesn't happen if output is set to reconnect. note that
* reconnects are handled in the output, not in the UI */
use_last_error = true;
errorDescription = Str("Output.ConnectFail.Disconnected");
}
if (use_last_error && !last_error.isEmpty())
dstr_printf(errorMessage, "%s\n\n%s", errorDescription,
QT_TO_UTF8(last_error));
else
dstr_copy(errorMessage, errorDescription);
ui->statusbar->StreamStopped();
ui->streamButton->setText(QTStr("Basic.Main.StartStreaming"));
ui->streamButton->setEnabled(true);
if (sysTrayStream) {
sysTrayStream->setText(ui->streamButton->text());
sysTrayStream->setEnabled(true);
}
streamingStopping = false;
if (api)
api->on_event(OBS_FRONTEND_EVENT_STREAMING_STOPPED);
OnDeactivate();
blog(LOG_INFO, STREAMING_STOP);
2015-06-30 14:58:29 +00:00
if (code != OBS_OUTPUT_SUCCESS && isVisible()) {
OBSMessageBox::information(this,
QTStr("Output.ConnectFail.Title"),
QT_UTF8(errorMessage));
} else if (code != OBS_OUTPUT_SUCCESS && !isVisible()) {
SysTrayNotify(QT_UTF8(errorDescription), QSystemTrayIcon::Warning);
}
if (!startStreamMenu.isNull()) {
ui->streamButton->setMenu(nullptr);
startStreamMenu->deleteLater();
startStreamMenu = nullptr;
}
2014-04-14 09:22:09 +00:00
}
void OBSBasic::StartRecording()
{
if (outputHandler->RecordingActive())
return;
if (disableOutputsRef)
return;
if (api)
api->on_event(OBS_FRONTEND_EVENT_RECORDING_STARTING);
SaveProject();
outputHandler->StartRecording();
}
void OBSBasic::RecordStopping()
{
ui->recordButton->setText(QTStr("Basic.Main.StoppingRecording"));
if (sysTrayRecord)
sysTrayRecord->setText(ui->recordButton->text());
recordingStopping = true;
if (api)
api->on_event(OBS_FRONTEND_EVENT_RECORDING_STOPPING);
}
void OBSBasic::StopRecording()
{
SaveProject();
if (outputHandler->RecordingActive())
outputHandler->StopRecording(recordingStopping);
2015-06-30 14:58:29 +00:00
OnDeactivate();
}
2014-08-25 01:10:57 +00:00
void OBSBasic::RecordingStart()
{
ui->statusbar->RecordingStarted(outputHandler->fileOutput);
ui->recordButton->setText(QTStr("Basic.Main.StopRecording"));
if (sysTrayRecord)
sysTrayRecord->setText(ui->recordButton->text());
recordingStopping = false;
if (api)
api->on_event(OBS_FRONTEND_EVENT_RECORDING_STARTED);
OnActivate();
blog(LOG_INFO, RECORDING_START);
2014-08-25 01:10:57 +00:00
}
void OBSBasic::RecordingStop(int code)
{
2014-08-25 01:10:57 +00:00
ui->statusbar->RecordingStopped();
ui->recordButton->setText(QTStr("Basic.Main.StartRecording"));
if (sysTrayRecord)
sysTrayRecord->setText(ui->recordButton->text());
blog(LOG_INFO, RECORDING_STOP);
if (code == OBS_OUTPUT_UNSUPPORTED && isVisible()) {
OBSMessageBox::information(this,
QTStr("Output.RecordFail.Title"),
QTStr("Output.RecordFail.Unsupported"));
2015-06-30 14:58:29 +00:00
} else if (code == OBS_OUTPUT_NO_SPACE && isVisible()) {
OBSMessageBox::information(this,
QTStr("Output.RecordNoSpace.Title"),
QTStr("Output.RecordNoSpace.Msg"));
} else if (code != OBS_OUTPUT_SUCCESS && isVisible()) {
OBSMessageBox::information(this,
QTStr("Output.RecordError.Title"),
QTStr("Output.RecordError.Msg"));
} else if (code == OBS_OUTPUT_UNSUPPORTED && !isVisible()) {
SysTrayNotify(QTStr("Output.RecordFail.Unsupported"),
QSystemTrayIcon::Warning);
} else if (code == OBS_OUTPUT_NO_SPACE && !isVisible()) {
SysTrayNotify(QTStr("Output.RecordNoSpace.Msg"),
QSystemTrayIcon::Warning);
} else if (code != OBS_OUTPUT_SUCCESS && !isVisible()) {
SysTrayNotify(QTStr("Output.RecordError.Msg"),
QSystemTrayIcon::Warning);
}
if (api)
api->on_event(OBS_FRONTEND_EVENT_RECORDING_STOPPED);
OnDeactivate();
}
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
#define RP_NO_HOTKEY_TITLE QTStr("Output.ReplayBuffer.NoHotkey.Title")
#define RP_NO_HOTKEY_TEXT QTStr("Output.ReplayBuffer.NoHotkey.Msg")
void OBSBasic::StartReplayBuffer()
{
if (!outputHandler || !outputHandler->replayBuffer)
return;
if (outputHandler->ReplayBufferActive())
return;
if (disableOutputsRef)
return;
obs_output_t *output = outputHandler->replayBuffer;
obs_data_t *hotkeys = obs_hotkeys_save_output(output);
obs_data_array_t *bindings = obs_data_get_array(hotkeys,
"ReplayBuffer.Save");
size_t count = obs_data_array_count(bindings);
obs_data_array_release(bindings);
obs_data_release(hotkeys);
if (!count) {
OBSMessageBox::information(this,
RP_NO_HOTKEY_TITLE,
RP_NO_HOTKEY_TEXT);
return;
}
if (api)
api->on_event(OBS_FRONTEND_EVENT_REPLAY_BUFFER_STARTING);
SaveProject();
outputHandler->StartReplayBuffer();
}
void OBSBasic::ReplayBufferStopping()
{
if (!outputHandler || !outputHandler->replayBuffer)
return;
replayBufferButton->setText(QTStr("Basic.Main.StoppingReplayBuffer"));
if (sysTrayReplayBuffer)
sysTrayReplayBuffer->setText(replayBufferButton->text());
replayBufferStopping = true;
if (api)
api->on_event(OBS_FRONTEND_EVENT_REPLAY_BUFFER_STOPPING);
}
void OBSBasic::StopReplayBuffer()
{
if (!outputHandler || !outputHandler->replayBuffer)
return;
SaveProject();
if (outputHandler->ReplayBufferActive())
outputHandler->StopReplayBuffer(replayBufferStopping);
OnDeactivate();
}
void OBSBasic::ReplayBufferStart()
{
if (!outputHandler || !outputHandler->replayBuffer)
return;
replayBufferButton->setText(QTStr("Basic.Main.StopReplayBuffer"));
if (sysTrayReplayBuffer)
sysTrayReplayBuffer->setText(replayBufferButton->text());
replayBufferStopping = false;
if (api)
api->on_event(OBS_FRONTEND_EVENT_REPLAY_BUFFER_STARTED);
OnActivate();
blog(LOG_INFO, REPLAY_BUFFER_START);
}
void OBSBasic::ReplayBufferStop(int code)
{
if (!outputHandler || !outputHandler->replayBuffer)
return;
replayBufferButton->setText(QTStr("Basic.Main.StartReplayBuffer"));
if (sysTrayReplayBuffer)
sysTrayReplayBuffer->setText(replayBufferButton->text());
blog(LOG_INFO, REPLAY_BUFFER_STOP);
if (code == OBS_OUTPUT_UNSUPPORTED && isVisible()) {
OBSMessageBox::information(this,
QTStr("Output.RecordFail.Title"),
QTStr("Output.RecordFail.Unsupported"));
} else if (code == OBS_OUTPUT_NO_SPACE && isVisible()) {
OBSMessageBox::information(this,
QTStr("Output.RecordNoSpace.Title"),
QTStr("Output.RecordNoSpace.Msg"));
} else if (code != OBS_OUTPUT_SUCCESS && isVisible()) {
OBSMessageBox::information(this,
QTStr("Output.RecordError.Title"),
QTStr("Output.RecordError.Msg"));
} else if (code == OBS_OUTPUT_UNSUPPORTED && !isVisible()) {
SysTrayNotify(QTStr("Output.RecordFail.Unsupported"),
QSystemTrayIcon::Warning);
} else if (code == OBS_OUTPUT_NO_SPACE && !isVisible()) {
SysTrayNotify(QTStr("Output.RecordNoSpace.Msg"),
QSystemTrayIcon::Warning);
} else if (code != OBS_OUTPUT_SUCCESS && !isVisible()) {
SysTrayNotify(QTStr("Output.RecordError.Msg"),
QSystemTrayIcon::Warning);
}
if (api)
api->on_event(OBS_FRONTEND_EVENT_REPLAY_BUFFER_STOPPED);
OnDeactivate();
}
void OBSBasic::on_streamButton_clicked()
{
if (outputHandler->StreamingActive()) {
bool confirm = config_get_bool(GetGlobalConfig(), "BasicWindow",
"WarnBeforeStoppingStream");
if (confirm && isVisible()) {
QMessageBox::StandardButton button =
OBSMessageBox::question(this,
QTStr("ConfirmStop.Title"),
QTStr("ConfirmStop.Text"));
if (button == QMessageBox::No)
return;
}
StopStreaming();
} else {
bool confirm = config_get_bool(GetGlobalConfig(), "BasicWindow",
"WarnBeforeStartingStream");
if (confirm && isVisible()) {
QMessageBox::StandardButton button =
OBSMessageBox::question(this,
QTStr("ConfirmStart.Title"),
QTStr("ConfirmStart.Text"));
if (button == QMessageBox::No)
return;
}
StartStreaming();
}
}
void OBSBasic::on_recordButton_clicked()
{
if (outputHandler->RecordingActive())
StopRecording();
else
StartRecording();
}
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 OBSBasic::on_settingsButton_clicked()
2013-12-10 18:22:33 +00:00
{
on_action_Settings_triggered();
2013-12-10 18:22:33 +00:00
}
void OBSBasic::on_actionWebsite_triggered()
{
QUrl url = QUrl("https://obsproject.com", QUrl::TolerantMode);
QDesktopServices::openUrl(url);
}
void OBSBasic::on_actionShowSettingsFolder_triggered()
{
char path[512];
int ret = GetConfigPath(path, 512, "obs-studio");
if (ret <= 0)
return;
QDesktopServices::openUrl(QUrl::fromLocalFile(path));
}
void OBSBasic::on_actionShowProfileFolder_triggered()
{
char path[512];
int ret = GetProfilePath(path, 512, "");
if (ret <= 0)
return;
QDesktopServices::openUrl(QUrl::fromLocalFile(path));
}
QListWidgetItem *OBSBasic::GetTopSelectedSourceItem()
{
QList<QListWidgetItem*> selectedItems = ui->sources->selectedItems();
QListWidgetItem *topItem = nullptr;
if (selectedItems.size() != 0)
topItem = selectedItems[0];
return topItem;
}
void OBSBasic::on_preview_customContextMenuRequested(const QPoint &pos)
{
CreateSourcePopupMenu(GetTopSelectedSourceItem(), true);
UNUSED_PARAMETER(pos);
}
void OBSBasic::on_previewDisabledLabel_customContextMenuRequested(
const QPoint &pos)
{
QMenu popup(this);
QPointer<QMenu> previewProjector;
QAction *action = popup.addAction(
QTStr("Basic.Main.PreviewConextMenu.Enable"),
this, SLOT(TogglePreview()));
action->setCheckable(true);
action->setChecked(obs_display_enabled(ui->preview->GetDisplay()));
previewProjector = new QMenu(QTStr("PreviewProjector"));
AddProjectorMenuMonitors(previewProjector, this,
SLOT(OpenPreviewProjector()));
QAction *previewWindow = popup.addAction(
QTStr("PreviewWindow"),
this, SLOT(OpenPreviewWindow()));
popup.addMenu(previewProjector);
popup.addAction(previewWindow);
popup.exec(QCursor::pos());
UNUSED_PARAMETER(pos);
}
void OBSBasic::on_actionAlwaysOnTop_triggered()
{
CloseDialogs();
/* Make sure all dialogs are safely and successfully closed before
* switching the always on top mode due to the fact that windows all
* have to be recreated, so queue the actual toggle to happen after
* all events related to closing the dialogs have finished */
QMetaObject::invokeMethod(this, "ToggleAlwaysOnTop",
Qt::QueuedConnection);
}
void OBSBasic::ToggleAlwaysOnTop()
{
bool isAlwaysOnTop = IsAlwaysOnTop(this);
ui->actionAlwaysOnTop->setChecked(!isAlwaysOnTop);
SetAlwaysOnTop(this, !isAlwaysOnTop);
show();
}
void OBSBasic::GetFPSCommon(uint32_t &num, uint32_t &den) const
{
const char *val = config_get_string(basicConfig, "Video", "FPSCommon");
if (strcmp(val, "10") == 0) {
num = 10;
den = 1;
} else if (strcmp(val, "20") == 0) {
num = 20;
den = 1;
2017-02-06 22:55:14 +00:00
} else if (strcmp(val, "24 NTSC") == 0) {
num = 24000;
den = 1001;
} else if (strcmp(val, "25") == 0) {
num = 25;
den = 1;
} else if (strcmp(val, "29.97") == 0) {
num = 30000;
den = 1001;
} else if (strcmp(val, "48") == 0) {
num = 48;
den = 1;
} else if (strcmp(val, "59.94") == 0) {
num = 60000;
den = 1001;
} else if (strcmp(val, "60") == 0) {
num = 60;
den = 1;
} else {
num = 30;
den = 1;
}
}
void OBSBasic::GetFPSInteger(uint32_t &num, uint32_t &den) const
{
num = (uint32_t)config_get_uint(basicConfig, "Video", "FPSInt");
den = 1;
}
void OBSBasic::GetFPSFraction(uint32_t &num, uint32_t &den) const
{
num = (uint32_t)config_get_uint(basicConfig, "Video", "FPSNum");
den = (uint32_t)config_get_uint(basicConfig, "Video", "FPSDen");
}
void OBSBasic::GetFPSNanoseconds(uint32_t &num, uint32_t &den) const
{
num = 1000000000;
den = (uint32_t)config_get_uint(basicConfig, "Video", "FPSNS");
}
void OBSBasic::GetConfigFPS(uint32_t &num, uint32_t &den) const
{
uint32_t type = config_get_uint(basicConfig, "Video", "FPSType");
if (type == 1) //"Integer"
GetFPSInteger(num, den);
else if (type == 2) //"Fraction"
GetFPSFraction(num, den);
else if (false) //"Nanoseconds", currently not implemented
GetFPSNanoseconds(num, den);
else
GetFPSCommon(num, den);
}
config_t *OBSBasic::Config() const
{
return basicConfig;
}
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 OBSBasic::on_actionEditTransform_triggered()
{
if (transformWindow)
transformWindow->close();
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
transformWindow = new OBSBasicTransform(this);
transformWindow->show();
transformWindow->setAttribute(Qt::WA_DeleteOnClose, true);
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
}
static obs_transform_info copiedTransformInfo;
static obs_sceneitem_crop copiedCropInfo;
void OBSBasic::on_actionCopyTransform_triggered()
{
auto func = [](obs_scene_t *scene, obs_sceneitem_t *item, void *param)
{
if (!obs_sceneitem_selected(item))
return true;
obs_sceneitem_defer_update_begin(item);
obs_sceneitem_get_info(item, &copiedTransformInfo);
obs_sceneitem_get_crop(item, &copiedCropInfo);
obs_sceneitem_defer_update_end(item);
UNUSED_PARAMETER(scene);
UNUSED_PARAMETER(param);
return true;
};
obs_scene_enum_items(GetCurrentScene(), func, nullptr);
ui->actionPasteTransform->setEnabled(true);
}
void OBSBasic::on_actionPasteTransform_triggered()
{
auto func = [](obs_scene_t *scene, obs_sceneitem_t *item, void *param)
{
if (!obs_sceneitem_selected(item))
return true;
obs_sceneitem_defer_update_begin(item);
obs_sceneitem_set_info(item, &copiedTransformInfo);
obs_sceneitem_set_crop(item, &copiedCropInfo);
obs_sceneitem_defer_update_end(item);
UNUSED_PARAMETER(scene);
UNUSED_PARAMETER(param);
return true;
};
obs_scene_enum_items(GetCurrentScene(), func, 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
void OBSBasic::on_actionResetTransform_triggered()
{
auto func = [] (obs_scene_t *scene, obs_sceneitem_t *item, void *param)
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
{
if (!obs_sceneitem_selected(item))
return true;
2016-03-31 17:15:20 +00:00
obs_sceneitem_defer_update_begin(item);
obs_transform_info info;
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
vec2_set(&info.pos, 0.0f, 0.0f);
vec2_set(&info.scale, 1.0f, 1.0f);
info.rot = 0.0f;
info.alignment = OBS_ALIGN_TOP | OBS_ALIGN_LEFT;
info.bounds_type = OBS_BOUNDS_NONE;
info.bounds_alignment = OBS_ALIGN_CENTER;
vec2_set(&info.bounds, 0.0f, 0.0f);
obs_sceneitem_set_info(item, &info);
2016-03-31 17:15:20 +00:00
obs_sceneitem_crop crop = {};
obs_sceneitem_set_crop(item, &crop);
obs_sceneitem_defer_update_end(item);
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
UNUSED_PARAMETER(scene);
UNUSED_PARAMETER(param);
return true;
};
obs_scene_enum_items(GetCurrentScene(), func, nullptr);
}
static void GetItemBox(obs_sceneitem_t *item, vec3 &tl, vec3 &br)
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
{
matrix4 boxTransform;
obs_sceneitem_get_box_transform(item, &boxTransform);
vec3_set(&tl, M_INFINITE, M_INFINITE, 0.0f);
vec3_set(&br, -M_INFINITE, -M_INFINITE, 0.0f);
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
auto GetMinPos = [&] (float x, float y)
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
{
vec3 pos;
vec3_set(&pos, x, y, 0.0f);
vec3_transform(&pos, &pos, &boxTransform);
vec3_min(&tl, &tl, &pos);
vec3_max(&br, &br, &pos);
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
};
GetMinPos(0.0f, 0.0f);
GetMinPos(1.0f, 0.0f);
GetMinPos(0.0f, 1.0f);
GetMinPos(1.0f, 1.0f);
}
static vec3 GetItemTL(obs_sceneitem_t *item)
{
vec3 tl, br;
GetItemBox(item, tl, br);
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
return tl;
}
static void SetItemTL(obs_sceneitem_t *item, const vec3 &tl)
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
{
vec3 newTL;
vec2 pos;
obs_sceneitem_get_pos(item, &pos);
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
newTL = GetItemTL(item);
pos.x += tl.x - newTL.x;
pos.y += tl.y - newTL.y;
obs_sceneitem_set_pos(item, &pos);
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
}
static bool RotateSelectedSources(obs_scene_t *scene, obs_sceneitem_t *item,
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 *param)
{
if (!obs_sceneitem_selected(item))
return true;
float rot = *reinterpret_cast<float*>(param);
vec3 tl = GetItemTL(item);
rot += obs_sceneitem_get_rot(item);
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
if (rot >= 360.0f) rot -= 360.0f;
else if (rot <= -360.0f) rot += 360.0f;
obs_sceneitem_set_rot(item, rot);
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
SetItemTL(item, tl);
UNUSED_PARAMETER(scene);
UNUSED_PARAMETER(param);
return true;
};
void OBSBasic::on_actionRotate90CW_triggered()
{
float f90CW = 90.0f;
obs_scene_enum_items(GetCurrentScene(), RotateSelectedSources, &f90CW);
}
void OBSBasic::on_actionRotate90CCW_triggered()
{
float f90CCW = -90.0f;
obs_scene_enum_items(GetCurrentScene(), RotateSelectedSources, &f90CCW);
}
void OBSBasic::on_actionRotate180_triggered()
{
float f180 = 180.0f;
obs_scene_enum_items(GetCurrentScene(), RotateSelectedSources, &f180);
}
static bool MultiplySelectedItemScale(obs_scene_t *scene, obs_sceneitem_t *item,
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 *param)
{
vec2 &mul = *reinterpret_cast<vec2*>(param);
if (!obs_sceneitem_selected(item))
return true;
vec3 tl = GetItemTL(item);
vec2 scale;
obs_sceneitem_get_scale(item, &scale);
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
vec2_mul(&scale, &scale, &mul);
obs_sceneitem_set_scale(item, &scale);
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
SetItemTL(item, tl);
UNUSED_PARAMETER(scene);
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
return true;
}
void OBSBasic::on_actionFlipHorizontal_triggered()
{
vec2 scale;
vec2_set(&scale, -1.0f, 1.0f);
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
obs_scene_enum_items(GetCurrentScene(), MultiplySelectedItemScale,
&scale);
}
void OBSBasic::on_actionFlipVertical_triggered()
{
vec2 scale;
vec2_set(&scale, 1.0f, -1.0f);
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
obs_scene_enum_items(GetCurrentScene(), MultiplySelectedItemScale,
&scale);
}
static bool CenterAlignSelectedItems(obs_scene_t *scene, obs_sceneitem_t *item,
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 *param)
{
obs_bounds_type boundsType = *reinterpret_cast<obs_bounds_type*>(param);
if (!obs_sceneitem_selected(item))
return true;
obs_video_info ovi;
obs_get_video_info(&ovi);
obs_transform_info itemInfo;
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
vec2_set(&itemInfo.pos, 0.0f, 0.0f);
vec2_set(&itemInfo.scale, 1.0f, 1.0f);
itemInfo.alignment = OBS_ALIGN_LEFT | OBS_ALIGN_TOP;
itemInfo.rot = 0.0f;
vec2_set(&itemInfo.bounds,
float(ovi.base_width), float(ovi.base_height));
itemInfo.bounds_type = boundsType;
itemInfo.bounds_alignment = OBS_ALIGN_CENTER;
obs_sceneitem_set_info(item, &itemInfo);
UNUSED_PARAMETER(scene);
return true;
}
void OBSBasic::on_actionFitToScreen_triggered()
{
obs_bounds_type boundsType = OBS_BOUNDS_SCALE_INNER;
obs_scene_enum_items(GetCurrentScene(), CenterAlignSelectedItems,
&boundsType);
}
void OBSBasic::on_actionStretchToScreen_triggered()
{
obs_bounds_type boundsType = OBS_BOUNDS_STRETCH;
obs_scene_enum_items(GetCurrentScene(), CenterAlignSelectedItems,
&boundsType);
}
void OBSBasic::on_actionCenterToScreen_triggered()
{
auto func = [] (obs_scene_t *scene, obs_sceneitem_t *item, void *param)
{
vec3 tl, br, itemCenter, screenCenter, offset;
obs_video_info ovi;
if (!obs_sceneitem_selected(item))
return true;
obs_get_video_info(&ovi);
vec3_set(&screenCenter, float(ovi.base_width),
float(ovi.base_height), 0.0f);
vec3_mulf(&screenCenter, &screenCenter, 0.5f);
GetItemBox(item, tl, br);
vec3_sub(&itemCenter, &br, &tl);
vec3_mulf(&itemCenter, &itemCenter, 0.5f);
vec3_add(&itemCenter, &itemCenter, &tl);
vec3_sub(&offset, &screenCenter, &itemCenter);
vec3_add(&tl, &tl, &offset);
SetItemTL(item, tl);
UNUSED_PARAMETER(scene);
2014-06-25 08:40:39 +00:00
UNUSED_PARAMETER(param);
return true;
};
obs_scene_enum_items(GetCurrentScene(), func, 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
}
void OBSBasic::EnablePreviewDisplay(bool enable)
{
obs_display_set_enabled(ui->preview->GetDisplay(), enable);
ui->preview->setVisible(enable);
ui->previewDisabledLabel->setVisible(!enable);
}
void OBSBasic::TogglePreview()
{
previewEnabled = !previewEnabled;
EnablePreviewDisplay(previewEnabled);
}
void OBSBasic::Nudge(int dist, MoveDir dir)
{
if (ui->preview->Locked())
return;
struct MoveInfo {
float dist;
MoveDir dir;
} info = {(float)dist, dir};
auto func = [] (obs_scene_t*, obs_sceneitem_t *item, void *param)
{
if (obs_sceneitem_locked(item))
return true;
MoveInfo *info = reinterpret_cast<MoveInfo*>(param);
struct vec2 dir;
struct vec2 pos;
vec2_set(&dir, 0.0f, 0.0f);
if (!obs_sceneitem_selected(item))
return true;
switch (info->dir) {
case MoveDir::Up: dir.y = -info->dist; break;
case MoveDir::Down: dir.y = info->dist; break;
case MoveDir::Left: dir.x = -info->dist; break;
case MoveDir::Right: dir.x = info->dist; break;
}
obs_sceneitem_get_pos(item, &pos);
vec2_add(&pos, &pos, &dir);
obs_sceneitem_set_pos(item, &pos);
return true;
};
obs_scene_enum_items(GetCurrentScene(), func, &info);
}
void OBSBasic::NudgeUp() {Nudge(1, MoveDir::Up);}
void OBSBasic::NudgeDown() {Nudge(1, MoveDir::Down);}
void OBSBasic::NudgeLeft() {Nudge(1, MoveDir::Left);}
void OBSBasic::NudgeRight() {Nudge(1, MoveDir::Right);}
void OBSBasic::OpenProjector(obs_source_t *source, int monitor, bool window,
QString title)
{
/* seriously? 10 monitors? */
if (monitor > 9 || monitor > QGuiApplication::screens().size() - 1)
return;
bool isPreview = false;
if (source == nullptr)
isPreview = true;
if (!window) {
delete projectors[monitor];
projectors[monitor].clear();
RemoveSavedProjectors(monitor);
}
OBSProjector *projector = new OBSProjector(nullptr, source, !!window);
const char *name = obs_source_get_name(source);
if (!window) {
if (isPreview) {
previewProjectorArray.at((size_t)monitor) = 1;
} else {
projectorArray.at((size_t)monitor) = name;
}
}
if (!window) {
projector->Init(monitor, false, nullptr);
projectors[monitor] = projector;
} else {
projector->Init(monitor, true, title);
for (auto &projPtr : windowProjectors) {
if (!projPtr) {
projPtr = projector;
projector = nullptr;
}
}
if (projector)
windowProjectors.push_back(projector);
}
}
void OBSBasic::OpenPreviewProjector()
{
int monitor = sender()->property("monitor").toInt();
OpenProjector(nullptr, monitor, false);
}
void OBSBasic::OpenSourceProjector()
{
int monitor = sender()->property("monitor").toInt();
OBSSceneItem item = GetCurrentSceneItem();
if (!item)
return;
OpenProjector(obs_sceneitem_get_source(item), monitor, false);
}
void OBSBasic::OpenSceneProjector()
{
int monitor = sender()->property("monitor").toInt();
OBSScene scene = GetCurrentScene();
if (!scene)
return;
OpenProjector(obs_scene_get_source(scene), monitor, false);
}
void OBSBasic::OpenPreviewWindow()
{
int monitor = sender()->property("monitor").toInt();
QString title = QTStr("PreviewWindow");
OpenProjector(nullptr, monitor, true, title);
}
void OBSBasic::OpenSourceWindow()
{
int monitor = sender()->property("monitor").toInt();
OBSSceneItem item = GetCurrentSceneItem();
OBSSource source = obs_sceneitem_get_source(item);
QString text = QString::fromUtf8(obs_source_get_name(source));
QString title = QTStr("SourceWindow") + " - " + text;
if (!item)
return;
OpenProjector(obs_sceneitem_get_source(item), monitor, true, title);
}
void OBSBasic::OpenSceneWindow()
{
int monitor = sender()->property("monitor").toInt();
OBSScene scene = GetCurrentScene();
OBSSource source = obs_scene_get_source(scene);
QString text = QString::fromUtf8(obs_source_get_name(source));
QString title = QTStr("SceneWindow") + " - " + text;
if (!scene)
return;
OpenProjector(obs_scene_get_source(scene), monitor, true, title);
}
void OBSBasic::OpenSavedProjectors()
{
bool projectorSave = config_get_bool(GetGlobalConfig(),
"BasicWindow", "SaveProjectors");
if (projectorSave) {
for (size_t i = 0; i < projectorArray.size(); i++) {
if (projectorArray.at(i).empty() == false) {
OBSSource source = obs_get_source_by_name(
projectorArray.at(i).c_str());
if (!source) {
RemoveSavedProjectors((int)i);
obs_source_release(source);
continue;
}
OpenProjector(source, (int)i, false);
obs_source_release(source);
}
}
for (size_t i = 0; i < previewProjectorArray.size(); i++) {
if (previewProjectorArray.at(i) == 1) {
OpenProjector(nullptr, (int)i, false);
}
}
}
}
void OBSBasic::RemoveSavedProjectors(int monitor)
{
previewProjectorArray.at((size_t)monitor) = 0;
projectorArray.at((size_t)monitor) = "";
}
void OBSBasic::on_actionFullscreenInterface_triggered()
{
if (!fullscreenInterface)
showFullScreen();
else
showNormal();
fullscreenInterface = !fullscreenInterface;
}
void OBSBasic::UpdateTitleBar()
{
stringstream name;
const char *profile = config_get_string(App()->GlobalConfig(),
"Basic", "Profile");
const char *sceneCollection = config_get_string(App()->GlobalConfig(),
"Basic", "SceneCollection");
name << "OBS ";
if (previewProgramMode)
name << "Studio ";
name << App()->GetVersionString();
if (App()->IsPortableMode())
name << " - Portable Mode";
name << " - " << Str("TitleBar.Profile") << ": " << profile;
name << " - " << Str("TitleBar.Scenes") << ": " << sceneCollection;
setWindowTitle(QT_UTF8(name.str().c_str()));
}
int OBSBasic::GetProfilePath(char *path, size_t size, const char *file) const
{
char profiles_path[512];
const char *profile = config_get_string(App()->GlobalConfig(),
"Basic", "ProfileDir");
int ret;
if (!profile)
return -1;
if (!path)
return -1;
if (!file)
file = "";
ret = GetConfigPath(profiles_path, 512, "obs-studio/basic/profiles");
if (ret <= 0)
return ret;
if (!*file)
return snprintf(path, size, "%s/%s", profiles_path, profile);
return snprintf(path, size, "%s/%s/%s", profiles_path, profile, file);
}
void OBSBasic::on_resetUI_triggered()
{
restoreState(startingDockLayout);
#if QT_VERSION >= QT_VERSION_CHECK(5, 6, 0)
int cx = width();
int cy = height();
int cx22_5 = cx * 225 / 1000;
int cx5 = cx * 5 / 100;
cy = cy * 225 / 1000;
int mixerSize = cx - (cx22_5 * 2 + cx5 * 2);
QList<QDockWidget*> docks {
ui->scenesDock,
ui->sourcesDock,
ui->mixerDock,
ui->transitionsDock,
ui->controlsDock
};
QList<int> sizes {
cx22_5,
cx22_5,
mixerSize,
cx5,
cx5
};
ui->scenesDock->setVisible(true);
ui->sourcesDock->setVisible(true);
ui->mixerDock->setVisible(true);
ui->transitionsDock->setVisible(true);
ui->controlsDock->setVisible(true);
resizeDocks(docks, {cy, cy, cy, cy, cy}, Qt::Vertical);
resizeDocks(docks, sizes, Qt::Horizontal);
#endif
}
void OBSBasic::on_lockUI_toggled(bool lock)
{
QDockWidget::DockWidgetFeatures features = lock
? QDockWidget::NoDockWidgetFeatures
: QDockWidget::AllDockWidgetFeatures;
ui->scenesDock->setFeatures(features);
ui->sourcesDock->setFeatures(features);
ui->mixerDock->setFeatures(features);
ui->transitionsDock->setFeatures(features);
ui->controlsDock->setFeatures(features);
}
void OBSBasic::on_toggleListboxToolbars_toggled(bool visible)
{
ui->sourcesToolbar->setVisible(visible);
ui->scenesToolbar->setVisible(visible);
config_set_bool(App()->GlobalConfig(), "BasicWindow",
"ShowListboxToolbars", visible);
}
void OBSBasic::on_toggleStatusBar_toggled(bool visible)
{
ui->statusbar->setVisible(visible);
config_set_bool(App()->GlobalConfig(), "BasicWindow",
"ShowStatusBar", visible);
}
void OBSBasic::on_actionLockPreview_triggered()
{
ui->preview->ToggleLocked();
ui->actionLockPreview->setChecked(ui->preview->Locked());
}
void OBSBasic::on_scalingMenu_aboutToShow()
{
obs_video_info ovi;
obs_get_video_info(&ovi);
QAction *action = ui->actionScaleCanvas;
QString text = QTStr("Basic.MainMenu.Edit.Scale.Canvas");
text = text.arg(QString::number(ovi.base_width),
QString::number(ovi.base_height));
action->setText(text);
action = ui->actionScaleOutput;
text = QTStr("Basic.MainMenu.Edit.Scale.Output");
text = text.arg(QString::number(ovi.output_width),
QString::number(ovi.output_height));
action->setText(text);
action->setVisible(!(ovi.output_width == ovi.base_width &&
ovi.output_height == ovi.base_height));
UpdatePreviewScalingMenu();
}
void OBSBasic::on_actionScaleWindow_triggered()
{
ui->preview->SetFixedScaling(false);
ui->preview->ResetScrollingOffset();
emit ui->preview->DisplayResized();
}
void OBSBasic::on_actionScaleCanvas_triggered()
{
ui->preview->SetFixedScaling(true);
ui->preview->SetScalingLevel(0);
emit ui->preview->DisplayResized();
}
void OBSBasic::on_actionScaleOutput_triggered()
{
obs_video_info ovi;
obs_get_video_info(&ovi);
ui->preview->SetFixedScaling(true);
float scalingAmount = float(ovi.output_width) / float(ovi.base_width);
// log base ZOOM_SENSITIVITY of x = log(x) / log(ZOOM_SENSITIVITY)
int32_t approxScalingLevel = int32_t(
round(log(scalingAmount) / log(ZOOM_SENSITIVITY)));
ui->preview->SetScalingLevel(approxScalingLevel);
ui->preview->SetScalingAmount(scalingAmount);
emit ui->preview->DisplayResized();
}
void OBSBasic::SetShowing(bool showing)
{
if (!showing && isVisible()) {
config_set_string(App()->GlobalConfig(),
"BasicWindow", "geometry",
saveGeometry().toBase64().constData());
/* hide all visible child dialogs */
visDlgPositions.clear();
if (!visDialogs.isEmpty()) {
for (QDialog *dlg : visDialogs) {
visDlgPositions.append(dlg->pos());
dlg->hide();
}
}
if (showHide)
showHide->setText(QTStr("Basic.SystemTray.Show"));
QTimer::singleShot(250, this, SLOT(hide()));
if (previewEnabled)
EnablePreviewDisplay(false);
setVisible(false);
} else if (showing && !isVisible()) {
if (showHide)
showHide->setText(QTStr("Basic.SystemTray.Hide"));
QTimer::singleShot(250, this, SLOT(show()));
if (previewEnabled)
EnablePreviewDisplay(true);
setVisible(true);
/* show all child dialogs that was visible earlier */
if (!visDialogs.isEmpty()) {
for (int i = 0; i < visDialogs.size(); ++i) {
QDialog *dlg = visDialogs[i];
dlg->move(visDlgPositions[i]);
dlg->show();
}
}
/* Unminimize window if it was hidden to tray instead of task
* bar. */
if (sysTrayMinimizeToTray()) {
Qt::WindowStates state;
state = windowState() & ~Qt::WindowMinimized;
state |= Qt::WindowActive;
setWindowState(state);
}
}
}
void OBSBasic::ToggleShowHide()
{
bool showing = isVisible();
if (showing) {
/* check for modal dialogs */
EnumDialogs();
if (!modalDialogs.isEmpty() || !visMsgBoxes.isEmpty())
return;
}
SetShowing(!showing);
}
void OBSBasic::SystemTrayInit()
{
trayIcon = new QSystemTrayIcon(QIcon(":/res/images/obs.png"),
this);
trayIcon->setToolTip("OBS Studio");
showHide = new QAction(QTStr("Basic.SystemTray.Show"),
trayIcon);
sysTrayStream = new QAction(QTStr("Basic.Main.StartStreaming"),
trayIcon);
sysTrayRecord = new QAction(QTStr("Basic.Main.StartRecording"),
trayIcon);
sysTrayReplayBuffer = new QAction(QTStr("Basic.Main.StartReplayBuffer"),
trayIcon);
exit = new QAction(QTStr("Exit"),
trayIcon);
if (outputHandler && !outputHandler->replayBuffer)
sysTrayReplayBuffer->setEnabled(false);
connect(trayIcon, SIGNAL(activated(QSystemTrayIcon::ActivationReason)),
this,
SLOT(IconActivated(QSystemTrayIcon::ActivationReason)));
connect(showHide, SIGNAL(triggered()),
this, SLOT(ToggleShowHide()));
connect(sysTrayStream, SIGNAL(triggered()),
this, SLOT(on_streamButton_clicked()));
connect(sysTrayRecord, SIGNAL(triggered()),
this, SLOT(on_recordButton_clicked()));
connect(sysTrayReplayBuffer.data(), &QAction::triggered,
this, &OBSBasic::ReplayBufferClicked);
connect(exit, SIGNAL(triggered()),
this, SLOT(close()));
QMenu *previewProjector = new QMenu(QTStr("PreviewProjector"));
AddProjectorMenuMonitors(previewProjector, this,
SLOT(OpenPreviewProjector()));
trayMenu = new QMenu;
trayMenu->addAction(showHide);
trayMenu->addMenu(previewProjector);
trayMenu->addAction(sysTrayStream);
trayMenu->addAction(sysTrayRecord);
trayMenu->addAction(sysTrayReplayBuffer);
trayMenu->addAction(exit);
trayIcon->setContextMenu(trayMenu);
}
void OBSBasic::IconActivated(QSystemTrayIcon::ActivationReason reason)
{
if (reason == QSystemTrayIcon::Trigger)
ToggleShowHide();
}
void OBSBasic::SysTrayNotify(const QString &text,
QSystemTrayIcon::MessageIcon n)
{
if (QSystemTrayIcon::supportsMessages()) {
QSystemTrayIcon::MessageIcon icon =
QSystemTrayIcon::MessageIcon(n);
trayIcon->showMessage("OBS Studio", text, icon, 10000);
}
}
void OBSBasic::SystemTray(bool firstStarted)
{
if (!QSystemTrayIcon::isSystemTrayAvailable())
return;
bool sysTrayWhenStarted = config_get_bool(GetGlobalConfig(),
"BasicWindow", "SysTrayWhenStarted");
bool sysTrayEnabled = config_get_bool(GetGlobalConfig(),
"BasicWindow", "SysTrayEnabled");
if (firstStarted)
SystemTrayInit();
if (!sysTrayWhenStarted && !sysTrayEnabled) {
trayIcon->hide();
2017-01-11 19:19:17 +00:00
} else if ((sysTrayWhenStarted && sysTrayEnabled)
|| opt_minimize_tray) {
trayIcon->show();
if (firstStarted) {
QTimer::singleShot(50, this, SLOT(hide()));
EnablePreviewDisplay(false);
setVisible(false);
2017-01-11 19:19:17 +00:00
opt_minimize_tray = false;
}
} else if (sysTrayEnabled) {
trayIcon->show();
} else if (!sysTrayEnabled) {
trayIcon->hide();
} else if (!sysTrayWhenStarted && sysTrayEnabled) {
trayIcon->hide();
}
if (isVisible())
showHide->setText(QTStr("Basic.SystemTray.Hide"));
else
showHide->setText(QTStr("Basic.SystemTray.Show"));
}
bool OBSBasic::sysTrayMinimizeToTray()
{
return config_get_bool(GetGlobalConfig(),
"BasicWindow", "SysTrayMinimizeToTray");
}
void OBSBasic::on_actionCopySource_triggered()
{
on_actionCopyTransform_triggered();
OBSSceneItem item = GetCurrentSceneItem();
if (!item)
return;
OBSSource source = obs_sceneitem_get_source(item);
copyString = obs_source_get_name(source);
copyVisible = obs_sceneitem_visible(item);
ui->actionPasteRef->setEnabled(true);
ui->actionPasteDup->setEnabled(true);
}
void OBSBasic::on_actionPasteRef_triggered()
{
OBSBasicSourceSelect::SourcePaste(copyString, copyVisible, false);
on_actionPasteTransform_triggered();
}
void OBSBasic::on_actionPasteDup_triggered()
{
OBSBasicSourceSelect::SourcePaste(copyString, copyVisible, true);
on_actionPasteTransform_triggered();
}
void OBSBasic::on_actionCopyFilters_triggered()
{
OBSSceneItem item = GetCurrentSceneItem();
if (!item)
return;
OBSSource source = obs_sceneitem_get_source(item);
copyFiltersString = obs_source_get_name(source);
ui->actionPasteFilters->setEnabled(true);
}
void OBSBasic::on_actionPasteFilters_triggered()
{
OBSSource source = obs_get_source_by_name(copyFiltersString);
OBSSceneItem sceneItem = GetCurrentSceneItem();
OBSSource dstSource = obs_sceneitem_get_source(sceneItem);
if (source == dstSource)
return;
obs_source_copy_filters(dstSource, source);
}
void OBSBasic::on_autoConfigure_triggered()
{
AutoConfig test(this);
test.setModal(true);
test.show();
test.exec();
}
void OBSBasic::on_stats_triggered()
{
if (!stats.isNull()) {
stats->show();
stats->raise();
return;
}
OBSBasicStats *statsDlg;
statsDlg = new OBSBasicStats(nullptr);
statsDlg->show();
stats = statsDlg;
}