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

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

10998 lines
299 KiB
C++
Raw Normal View History

/******************************************************************************
2023-05-19 00:37:26 +00:00
Copyright (C) 2023 by Lain Bailey <lain@obsproject.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/>.
******************************************************************************/
2021-06-27 22:30:00 +00:00
#include "ui-config.h"
#include <cstddef>
2018-04-05 08:45:01 +00:00
#include <ctime>
#include <functional>
2023-03-13 02:09:52 +00:00
#include <unordered_set>
#include <obs-data.h>
#include <obs.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 It lacks in dialog editors, its code is archaic and outdated, and I just feel frustrated every time I try to do things with it.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 <QScreen>
#include <QColorDialog>
#include <QSizePolicy>
#include <QScrollBar>
#include <QTextStream>
#include <QActionGroup>
#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>
#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"
#include "window-basic-vcam-config.hpp"
#include "window-log-reply.hpp"
#ifdef __APPLE__
#include "window-permissions.hpp"
#endif
#include "window-projector.hpp"
#include "window-remux.hpp"
#ifdef YOUTUBE_ENABLED
2021-06-27 22:30:00 +00:00
#include "auth-youtube.hpp"
#include "window-youtube-actions.hpp"
#include "youtube-api-wrappers.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 "qt-wrappers.hpp"
#include "context-bar-controls.hpp"
#include "obs-proxy-style.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"
#include "ui-validation.hpp"
#include "media-controls.hpp"
#include "undo-stack-obs.hpp"
2018-04-05 08:45:01 +00:00
#include <fstream>
#include <sstream>
#ifdef _WIN32
2022-11-04 22:30:55 +00:00
#include "update/win-update.hpp"
#include "update/shared-update.hpp"
2019-02-24 00:00:57 +00:00
#include "windows.h"
2017-02-20 12:46:29 +00:00
#endif
#if !defined(_WIN32) && defined(WHATSNEW_ENABLED)
2022-11-04 22:30:55 +00:00
#include "update/shared-update.hpp"
#endif
2022-11-05 21:32:43 +00:00
#ifdef ENABLE_SPARKLE_UPDATER
#include "update/mac-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 "ui_ColorSelect.h"
#include <QWindow>
#include <json11.hpp>
#ifdef ENABLE_WAYLAND
#include <obs-nix-platform.h>
#endif
using namespace json11;
using namespace std;
2013-11-22 23:20:52 +00:00
#ifdef BROWSER_AVAILABLE
#include <browser-panel.hpp>
#endif
2019-02-07 06:44:28 +00:00
#include "ui-config.h"
2019-02-07 05:38:34 +00:00
struct QCef;
struct QCefCookieManager;
QCef *cef = nullptr;
QCefCookieManager *panel_cookies = nullptr;
void DestroyPanelCookieManager();
2019-02-07 05:38:34 +00:00
namespace {
template<typename OBSRef> struct SignalContainer {
OBSRef ref;
vector<shared_ptr<OBSSignal>> handlers;
};
}
extern volatile long insideEventLoop;
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>);
QDataStream &operator<<(QDataStream &out, const SignalContainer<OBSScene> &v)
{
out << v.ref;
return out;
}
QDataStream &operator>>(QDataStream &in, SignalContainer<OBSScene> &v)
{
in >> v.ref;
return in;
}
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()
{
string plugins_path, plugins_data_path;
char *s;
s = getenv("OBS_PLUGINS_PATH");
if (s)
plugins_path = s;
s = getenv("OBS_PLUGINS_DATA_PATH");
if (s)
plugins_data_path = s;
if (!plugins_path.empty() && !plugins_data_path.empty()) {
string data_path_with_module_suffix;
data_path_with_module_suffix += plugins_data_path;
data_path_with_module_suffix += "/%module%";
obs_add_module_path(plugins_path.c_str(),
data_path_with_module_suffix.c_str());
}
if (portable_mode)
return;
char base_module_dir[512];
#if defined(_WIN32)
int ret = GetProgramDataPath(base_module_dir, sizeof(base_module_dir),
"obs-studio/plugins/%module%");
#elif defined(__APPLE__)
int ret = GetConfigPath(base_module_dir, sizeof(base_module_dir),
"obs-studio/plugins/%module%.plugin");
#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;
2019-08-17 15:49:08 +00:00
string path = base_module_dir;
#if defined(__APPLE__)
/* User Application Support Search Path */
obs_add_module_path((path + "/Contents/MacOS").c_str(),
(path + "/Contents/Resources").c_str());
#ifndef __aarch64__
/* Legacy System Library Search Path */
char system_legacy_module_dir[PATH_MAX];
GetProgramDataPath(system_legacy_module_dir,
sizeof(system_legacy_module_dir),
"obs-studio/plugins/%module%");
std::string path_system_legacy = system_legacy_module_dir;
obs_add_module_path((path_system_legacy + "/bin").c_str(),
(path_system_legacy + "/data").c_str());
/* Legacy User Application Support Search Path */
char user_legacy_module_dir[PATH_MAX];
GetConfigPath(user_legacy_module_dir, sizeof(user_legacy_module_dir),
"obs-studio/plugins/%module%");
std::string path_user_legacy = user_legacy_module_dir;
obs_add_module_path((path_user_legacy + "/bin").c_str(),
(path_user_legacy + "/data").c_str());
#endif
#else
#if 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
#endif
}
2023-03-13 02:09:52 +00:00
/* First-party modules considered to be potentially unsafe to load in Safe Mode
* due to them allowing external code (e.g. scripts) to modify OBS's state. */
static const unordered_set<string> unsafe_modules = {
"frontend-tools", // Scripting
"obs-websocket", // Allows outside modifications
};
static void SetSafeModuleNames()
{
#ifndef SAFE_MODULES
return;
#else
string module;
stringstream modules(SAFE_MODULES);
while (getline(modules, module, '|')) {
/* When only disallowing third-party plugins, still add
* "unsafe" bundled modules to the safe list. */
if (disable_3p_plugins || !unsafe_modules.count(module))
obs_add_safe_module(module.c_str());
}
#endif
}
extern obs_frontend_callbacks *InitializeAPIInterface(OBSBasic *main);
void assignDockToggle(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);
}
void setupDockAction(QDockWidget *dock)
{
QAction *action = dock->toggleViewAction();
auto neverDisable = [action]() {
QSignalBlocker block(action);
action->setEnabled(true);
};
auto newToggleView = [dock](bool check) {
QSignalBlocker block(dock);
dock->setVisible(check);
};
// Replace the slot connected by default
action->disconnect(SIGNAL(triggered(bool)));
dock->connect(action, &QAction::triggered, newToggleView);
// Make the action unable to be disabled
action->connect(action, &QAction::enabledChanged, neverDisable);
}
2019-02-07 06:45:06 +00:00
extern void RegisterTwitchAuth();
extern void RegisterRestreamAuth();
#ifdef YOUTUBE_ENABLED
2021-06-27 22:30:00 +00:00
extern void RegisterYoutubeAuth();
#endif
2019-02-07 06:44:28 +00:00
OBSBasic::OBSBasic(QWidget *parent)
: OBSMainWindow(parent),
undo_s(ui),
ui(new Ui::OBSBasic)
{
setAttribute(Qt::WA_NativeWindow);
#ifdef TWITCH_ENABLED
2019-02-07 06:45:06 +00:00
RegisterTwitchAuth();
#endif
#ifdef RESTREAM_ENABLED
RegisterRestreamAuth();
#endif
#ifdef YOUTUBE_ENABLED
2021-06-27 22:30:00 +00:00
RegisterYoutubeAuth();
#endif
2019-02-07 06:44:28 +00:00
2016-09-26 19:40:23 +00:00
setAcceptDrops(true);
setContextMenuPolicy(Qt::CustomContextMenu);
api = InitializeAPIInterface(this);
ui->setupUi(this);
ui->previewDisabledWidget->setVisible(false);
2022-11-08 18:56:09 +00:00
QStyle *contextBarStyle = new OBSContextBarProxyStyle();
contextBarStyle->setParent(ui->contextContainer);
ui->contextContainer->setStyle(contextBarStyle);
2021-06-27 22:30:00 +00:00
ui->broadcastButton->setVisible(false);
startingDockLayout = saveState();
statsDock = new OBSDock();
statsDock->setObjectName(QStringLiteral("statsDock"));
statsDock->setFeatures(QDockWidget::DockWidgetClosable |
QDockWidget::DockWidgetMovable |
QDockWidget::DockWidgetFloatable);
statsDock->setWindowTitle(QTStr("Basic.Stats"));
addDockWidget(Qt::BottomDockWidgetArea, statsDock);
statsDock->setVisible(false);
statsDock->setFloating(true);
statsDock->resize(700, 200);
copyActionsDynamicProperties();
qRegisterMetaType<int64_t>("int64_t");
qRegisterMetaType<uint32_t>("uint32_t");
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");
qRegisterMetaType<SavedProjectorInfo *>("SavedProjectorInfo *");
2014-10-29 14:54:45 +00:00
ui->scenes->setAttribute(Qt::WA_MacShowFocusRect, false);
ui->sources->setAttribute(Qt::WA_MacShowFocusRect, false);
bool sceneGrid = config_get_bool(App()->GlobalConfig(), "BasicWindow",
"gridMode");
ui->scenes->SetGridMode(sceneGrid);
if (sceneGrid)
ui->actionSceneGridMode->setChecked(true);
else
ui->actionSceneListMode->setChecked(true);
ui->scenes->setItemDelegate(new SceneRenameDelegate(ui->scenes));
auto displayResize = [this]() {
struct obs_video_info ovi;
if (obs_get_video_info(&ovi))
ResizePreview(ovi.base_width, ovi.base_height);
UpdateContextBarVisibility();
dpi = devicePixelRatioF();
};
dpi = devicePixelRatioF();
connect(windowHandle(), &QWindow::screenChanged, displayResize);
connect(ui->preview, &OBSQTDisplay::DisplayResized, displayResize);
delete shortcutFilter;
shortcutFilter = CreateShortcutFilter();
installEventFilter(shortcutFilter);
2014-11-01 20:48:58 +00:00
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 *)),
this, SLOT(SceneNameEdited(QWidget *)));
2014-06-30 07:06:01 +00:00
cpuUsageInfo = os_cpu_usage_info_start();
cpuUsageTimer = new QTimer(this);
connect(cpuUsageTimer.data(), SIGNAL(timeout()), ui->statusbar,
SLOT(UpdateCPUUsage()));
cpuUsageTimer->start(3000);
diskFullTimer = new QTimer(this);
connect(diskFullTimer, SIGNAL(timeout()), this,
SLOT(CheckDiskSpaceRemaining()));
renameScene = new QAction(QTStr("Rename"), ui->scenesDock);
renameScene->setShortcutContext(Qt::WidgetWithChildrenShortcut);
connect(renameScene, SIGNAL(triggered()), this, SLOT(EditSceneName()));
ui->scenesDock->addAction(renameScene);
renameSource = new QAction(QTStr("Rename"), ui->sourcesDock);
renameSource->setShortcutContext(Qt::WidgetWithChildrenShortcut);
connect(renameSource, SIGNAL(triggered()), this,
SLOT(EditSceneItemName()));
ui->sourcesDock->addAction(renameSource);
#ifdef __APPLE__
renameScene->setShortcut({Qt::Key_Return});
renameSource->setShortcut({Qt::Key_Return});
ui->actionRemoveSource->setShortcuts({Qt::Key_Backspace});
ui->actionRemoveScene->setShortcuts({Qt::Key_Backspace});
ui->actionCheckForUpdates->setMenuRole(QAction::AboutQtRole);
ui->action_Settings->setMenuRole(QAction::PreferencesRole);
ui->actionShowMacPermissions->setMenuRole(
QAction::ApplicationSpecificRole);
ui->actionE_xit->setMenuRole(QAction::QuitRole);
#else
renameScene->setShortcut({Qt::Key_F2});
renameSource->setShortcut({Qt::Key_F2});
#endif
#ifdef __linux__
ui->actionE_xit->setShortcut(Qt::CTRL | Qt::Key_Q);
#endif
2023-02-12 21:48:44 +00:00
auto addNudge = [this](const QKeySequence &seq, MoveDir direction,
int distance) {
QAction *nudge = new QAction(ui->preview);
nudge->setShortcut(seq);
nudge->setShortcutContext(Qt::WidgetShortcut);
ui->preview->addAction(nudge);
2023-02-12 21:48:44 +00:00
connect(nudge, &QAction::triggered,
[this, distance, direction]() {
Nudge(distance, direction);
});
};
2023-02-12 21:48:44 +00:00
addNudge(Qt::Key_Up, MoveDir::Up, 1);
addNudge(Qt::Key_Down, MoveDir::Down, 1);
addNudge(Qt::Key_Left, MoveDir::Left, 1);
addNudge(Qt::Key_Right, MoveDir::Right, 1);
addNudge(Qt::SHIFT | Qt::Key_Up, MoveDir::Up, 10);
addNudge(Qt::SHIFT | Qt::Key_Down, MoveDir::Down, 10);
addNudge(Qt::SHIFT | Qt::Key_Left, MoveDir::Left, 10);
addNudge(Qt::SHIFT | Qt::Key_Right, MoveDir::Right, 10);
/* Setup dock toggle action
* And hide all docks before restoring parent geometry */
#define SETUP_DOCK(dock) \
setupDockAction(dock); \
ui->menuDocks->addAction(dock->toggleViewAction()); \
dock->setVisible(false);
SETUP_DOCK(ui->scenesDock);
SETUP_DOCK(ui->sourcesDock);
SETUP_DOCK(ui->mixerDock);
SETUP_DOCK(ui->transitionsDock);
SETUP_DOCK(ui->controlsDock);
SETUP_DOCK(statsDock);
#undef SETUP_DOCK
// Register shortcuts for Undo/Redo
ui->actionMainUndo->setShortcut(Qt::CTRL | Qt::Key_Z);
QList<QKeySequence> shrt;
shrt << QKeySequence((Qt::CTRL | Qt::SHIFT) | Qt::Key_Z)
<< QKeySequence(Qt::CTRL | Qt::Key_Y);
ui->actionMainRedo->setShortcuts(shrt);
ui->actionMainUndo->setShortcutContext(Qt::ApplicationShortcut);
ui->actionMainRedo->setShortcutContext(Qt::ApplicationShortcut);
QPoint curPos;
//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 =
QGuiApplication::primaryScreen()->geometry();
setGeometry(QStyle::alignedRect(Qt::LeftToRight,
Qt::AlignCenter, size(),
rect));
}
curPos = pos();
} else {
QRect desktopRect =
QGuiApplication::primaryScreen()->geometry();
QSize adjSize = desktopRect.size() / 2 - size() / 2;
curPos = QPoint(adjSize.width(), adjSize.height());
}
QPoint curSize(width(), height());
2020-05-15 12:34:54 +00:00
QPoint statsDockSize(statsDock->width(), statsDock->height());
QPoint statsDockPos = curSize / 2 - statsDockSize / 2;
QPoint newPos = curPos + statsDockPos;
statsDock->move(newPos);
ui->previewDisabledWidget->setContextMenuPolicy(Qt::CustomContextMenu);
connect(ui->enablePreviewButton, SIGNAL(clicked()), this,
SLOT(TogglePreview()));
connect(ui->scenes, SIGNAL(scenesReordered()), this,
SLOT(ScenesReordered()));
2021-06-27 22:30:00 +00:00
connect(ui->broadcastButton, &QPushButton::clicked, this,
&OBSBasic::BroadcastButtonClicked);
connect(App(), &OBSApp::StyleChanged, this, &OBSBasic::ThemeChanged);
QActionGroup *actionGroup = new QActionGroup(this);
actionGroup->addAction(ui->actionSceneListMode);
actionGroup->addAction(ui->actionSceneGridMode);
UpdatePreviewSafeAreas();
UpdatePreviewSpacingHelpers();
UpdatePreviewOverflowSettings();
}
static void SaveAudioDevice(const char *name, int channel, obs_data_t *parent,
vector<OBSSource> &audioSources)
{
2021-11-26 09:25:39 +00:00
OBSSourceAutoRelease source = obs_get_output_source(channel);
if (!source)
return;
2021-11-26 09:25:39 +00:00
audioSources.push_back(source.Get());
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease data = obs_save_source(source);
obs_data_set_obj(parent, name, data);
}
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_t *saveData = obs_data_create();
vector<OBSSource> audioSources;
audioSources.reserve(6);
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);
SaveAudioDevice(AUX_AUDIO_4, 6, saveData, audioSources);
/* -------------------------------- */
/* save non-group sources */
auto FilterAudioSources = [&](obs_source_t *source) {
if (obs_source_is_group(source))
return false;
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) {
auto &func = *static_cast<FilterAudioSources_t *>(data);
return func(source);
},
static_cast<void *>(&FilterAudioSources));
/* -------------------------------- */
/* save group sources separately */
/* saving separately ensures they won't be loaded in older versions */
obs_data_array_t *groupsArray = obs_save_sources_filtered(
[](void *, obs_source_t *source) {
return obs_source_is_group(source);
},
nullptr);
/* -------------------------------- */
2021-11-26 09:25:39 +00:00
OBSSourceAutoRelease 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, "groups", groupsArray);
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_array_release(sourcesArray);
obs_data_array_release(groupsArray);
obs_data_set_string(saveData, "current_transition",
obs_source_get_name(transition));
obs_data_set_int(saveData, "transition_duration", transitionDuration);
return saveData;
}
void OBSBasic::copyActionsDynamicProperties()
{
// Themes need the QAction dynamic properties
for (QAction *x : ui->scenesToolbar->actions()) {
QWidget *temp = ui->scenesToolbar->widgetForAction(x);
if (!temp)
continue;
for (QByteArray &y : x->dynamicPropertyNames()) {
temp->setProperty(y, x->property(y));
}
}
for (QAction *x : ui->sourcesToolbar->actions()) {
QWidget *temp = ui->sourcesToolbar->widgetForAction(x);
if (!temp)
continue;
for (QByteArray &y : x->dynamicPropertyNames()) {
temp->setProperty(y, x->property(y));
}
}
for (QAction *x : ui->mixerToolbar->actions()) {
QWidget *temp = ui->mixerToolbar->widgetForAction(x);
if (!temp)
continue;
for (QByteArray &y : x->dynamicPropertyNames()) {
temp->setProperty(y, x->property(y));
}
}
}
void OBSBasic::UpdateVolumeControlsDecayRate()
{
double meterDecayRate =
config_get_double(basicConfig, "Audio", "MeterDecayRate");
for (size_t i = 0; i < volumes.size(); i++) {
volumes[i]->SetMeterDecayRate(meterDecayRate);
}
}
void OBSBasic::UpdateVolumeControlsPeakMeterType()
{
uint32_t peakMeterTypeIdx =
config_get_uint(basicConfig, "Audio", "PeakMeterType");
enum obs_peak_meter_type peakMeterType;
switch (peakMeterTypeIdx) {
case 0:
peakMeterType = SAMPLE_PEAK_METER;
break;
case 1:
peakMeterType = TRUE_PEAK_METER;
break;
default:
peakMeterType = SAMPLE_PEAK_METER;
break;
}
for (size_t i = 0; i < volumes.size(); i++) {
volumes[i]->setPeakMeterType(peakMeterType);
}
}
void OBSBasic::ClearVolumeControls()
{
for (VolControl *vol : volumes)
delete vol;
volumes.clear();
}
void OBSBasic::RefreshVolumeColors()
{
for (VolControl *vol : volumes) {
vol->refreshColors();
}
}
obs_data_array_t *OBSBasic::SaveSceneListOrder()
{
obs_data_array_t *sceneOrder = obs_data_array_create();
for (int i = 0; i < ui->scenes->count(); i++) {
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease 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);
}
return sceneOrder;
}
obs_data_array_t *OBSBasic::SaveProjectors()
{
obs_data_array_t *savedProjectors = obs_data_array_create();
auto saveProjector = [savedProjectors](OBSProjector *projector) {
if (!projector)
return;
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease data = obs_data_create();
ProjectorType type = projector->GetProjectorType();
2018-03-01 05:10:32 +00:00
switch (type) {
case ProjectorType::Scene:
case ProjectorType::Source: {
OBSSource source = projector->GetSource();
2018-03-01 05:10:32 +00:00
const char *name = obs_source_get_name(source);
obs_data_set_string(data, "name", name);
break;
}
default:
break;
}
obs_data_set_int(data, "monitor", projector->GetMonitor());
obs_data_set_int(data, "type", static_cast<int>(type));
2018-03-01 05:10:32 +00:00
obs_data_set_string(
data, "geometry",
projector->saveGeometry().toBase64().constData());
if (projector->IsAlwaysOnTopOverridden())
obs_data_set_bool(data, "alwaysOnTop",
projector->IsAlwaysOnTop());
obs_data_set_bool(data, "alwaysOnTopOverridden",
projector->IsAlwaysOnTopOverridden());
obs_data_array_push_back(savedProjectors, data);
};
for (size_t i = 0; i < projectors.size(); i++)
saveProjector(static_cast<OBSProjector *>(projectors[i]));
return savedProjectors;
}
void OBSBasic::Save(const char *file)
{
OBSScene scene = GetCurrentScene();
OBSSource curProgramScene = OBSGetStrongRef(programScene);
if (!curProgramScene)
curProgramScene = obs_scene_get_source(scene);
2021-11-26 09:25:39 +00:00
OBSDataArrayAutoRelease sceneOrder = SaveSceneListOrder();
OBSDataArrayAutoRelease transitions = SaveTransitions();
OBSDataArrayAutoRelease quickTrData = SaveQuickTransitions();
OBSDataArrayAutoRelease savedProjectorList = SaveProjectors();
OBSDataAutoRelease saveData = GenerateSaveData(
2016-02-27 10:50:04 +00:00
sceneOrder, quickTrData, ui->transitionDuration->value(),
transitions, scene, curProgramScene, savedProjectorList);
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 (vcamEnabled) {
OBSDataAutoRelease obj = obs_data_create();
obs_data_set_int(obj, "type2", (int)vcamConfig.type);
switch (vcamConfig.type) {
case VCamOutputType::Invalid:
case VCamOutputType::ProgramView:
case VCamOutputType::PreviewOutput:
break;
case VCamOutputType::SceneOutput:
obs_data_set_string(obj, "scene",
vcamConfig.scene.c_str());
break;
case VCamOutputType::SourceOutput:
obs_data_set_string(obj, "source",
vcamConfig.source.c_str());
break;
}
obs_data_set_obj(saveData, "virtual-camera", obj);
}
if (api) {
2023-03-13 02:09:52 +00:00
if (safeModeModuleData) {
/* If we're in Safe Mode and have retained unloaded
* plugin data, update the existing data object instead
* of creating a new one. */
api->on_save(safeModeModuleData);
obs_data_set_obj(saveData, "modules",
safeModeModuleData);
} else {
OBSDataAutoRelease moduleObj = obs_data_create();
api->on_save(moduleObj);
obs_data_set_obj(saveData, "modules", moduleObj);
}
}
if (!obs_data_save_json_safe(saveData, file, "tmp", "bak"))
blog(LOG_ERROR, "Could not save scene data to %s", file);
}
void OBSBasic::DeferSaveBegin()
{
os_atomic_inc_long(&disableSaving);
}
void OBSBasic::DeferSaveEnd()
{
long result = os_atomic_dec_long(&disableSaving);
if (result == 0) {
SaveProject();
}
}
static void LogFilter(obs_source_t *, obs_source_t *filter, void *v_val);
static void LoadAudioDevice(const char *name, int channel, obs_data_t *parent)
{
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease data = obs_data_get_obj(parent, name);
if (!data)
return;
2021-11-26 09:25:39 +00:00
OBSSourceAutoRelease source = obs_load_source(data);
if (!source)
return;
2021-11-26 09:25:39 +00:00
obs_set_output_source(channel, source);
2021-11-26 09:25:39 +00:00
const char *source_name = obs_source_get_name(source);
blog(LOG_INFO, "[Loaded global audio device]: '%s'", source_name);
obs_source_enum_filters(source, LogFilter, (void *)(intptr_t)1);
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);
}
}
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);
2021-11-26 09:25:39 +00:00
OBSSceneAutoRelease scene = obs_scene_create(Str("Basic.Scene"));
if (firstStart)
CreateFirstRunSources();
SetCurrentScene(scene, true);
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++) {
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease data = obs_data_array_item(array, i);
const char *name = obs_data_get_string(data, "name");
ReorderItemByName(ui->scenes, name, (int)i);
}
}
void OBSBasic::LoadSavedProjectors(obs_data_array_t *array)
{
for (SavedProjectorInfo *info : savedProjectorsArray) {
delete info;
}
savedProjectorsArray.clear();
size_t num = obs_data_array_count(array);
for (size_t i = 0; i < num; i++) {
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease data = obs_data_array_item(array, i);
SavedProjectorInfo *info = new SavedProjectorInfo();
info->monitor = obs_data_get_int(data, "monitor");
info->type = static_cast<ProjectorType>(
obs_data_get_int(data, "type"));
2018-03-01 05:10:32 +00:00
info->geometry =
std::string(obs_data_get_string(data, "geometry"));
info->name = std::string(obs_data_get_string(data, "name"));
info->alwaysOnTop = obs_data_get_bool(data, "alwaysOnTop");
info->alwaysOnTopOverridden =
obs_data_get_bool(data, "alwaysOnTopOverridden");
savedProjectorsArray.emplace_back(info);
}
}
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);
}
2019-03-31 10:30:09 +00:00
static bool LogSceneItem(obs_scene_t *, obs_sceneitem_t *item, void *v_val)
{
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);
2019-03-31 10:30:09 +00:00
int indent_count = (int)(intptr_t)v_val;
string indent;
for (int i = 0; i < indent_count; i++)
indent += " ";
2019-03-31 10:30:09 +00:00
blog(LOG_INFO, "%s- source: '%s' (%s)", indent.c_str(), 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";
2019-03-31 10:30:09 +00:00
blog(LOG_INFO, " %s- monitoring: %s", indent.c_str(), type);
}
2019-03-31 10:30:09 +00:00
int child_indent = 1 + indent_count;
obs_source_enum_filters(source, LogFilter,
(void *)(intptr_t)child_indent);
obs_source_t *show_tn = obs_sceneitem_get_transition(item, true);
obs_source_t *hide_tn = obs_sceneitem_get_transition(item, false);
if (show_tn)
blog(LOG_INFO, " %s- show: '%s' (%s)", indent.c_str(),
obs_source_get_name(show_tn), obs_source_get_id(show_tn));
if (hide_tn)
blog(LOG_INFO, " %s- hide: '%s' (%s)", indent.c_str(),
obs_source_get_name(hide_tn), obs_source_get_id(hide_tn));
2019-03-31 10:30:09 +00:00
if (obs_sceneitem_is_group(item))
obs_sceneitem_group_enum_items(item, LogSceneItem,
(void *)(intptr_t)child_indent);
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);
2019-03-31 10:30:09 +00:00
obs_scene_enum_items(scene, LogSceneItem, (void *)(intptr_t)1);
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;
}
LoadData(data, file);
}
static inline void AddMissingFiles(void *data, obs_source_t *source)
{
obs_missing_files_t *f = (obs_missing_files_t *)data;
obs_missing_files_t *sf = obs_source_get_missing_files(source);
obs_missing_files_append(f, sf);
obs_missing_files_destroy(sf);
}
void OBSBasic::LoadData(obs_data_t *data, const char *file)
{
ClearSceneData();
ClearContextBar();
/* Exit OBS if clearing scene data failed for some reason. */
if (clearingFailed) {
OBSMessageBox::critical(this, QTStr("SourceLeak.Title"),
QTStr("SourceLeak.Text"));
close();
return;
}
InitDefaultTransitions();
if (devicePropertiesThread && devicePropertiesThread->isRunning()) {
devicePropertiesThread->wait();
devicePropertiesThread.reset();
}
QApplication::sendPostedEvents(nullptr);
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease modulesObj = obs_data_get_obj(data, "modules");
if (api)
api->on_preload(modulesObj);
2023-03-13 02:09:52 +00:00
if (safe_mode || disable_3p_plugins) {
/* Keep a reference to "modules" data so plugins that are not
* loaded do not have their collection specific data lost. */
safeModeModuleData = obs_data_get_obj(data, "modules");
}
2021-11-26 09:25:39 +00:00
OBSDataArrayAutoRelease sceneOrder =
obs_data_get_array(data, "scene_order");
OBSDataArrayAutoRelease sources = obs_data_get_array(data, "sources");
OBSDataArrayAutoRelease groups = obs_data_get_array(data, "groups");
OBSDataArrayAutoRelease 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");
2021-11-26 09:25:39 +00:00
OBSSourceAutoRelease curScene;
OBSSourceAutoRelease 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);
LoadAudioDevice(AUX_AUDIO_4, 6, data);
if (!sources) {
sources = std::move(groups);
} else {
obs_data_array_push_back_array(sources, groups);
}
obs_missing_files_t *files = obs_missing_files_create();
obs_load_sources(sources, AddMissingFiles, files);
2016-02-27 10:50:04 +00:00
if (transitions)
LoadTransitions(transitions, AddMissingFiles, files);
if (sceneOrder)
LoadSceneListOrder(sceneOrder);
curTransition = FindTransition(transitionName);
if (!curTransition)
curTransition = fadeTransition;
ui->transitionDuration->setValue(newDuration);
SetTransition(curTransition);
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");
opt_starting_scene.clear();
goto retryScene;
}
2021-11-26 09:25:39 +00:00
SetCurrentScene(curScene.Get(), true);
if (!curProgramScene)
curProgramScene = std::move(curScene);
if (IsPreviewProgramMode())
2021-11-26 09:25:39 +00:00
TransitionToScene(curProgramScene.Get(), true);
/* ------------------- */
bool projectorSave = config_get_bool(GetGlobalConfig(), "BasicWindow",
"SaveProjectors");
if (projectorSave) {
2021-11-26 09:25:39 +00:00
OBSDataArrayAutoRelease savedProjectors =
obs_data_get_array(data, "saved_projectors");
if (savedProjectors) {
LoadSavedProjectors(savedProjectors);
OpenSavedProjectors();
activateWindow();
}
}
/* ------------------- */
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());
2021-11-26 09:25:39 +00:00
OBSDataArrayAutoRelease quickTransitionData =
obs_data_get_array(data, "quick_transitions");
LoadQuickTransitions(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);
emit ui->preview->DisplayResized();
if (vcamEnabled) {
OBSDataAutoRelease obj =
obs_data_get_obj(data, "virtual-camera");
vcamConfig.type =
(VCamOutputType)obs_data_get_int(obj, "type2");
if (vcamConfig.type == VCamOutputType::Invalid)
vcamConfig.type =
(VCamOutputType)obs_data_get_int(obj, "type");
if (vcamConfig.type == VCamOutputType::Invalid) {
VCamInternalType internal =
(VCamInternalType)obs_data_get_int(obj,
"internal");
switch (internal) {
case VCamInternalType::Default:
vcamConfig.type = VCamOutputType::ProgramView;
break;
case VCamInternalType::Preview:
vcamConfig.type = VCamOutputType::PreviewOutput;
break;
}
}
vcamConfig.scene = obs_data_get_string(obj, "scene");
vcamConfig.source = obs_data_get_string(obj, "source");
}
/* ---------------------- */
if (api)
api->on_load(modulesObj);
obs_data_release(data);
2015-06-30 12:49:31 +00:00
if (!opt_starting_scene.empty())
opt_starting_scene.clear();
2023-03-13 02:09:52 +00:00
if (opt_start_streaming && !safe_mode) {
blog(LOG_INFO, "Starting stream due to command line parameter");
QMetaObject::invokeMethod(this, "StartStreaming",
Qt::QueuedConnection);
opt_start_streaming = false;
}
2023-03-13 02:09:52 +00:00
if (opt_start_recording && !safe_mode) {
blog(LOG_INFO,
"Starting recording due to command line parameter");
QMetaObject::invokeMethod(this, "StartRecording",
Qt::QueuedConnection);
opt_start_recording = false;
}
2023-03-13 02:09:52 +00:00
if (opt_start_replaybuffer && !safe_mode) {
2017-01-11 19:19:17 +00:00
QMetaObject::invokeMethod(this, "StartReplayBuffer",
Qt::QueuedConnection);
opt_start_replaybuffer = false;
}
2023-03-13 02:09:52 +00:00
if (opt_start_virtualcam && !safe_mode) {
QMetaObject::invokeMethod(this, "StartVirtualCam",
Qt::QueuedConnection);
opt_start_virtualcam = false;
}
LogScenes();
if (!App()->IsMissingFilesCheckDisabled())
ShowMissingFilesDialog(files);
2020-02-18 08:06:17 +00:00
2015-06-30 12:49:31 +00:00
disableSaving--;
if (vcamEnabled)
outputHandler->UpdateVirtualCamOutputSource();
if (api) {
api->on_event(OBS_FRONTEND_EVENT_SCENE_CHANGED);
api->on_event(OBS_FRONTEND_EVENT_PREVIEW_SCENE_CHANGED);
}
}
#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;
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease data = obs_data_create();
OBSDataAutoRelease 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
}
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;
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease 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
if (!data)
return false;
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
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease settings = obs_data_get_obj(data, "settings");
OBSDataAutoRelease 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
if (!service)
return false;
/* Enforce Opus on FTL if needed */
if (strcmp(obs_service_get_protocol(service), "FTL") == 0 ||
strcmp(obs_service_get_protocol(service), "WHIP") == 0) {
const char *option = config_get_string(
basicConfig, "SimpleOutput", "StreamAudioEncoder");
if (strcmp(option, "opus") != 0)
config_set_string(basicConfig, "SimpleOutput",
"StreamAudioEncoder", "opus");
option = config_get_string(basicConfig, "AdvOut",
"AudioEncoder");
if (strcmp(obs_get_encoder_codec(option), "opus") != 0)
config_set_string(basicConfig, "AdvOut", "AudioEncoder",
"ffmpeg_opus");
}
return true;
obs-studio UI: Implement stream settings UI - Updated the services API so that it links up with an output and the output gets data from that service rather than via settings. This allows the service context to have control over how an output is used, and makes it so that the URL/key/etc isn't necessarily some static setting. Also, if the service is attached to an output, it will stick around until the output is destroyed. - The settings interface has been updated so that it can allow the usage of service plugins. What this means is that now you can create a service plugin that can control aspects of the stream, and it allows each service to create their own user interface if they create a service plugin module. - Testing out saving of current service information. Saves/loads from JSON in to obs_data_t, seems to be working quite nicely, and the service object information is saved/preserved on exit, and loaded again on startup. - I agonized over the settings user interface for days, and eventually I just decided that the only way that users weren't going to be fumbling over options was to split up the settings in to simple/basic output, pre-configured, and then advanced for advanced use (such as multiple outputs or services, which I'll implement later). This was particularly painful to really design right, I wanted more features and wanted to include everything in one interface but ultimately just realized from experience that users are just not technically knowledgable about it and will end up fumbling with the settings rather than getting things done. Basically, what this means is that casual users only have to enter in about 3 things to configure their stream: Stream key, audio bitrate, and video bitrate. I am really happy with this interface for those types of users, but it definitely won't be sufficient for advanced usage or for custom outputs, so that stuff will have to be separated. - Improved the JSON usage for the 'common streaming services' context, I realized that JSON arrays are there to ensure sorting, while forgetting that general items are optimized for hashing. So basically I'm just using arrays now to sort items in it.
2014-04-24 08:49:07 +00:00
}
bool 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};
extern void CheckExistingCookieId();
#if OBS_RELEASE_CANDIDATE == 0 && OBS_BETA == 0
#define DEFAULT_CONTAINER "mkv"
#elif defined(__APPLE__)
2023-04-03 13:48:55 +00:00
#define DEFAULT_CONTAINER "fragmented_mov"
#else
2023-04-03 13:48:55 +00:00
#define DEFAULT_CONTAINER "fragmented_mp4"
#endif
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();
cx *= devicePixelRatioF();
cy *= devicePixelRatioF();
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;
}
bool changed = false;
/* ----------------------------------------------------- */
/* move over old FFmpeg track settings */
if (config_has_user_value(basicConfig, "AdvOut", "FFAudioTrack") &&
!config_has_user_value(basicConfig, "AdvOut", "Pre22.1Settings")) {
int track = (int)config_get_int(basicConfig, "AdvOut",
"FFAudioTrack");
config_set_int(basicConfig, "AdvOut", "FFAudioMixes",
1LL << (track - 1));
config_set_bool(basicConfig, "AdvOut", "Pre22.1Settings", true);
changed = true;
}
/* ----------------------------------------------------- */
/* 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");
changed = true;
}
/* ----------------------------------------------------- */
/* set twitch chat extensions to "both" if prev version */
/* is under 24.1 */
if (config_get_bool(GetGlobalConfig(), "General", "Pre24.1Defaults") &&
!config_has_user_value(basicConfig, "Twitch", "AddonChoice")) {
config_set_int(basicConfig, "Twitch", "AddonChoice", 3);
changed = true;
}
/* ----------------------------------------------------- */
/* move bitrate enforcement setting to new value */
if (config_has_user_value(basicConfig, "SimpleOutput",
"EnforceBitrate") &&
!config_has_user_value(basicConfig, "Stream1",
"IgnoreRecommended") &&
!config_has_user_value(basicConfig, "Stream1", "MovedOldEnforce")) {
bool enforce = config_get_bool(basicConfig, "SimpleOutput",
"EnforceBitrate");
config_set_bool(basicConfig, "Stream1", "IgnoreRecommended",
!enforce);
config_set_bool(basicConfig, "Stream1", "MovedOldEnforce",
true);
changed = true;
}
/* ----------------------------------------------------- */
/* enforce minimum retry delay of 1 second prior to 27.1 */
if (config_has_user_value(basicConfig, "Output", "RetryDelay")) {
int retryDelay =
config_get_uint(basicConfig, "Output", "RetryDelay");
if (retryDelay < 1) {
config_set_uint(basicConfig, "Output", "RetryDelay", 1);
changed = true;
}
}
/* ----------------------------------------------------- */
/* Migrate old container selection (if any) to new key. */
2023-04-03 13:48:55 +00:00
auto MigrateFormat = [&](const char *section) {
bool has_old_key = config_has_user_value(basicConfig, section,
"RecFormat");
bool has_new_key = config_has_user_value(basicConfig, section,
"RecFormat2");
if (!has_new_key && !has_old_key)
return;
string old_format = config_get_string(
basicConfig, section,
has_new_key ? "RecFormat2" : "RecFormat");
string new_format = old_format;
if (old_format == "ts")
new_format = "mpegts";
else if (old_format == "m3u8")
new_format = "hls";
else if (old_format == "fmp4")
new_format = "fragmented_mp4";
else if (old_format == "fmov")
new_format = "fragmented_mov";
if (new_format != old_format || !has_new_key) {
config_set_string(basicConfig, section, "RecFormat2",
new_format.c_str());
changed = true;
}
};
MigrateFormat("AdvOut");
MigrateFormat("SimpleOutput");
/* ----------------------------------------------------- */
if (changed)
config_save_safe(basicConfig, "tmp", nullptr);
/* ----------------------------------------------------- */
config_set_default_string(basicConfig, "Output", "Mode", "Simple");
config_set_default_bool(basicConfig, "Stream1", "IgnoreRecommended",
false);
config_set_default_string(basicConfig, "SimpleOutput", "FilePath",
GetDefaultVideoSavePath().c_str());
config_set_default_string(basicConfig, "SimpleOutput", "RecFormat2",
DEFAULT_CONTAINER);
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_uint(basicConfig, "SimpleOutput", "ABitrate", 160);
config_set_default_bool(basicConfig, "SimpleOutput", "UseAdvanced",
false);
config_set_default_string(basicConfig, "SimpleOutput", "Preset",
"veryfast");
2022-11-01 03:45:25 +00:00
config_set_default_string(basicConfig, "SimpleOutput", "NVENCPreset2",
"p5");
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_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");
2022-12-17 17:26:59 +00:00
config_set_default_string(basicConfig, "SimpleOutput",
"StreamAudioEncoder", "aac");
config_set_default_string(basicConfig, "SimpleOutput",
"RecAudioEncoder", "aac");
config_set_default_uint(basicConfig, "SimpleOutput", "RecTracks",
(1 << 0));
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_uint(basicConfig, "AdvOut", "VodTrackIndex", 2);
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", "RecFormat2",
DEFAULT_CONTAINER);
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_uint(basicConfig, "AdvOut", "FLVTrack", 1);
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", "FFAudioMixes", 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_uint(basicConfig, "AdvOut", "RecSplitFileTime", 15);
config_set_default_uint(basicConfig, "AdvOut", "RecSplitFileSize",
2048);
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", 2);
config_set_default_uint(basicConfig, "Output", "MaxRetries", 25);
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", "709");
config_set_default_string(basicConfig, "Video", "ColorRange",
"Partial");
2022-02-21 04:31:30 +00:00
config_set_default_uint(basicConfig, "Video", "SdrWhiteLevel", 300);
config_set_default_uint(basicConfig, "Video", "HdrNominalPeakLevel",
1000);
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", 48000);
config_set_default_string(basicConfig, "Audio", "ChannelSetup",
"Stereo");
config_set_default_double(basicConfig, "Audio", "MeterDecayRate",
VOLUME_METER_DECAY_FAST);
config_set_default_uint(basicConfig, "Audio", "PeakMeterType", 0);
CheckExistingCookieId();
return true;
}
extern bool EncoderAvailable(const char *encoder);
2022-11-01 03:45:25 +00:00
extern bool update_nvenc_presets(ConfigFile &config);
void OBSBasic::InitBasicConfigDefaults2()
{
bool oldEncDefaults = config_get_bool(App()->GlobalConfig(), "General",
"Pre23Defaults");
bool useNV = EncoderAvailable("ffmpeg_nvenc") && !oldEncDefaults;
config_set_default_string(basicConfig, "SimpleOutput", "StreamEncoder",
useNV ? SIMPLE_ENCODER_NVENC
: SIMPLE_ENCODER_X264);
config_set_default_string(basicConfig, "SimpleOutput", "RecEncoder",
useNV ? SIMPLE_ENCODER_NVENC
: SIMPLE_ENCODER_X264);
2022-11-01 03:45:25 +00:00
2022-12-17 17:26:59 +00:00
const char *aac_default = "ffmpeg_aac";
if (EncoderAvailable("CoreAudio_AAC"))
aac_default = "CoreAudio_AAC";
else if (EncoderAvailable("libfdk_aac"))
aac_default = "libfdk_aac";
config_set_default_string(basicConfig, "AdvOut", "AudioEncoder",
aac_default);
config_set_default_string(basicConfig, "AdvOut", "RecAudioEncoder",
aac_default);
2022-12-17 17:26:59 +00:00
2022-11-01 03:45:25 +00:00
if (update_nvenc_presets(basicConfig))
config_save_safe(basicConfig, "tmp", nullptr);
}
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) {
2020-12-02 08:56:11 +00:00
OBSErrorBox(nullptr, "Failed to get basic.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");
signalHandlers.reserve(signalHandlers.size() + 7);
signalHandlers.emplace_back(obs_get_signal_handler(), "source_create",
OBSBasic::SourceCreated, this);
2015-06-27 07:29:17 +00:00
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);
signalHandlers.emplace_back(obs_get_signal_handler(),
"source_audio_activate",
OBSBasic::SourceAudioActivated, this);
signalHandlers.emplace_back(obs_get_signal_handler(),
"source_audio_deactivate",
OBSBasic::SourceAudioDeactivated, 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, 0.0f);
gs_vertex2f(1.0f, 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
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
InitSafeAreas(&actionSafeMargin, &graphicsSafeMargin,
&fourByThreeSafeMargin, &leftLine, &topLine, &rightLine);
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::AddVCamButton()
{
vcamButton = new ControlsSplitButton(
QTStr("Basic.Main.StartVirtualCam"), "vcamButton",
&OBSBasic::VCamButtonClicked);
vcamButton->addIcon(QTStr("Basic.Main.VirtualCamConfig"),
QStringLiteral("configIconSmall"),
&OBSBasic::VCamConfigButtonClicked);
vcamButton->insert(2);
}
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 ControlsSplitButton(
QTStr("Basic.Main.StartReplayBuffer"),
"replayBufferButton",
&OBSBasic::ReplayBufferClicked);
replayBufferButton->insert(2);
}
if (sysTrayReplayBuffer)
sysTrayReplayBuffer->setEnabled(
!!outputHandler->replayBuffer);
} else {
outputHandler->Update();
}
}
#define STARTUP_SEPARATOR \
"==== Startup complete ==============================================="
#define SHUTDOWN_SEPARATOR \
"==== Shutting down =================================================="
#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[1024];
char fileName[1024];
int ret;
if (!sceneCollection)
throw "Failed to get scene collection name";
ret = snprintf(fileName, sizeof(fileName),
"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 (obs_audio_monitoring_available()) {
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);
}
InitOBSCallbacks();
2014-11-01 20:48:58 +00:00
InitHotkeys();
/* hack to prevent elgato from loading its own QtNetwork that it tries
* to ship with */
#if defined(_WIN32) && !defined(_DEBUG)
LoadLibraryW(L"Qt6Network");
#endif
struct obs_module_failure_info mfi;
2023-03-13 02:09:52 +00:00
/* Safe Mode disables third-party plugins so we don't need to add earch
* paths outside the OBS bundle/installation. */
if (safe_mode || disable_3p_plugins) {
SetSafeModuleNames();
} else {
AddExtraModulePaths();
}
blog(LOG_INFO, "---------------------------------");
obs_load_all_modules2(&mfi);
blog(LOG_INFO, "---------------------------------");
obs_log_loaded_modules();
blog(LOG_INFO, "---------------------------------");
obs_post_load_modules();
BPtr<char *> failed_modules = mfi.failed_modules;
#ifdef BROWSER_AVAILABLE
2019-02-07 05:38:34 +00:00
cef = obs_browser_init_panel();
#endif
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease obsData = obs_get_private_data();
vcamEnabled = obs_data_get_bool(obsData, "vcamEnabled");
if (vcamEnabled) {
AddVCamButton();
}
InitBasicConfigDefaults2();
CheckForSimpleModeX264Fallback();
blog(LOG_INFO, STARTUP_SEPARATOR);
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";
ResetOutputs();
CreateHotkeys();
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
bool sourceIconsVisible = config_get_bool(
GetGlobalConfig(), "BasicWindow", "ShowSourceIcons");
ui->toggleSourceIcons->setChecked(sourceIconsVisible);
bool contextVisible = config_get_bool(
App()->GlobalConfig(), "BasicWindow", "ShowContextToolbars");
ui->toggleContextBar->setChecked(contextVisible);
ui->contextContainer->setVisible(contextVisible);
if (contextVisible)
UpdateContextBar(true);
UpdateEditMenu();
{
ProfileScope("OBSBasic::Load");
disableSaving--;
Load(savePath);
disableSaving++;
}
loaded = true;
previewEnabled = config_get_bool(App()->GlobalConfig(), "BasicWindow",
"PreviewEnabled");
if (!previewEnabled && !IsPreviewProgramMode())
QMetaObject::invokeMethod(this, "EnablePreviewDisplay",
Qt::QueuedConnection,
Q_ARG(bool, previewEnabled));
else if (!previewEnabled && IsPreviewProgramMode())
QMetaObject::invokeMethod(this, "EnablePreviewDisplay",
Qt::QueuedConnection,
Q_ARG(bool, true));
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);
/* Show the main window, unless the tray icon isn't available
* or neither the setting nor flag for starting minimized is set. */
bool sysTrayEnabled = config_get_bool(App()->GlobalConfig(),
"BasicWindow", "SysTrayEnabled");
bool sysTrayWhenStarted = config_get_bool(
App()->GlobalConfig(), "BasicWindow", "SysTrayWhenStarted");
bool hideWindowOnStart = QSystemTrayIcon::isSystemTrayAvailable() &&
sysTrayEnabled &&
(opt_minimize_tray || sysTrayWhenStarted);
#ifdef _WIN32
2016-09-26 19:40:23 +00:00
SetWin32DropStyle(this);
if (!hideWindowOnStart)
show();
#endif
bool alwaysOnTop = config_get_bool(App()->GlobalConfig(), "BasicWindow",
"AlwaysOnTop");
#ifdef ENABLE_WAYLAND
bool isWayland = obs_get_nix_platform() == OBS_NIX_PLATFORM_WAYLAND;
#else
bool isWayland = false;
#endif
if (!isWayland && (alwaysOnTop || opt_always_on_top)) {
SetAlwaysOnTop(this, true);
ui->actionAlwaysOnTop->setChecked(true);
} else if (isWayland) {
if (opt_always_on_top)
blog(LOG_INFO,
"Always On Top not available on Wayland, ignoring.");
ui->actionAlwaysOnTop->setEnabled(false);
ui->actionAlwaysOnTop->setVisible(false);
}
#ifndef _WIN32
if (!hideWindowOnStart)
show();
#endif
/* setup stats dock */
OBSBasicStats *statsDlg = new OBSBasicStats(statsDock, false);
statsDock->setWidget(statsDlg);
/* ----------------------------- */
/* add custom browser docks */
#ifdef BROWSER_AVAILABLE
if (cef) {
QAction *action = new QAction(QTStr("Basic.MainMenu.Docks."
2020-02-20 03:29:26 +00:00
"CustomBrowserDocks"),
this);
ui->menuDocks->insertAction(ui->scenesDock->toggleViewAction(),
action);
connect(action, &QAction::triggered, this,
&OBSBasic::ManageExtraBrowserDocks);
ui->menuDocks->insertSeparator(
ui->scenesDock->toggleViewAction());
LoadExtraBrowserDocks();
}
#endif
const char *dockStateStr = config_get_string(
App()->GlobalConfig(), "BasicWindow", "DockState");
if (!dockStateStr) {
on_resetDocks_triggered(true);
} else {
QByteArray dockState =
QByteArray::fromBase64(QByteArray(dockStateStr));
if (!restoreState(dockState))
on_resetDocks_triggered(true);
}
bool pre23Defaults = config_get_bool(App()->GlobalConfig(), "General",
"Pre23Defaults");
if (pre23Defaults) {
bool resetDockLock23 = config_get_bool(
App()->GlobalConfig(), "General", "ResetDockLock23");
if (!resetDockLock23) {
config_set_bool(App()->GlobalConfig(), "General",
"ResetDockLock23", true);
config_remove_value(App()->GlobalConfig(),
"BasicWindow", "DocksLocked");
config_save_safe(App()->GlobalConfig(), "tmp", nullptr);
}
}
bool docksLocked = config_get_bool(App()->GlobalConfig(), "BasicWindow",
"DocksLocked");
on_lockDocks_toggled(docksLocked);
ui->lockDocks->blockSignals(true);
ui->lockDocks->setChecked(docksLocked);
ui->lockDocks->blockSignals(false);
bool sideDocks = config_get_bool(App()->GlobalConfig(), "BasicWindow",
"SideDocks");
on_sideDocks_toggled(sideDocks);
ui->sideDocks->blockSignals(true);
ui->sideDocks->setChecked(sideDocks);
ui->sideDocks->blockSignals(false);
SystemTray(true);
TaskbarOverlayInit();
#ifdef __APPLE__
disableColorSpaceConversion(this);
#endif
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())
QMetaObject::invokeMethod(this, "on_autoConfigure_triggered",
Qt::QueuedConnection);
2022-11-05 21:32:43 +00:00
#if (defined(_WIN32) || defined(__APPLE__)) && \
(OBS_RELEASE_CANDIDATE > 0 || OBS_BETA > 0)
/* Automatically set branch to "beta" the first time a pre-release build is run. */
if (!config_get_bool(App()->GlobalConfig(), "General",
"AutoBetaOptIn")) {
config_set_string(App()->GlobalConfig(), "General",
"UpdateBranch", "beta");
config_set_bool(App()->GlobalConfig(), "General",
"AutoBetaOptIn", true);
config_save_safe(App()->GlobalConfig(), "tmp", nullptr);
}
#endif
TimedCheckForUpdates();
ToggleMixerLayout(config_get_bool(App()->GlobalConfig(), "BasicWindow",
"VerticalVolControl"));
2018-04-28 02:49:48 +00:00
if (config_get_bool(basicConfig, "General", "OpenStatsOnStartup"))
on_stats_triggered();
OBSBasicStats::InitializeValues();
/* ----------------------- */
/* Add multiview menu */
ui->viewMenu->addSeparator();
2022-10-04 12:48:17 +00:00
AddProjectorMenuMonitors(ui->multiviewProjectorMenu, this,
SLOT(OpenMultiviewProjector()));
connect(ui->viewMenu->menuAction(), &QAction::hovered, this,
&OBSBasic::UpdateMultiviewProjectorMenu);
2018-03-13 00:56:07 +00:00
2019-07-28 04:59:16 +00:00
ui->sources->UpdateIcons();
#if !defined(_WIN32)
delete ui->actionShowCrashLogs;
delete ui->actionUploadLastCrashLog;
delete ui->menuCrashLogs;
2022-04-12 08:10:00 +00:00
delete ui->actionRepair;
ui->actionShowCrashLogs = nullptr;
ui->actionUploadLastCrashLog = nullptr;
ui->menuCrashLogs = nullptr;
2022-04-12 08:10:00 +00:00
ui->actionRepair = nullptr;
#if !defined(__APPLE__)
delete ui->actionCheckForUpdates;
2018-03-13 00:56:07 +00:00
ui->actionCheckForUpdates = nullptr;
#endif
#endif
#ifdef __APPLE__
/* Remove OBS' Fullscreen Interface menu in favor of the one macOS adds by default */
delete ui->actionFullscreenInterface;
ui->actionFullscreenInterface = nullptr;
#else
/* Don't show menu to raise macOS-only permissions dialog */
delete ui->actionShowMacPermissions;
ui->actionShowMacPermissions = nullptr;
#endif
#if defined(_WIN32) || defined(__APPLE__)
2022-04-12 08:10:00 +00:00
if (App()->IsUpdaterDisabled()) {
ui->actionCheckForUpdates->setEnabled(false);
2022-04-12 08:10:00 +00:00
#if defined(_WIN32)
ui->actionRepair->setEnabled(false);
#endif
}
2018-03-13 00:56:07 +00:00
#endif
#ifndef WHATSNEW_ENABLED
delete ui->actionShowWhatsNew;
ui->actionShowWhatsNew = nullptr;
#endif
2023-03-13 02:09:52 +00:00
if (safe_mode) {
ui->actionRestartSafe->setText(
QTStr("Basic.MainMenu.Help.RestartNormal"));
}
UpdatePreviewProgramIndicators();
UI: Remove mac browser workarounds, improve stability The workarounds were made because of conflicts with running multiple UI threads at once on macOS, which macOS can't do very well, and would be susceptible to crashes. This would cause crashes not only on startup but seemingly at random when using the browser source on macOS. The original "fix" was a hack to try to minimize UI code and browser UI code from executing at the same time. The macOS initial scene loading was deferred until all Qt-related and main window initialization was completed. Although this worked to some extent to prevent conflicts, it made it so that there was an initial period on startup where the entire UI seemed "blank" for users, and it was still possible for the main UI thread and the browser UI thread to clash, causing crashes seemingly at random for users. The external message pump method of CEF is the solution to the problem, which is the method which allows the main UI thread to share events with CEF. To do this, all CEF operations need to be performed in the UI thread (Qt's main thread), and CefDoMessageLoopWork() needs to be called when CefApp::OnScheduleMessagePumpWork callback is triggered. A number of other issues had to be solved as well, such as CefBrowser references getting "stuck" in the Qt event queue. With this, macOS no longer needs to do the "deferred load" hack, and browsers are now much more stable and no longer as susceptible to seemingly random crashes, improving overall program stability when browsers are used.
2019-05-01 19:13:35 +00:00
OnFirstLoad();
if (!hideWindowOnStart)
activateWindow();
/* ------------------------------------------- */
/* display warning message for failed modules */
if (mfi.count) {
QString failed_plugins;
char **plugin = mfi.failed_modules;
while (*plugin) {
failed_plugins += *plugin;
failed_plugins += "\n";
plugin++;
}
QString failed_msg =
QTStr("PluginsFailedToLoad.Text").arg(failed_plugins);
OBSMessageBox::warning(this, QTStr("PluginsFailedToLoad.Title"),
failed_msg);
}
}
void OBSBasic::OnFirstLoad()
{
if (api)
api->on_event(OBS_FRONTEND_EVENT_FINISHED_LOADING);
#ifdef WHATSNEW_ENABLED
/* Attempt to load init screen if available */
2019-02-07 05:38:34 +00:00
if (cef) {
WhatsNewInfoThread *wnit = new WhatsNewInfoThread();
connect(wnit, &WhatsNewInfoThread::Result, this,
&OBSBasic::ReceivedIntroJson, Qt::QueuedConnection);
introCheckThread.reset(wnit);
introCheckThread->start();
}
#endif
Auth::Load();
2020-05-15 12:34:54 +00:00
bool showLogViewerOnStartup = config_get_bool(
App()->GlobalConfig(), "LogViewer", "ShowLogStartup");
if (showLogViewerOnStartup)
on_actionViewCurrentLog_triggered();
}
#if defined(OBS_RELEASE_CANDIDATE) && OBS_RELEASE_CANDIDATE > 0
#define CUR_VER \
((uint64_t)OBS_RELEASE_CANDIDATE_VER << 16ULL | OBS_RELEASE_CANDIDATE)
#define LAST_INFO_VERSION_STRING "InfoLastRCVersion"
#elif OBS_BETA > 0
#define CUR_VER ((uint64_t)OBS_BETA_VER << 16ULL | OBS_BETA)
#define LAST_INFO_VERSION_STRING "InfoLastBetaVersion"
#else
#define CUR_VER ((uint64_t)LIBOBS_API_VER << 16ULL)
#define LAST_INFO_VERSION_STRING "InfoLastVersion"
#endif
/* shows a "what's new" page on startup of new versions using CEF */
void OBSBasic::ReceivedIntroJson(const QString &text)
{
#ifdef WHATSNEW_ENABLED
if (closing)
return;
std::string err;
Json json = Json::parse(QT_TO_UTF8(text), err);
if (!err.empty())
return;
std::string info_url;
int info_increment = -1;
/* check to see if there's an info page for this version */
const Json::array &items = json.array_items();
for (const Json &item : items) {
if (item["os"].is_object()) {
Json::object platforms = item["os"].object_items();
#ifdef _WIN32
if (!platforms["windows"].bool_value())
continue;
#elif defined(__APPLE__)
if (!platforms["macos"].bool_value())
continue;
#else
if (!platforms["linux"].bool_value())
continue;
#endif
}
const std::string &version = item["version"].string_value();
const std::string &url = item["url"].string_value();
int increment = item["increment"].int_value();
int beta = item["Beta"].int_value();
int rc = item["RC"].int_value();
int major = 0;
int minor = 0;
sscanf(version.c_str(), "%d.%d", &major, &minor);
#if defined(OBS_RELEASE_CANDIDATE) && OBS_RELEASE_CANDIDATE > 0
if (major == OBS_RELEASE_CANDIDATE_MAJOR &&
minor == OBS_RELEASE_CANDIDATE_MINOR &&
rc == OBS_RELEASE_CANDIDATE) {
#elif OBS_BETA > 0
if (major == OBS_BETA_MAJOR && minor == OBS_BETA_MINOR &&
beta == OBS_BETA) {
#else
if (major == LIBOBS_API_MAJOR_VER &&
minor == LIBOBS_API_MINOR_VER && rc == 0 && beta == 0) {
#endif
info_url = url;
info_increment = increment;
}
}
/* this version was not found, or no info for this version */
if (info_increment == -1) {
return;
}
uint64_t lastVersion = config_get_uint(App()->GlobalConfig(), "General",
LAST_INFO_VERSION_STRING);
int current_version_increment = -1;
if ((lastVersion & ~0xFFFF0000ULL) < (CUR_VER & ~0xFFFF0000ULL)) {
config_set_int(App()->GlobalConfig(), "General",
"InfoIncrement", -1);
config_set_uint(App()->GlobalConfig(), "General",
LAST_INFO_VERSION_STRING, CUR_VER);
} else {
current_version_increment = config_get_int(
App()->GlobalConfig(), "General", "InfoIncrement");
}
if (info_increment <= current_version_increment) {
return;
}
config_set_int(App()->GlobalConfig(), "General", "InfoIncrement",
info_increment);
config_save_safe(App()->GlobalConfig(), "tmp", nullptr);
cef->init_browser();
WhatsNewBrowserInitThread *wnbit =
new WhatsNewBrowserInitThread(QT_UTF8(info_url.c_str()));
connect(wnbit, &WhatsNewBrowserInitThread::Result, this,
&OBSBasic::ShowWhatsNew, Qt::QueuedConnection);
whatsNewInitThread.reset(wnbit);
whatsNewInitThread->start();
#else
UNUSED_PARAMETER(text);
#endif
}
#undef CUR_VER
#undef LAST_INFO_VERSION_STRING
void OBSBasic::ShowWhatsNew(const QString &url)
{
#ifdef BROWSER_AVAILABLE
if (closing)
return;
std::string info_url = QT_TO_UTF8(url);
2019-02-11 00:27:51 +00:00
QDialog *dlg = new QDialog(this);
dlg->setAttribute(Qt::WA_DeleteOnClose, true);
dlg->setWindowTitle("What's New");
dlg->resize(700, 600);
Qt::WindowFlags flags = dlg->windowFlags();
Qt::WindowFlags helpFlag = Qt::WindowContextHelpButtonHint;
dlg->setWindowFlags(flags & (~helpFlag));
2019-02-07 05:38:34 +00:00
QCefWidget *cefWidget = cef->create_widget(nullptr, info_url);
if (!cefWidget) {
return;
}
connect(cefWidget, SIGNAL(titleChanged(const QString &)), dlg,
2019-02-11 00:27:51 +00:00
SLOT(setWindowTitle(const QString &)));
QPushButton *close = new QPushButton(QTStr("Close"));
connect(close, &QAbstractButton::clicked, dlg, &QDialog::accept);
QHBoxLayout *bottomLayout = new QHBoxLayout();
bottomLayout->addStretch();
bottomLayout->addWidget(close);
bottomLayout->addStretch();
2019-02-11 00:27:51 +00:00
QVBoxLayout *topLayout = new QVBoxLayout(dlg);
topLayout->addWidget(cefWidget);
topLayout->addLayout(bottomLayout);
2019-02-11 00:27:51 +00:00
dlg->show();
#else
UNUSED_PARAMETER(url);
#endif
}
void OBSBasic::UpdateMultiviewProjectorMenu()
{
2022-10-04 12:48:17 +00:00
ui->multiviewProjectorMenu->clear();
AddProjectorMenuMonitors(ui->multiviewProjectorMenu, this,
SLOT(OpenMultiviewProjector()));
}
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");
t.escape = Str("Hotkeys.Escape");
2014-11-01 20:48:58 +00:00
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 {};
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease data = obs_data_create_from_json(info);
if (!data)
return {};
2021-11-26 09:25:39 +00:00
return data.Get();
};
auto LoadHotkey = [&](obs_hotkey_id id, const char *name) {
2021-11-26 09:25:39 +00:00
OBSDataArrayAutoRelease array =
obs_data_get_array(LoadHotkeyData(name), "bindings");
obs_hotkey_load(id, array);
};
auto LoadHotkeyPair = [&](obs_hotkey_pair_id id, const char *name0,
const char *name1) {
2021-11-26 09:25:39 +00:00
OBSDataArrayAutoRelease array0 =
obs_data_get_array(LoadHotkeyData(name0), "bindings");
2021-11-26 09:25:39 +00:00
OBSDataArrayAutoRelease array1 =
obs_data_get_array(LoadHotkeyData(name1), "bindings");
obs_hotkey_pair_load(id, array0, 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.ui->streamButton->isEnabled(),
basic.StartStreaming, "Starting stream"),
MAKE_CALLBACK(basic.outputHandler->StreamingActive() &&
basic.ui->streamButton->isEnabled(),
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.ui->recordButton->isChecked(),
basic.StartRecording, "Starting recording"),
MAKE_CALLBACK(basic.outputHandler->RecordingActive() &&
basic.ui->recordButton->isChecked(),
basic.StopRecording, "Stopping recording"),
this, this);
LoadHotkeyPair(recordingHotkeys, "OBSBasic.StartRecording",
"OBSBasic.StopRecording");
pauseHotkeys = obs_hotkey_pair_register_frontend(
"OBSBasic.PauseRecording", Str("Basic.Main.PauseRecording"),
"OBSBasic.UnpauseRecording", Str("Basic.Main.UnpauseRecording"),
MAKE_CALLBACK(basic.pause && !basic.pause->isChecked(),
basic.PauseRecording, "Pausing recording"),
MAKE_CALLBACK(basic.pause && basic.pause->isChecked(),
basic.UnpauseRecording, "Unpausing recording"),
this, this);
LoadHotkeyPair(pauseHotkeys, "OBSBasic.PauseRecording",
"OBSBasic.UnpauseRecording");
splitFileHotkey = obs_hotkey_register_frontend(
"OBSBasic.SplitFile", Str("Basic.Main.SplitFile"),
[](void *, obs_hotkey_id, obs_hotkey_t *, bool pressed) {
if (pressed)
obs_frontend_recording_split_file();
},
this);
LoadHotkey(splitFileHotkey, "OBSBasic.SplitFile");
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,
"Starting replay buffer"),
MAKE_CALLBACK(basic.outputHandler->ReplayBufferActive(),
basic.StopReplayBuffer, "Stopping replay buffer"),
this, this);
LoadHotkeyPair(replayBufHotkeys, "OBSBasic.StartReplayBuffer",
"OBSBasic.StopReplayBuffer");
2019-03-04 23:29:37 +00:00
if (vcamEnabled) {
vcamHotkeys = obs_hotkey_pair_register_frontend(
"OBSBasic.StartVirtualCam",
Str("Basic.Main.StartVirtualCam"),
"OBSBasic.StopVirtualCam",
Str("Basic.Main.StopVirtualCam"),
MAKE_CALLBACK(!basic.outputHandler->VirtualCamActive(),
basic.StartVirtualCam,
"Starting virtual camera"),
MAKE_CALLBACK(basic.outputHandler->VirtualCamActive(),
basic.StopVirtualCam,
"Stopping virtual camera"),
this, this);
LoadHotkeyPair(vcamHotkeys, "OBSBasic.StartVirtualCam",
"OBSBasic.StopVirtualCam");
}
2019-03-04 23:29:37 +00:00
togglePreviewHotkeys = obs_hotkey_pair_register_frontend(
"OBSBasic.EnablePreview",
Str("Basic.Main.PreviewConextMenu.Enable"),
"OBSBasic.DisablePreview", Str("Basic.Main.Preview.Disable"),
MAKE_CALLBACK(!basic.previewEnabled, basic.EnablePreview,
"Enabling preview"),
MAKE_CALLBACK(basic.previewEnabled, basic.DisablePreview,
"Disabling preview"),
this, this);
LoadHotkeyPair(togglePreviewHotkeys, "OBSBasic.EnablePreview",
"OBSBasic.DisablePreview");
contextBarHotkeys = obs_hotkey_pair_register_frontend(
"OBSBasic.ShowContextBar", Str("Basic.Main.ShowContextBar"),
"OBSBasic.HideContextBar", Str("Basic.Main.HideContextBar"),
MAKE_CALLBACK(!basic.ui->contextContainer->isVisible(),
basic.ShowContextBar, "Showing Context Bar"),
MAKE_CALLBACK(basic.ui->contextContainer->isVisible(),
basic.HideContextBar, "Hiding Context Bar"),
this, this);
LoadHotkeyPair(contextBarHotkeys, "OBSBasic.ShowContextBar",
"OBSBasic.HideContextBar");
#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");
2019-10-16 04:20:35 +00:00
auto resetStats = [](void *data, obs_hotkey_id, obs_hotkey_t *,
bool pressed) {
if (pressed)
QMetaObject::invokeMethod(static_cast<OBSBasic *>(data),
"ResetStatsHotkey",
Qt::QueuedConnection);
};
statsHotkey = obs_hotkey_register_frontend(
"OBSBasic.ResetStats", Str("Basic.Stats.ResetStats"),
resetStats, this);
LoadHotkey(statsHotkey, "OBSBasic.ResetStats");
auto screenshot = [](void *data, obs_hotkey_id, obs_hotkey_t *,
bool pressed) {
if (pressed)
QMetaObject::invokeMethod(static_cast<OBSBasic *>(data),
"Screenshot",
Qt::QueuedConnection);
};
screenshotHotkey = obs_hotkey_register_frontend(
"OBSBasic.Screenshot", Str("Screenshot"), screenshot, this);
LoadHotkey(screenshotHotkey, "OBSBasic.Screenshot");
auto screenshotSource = [](void *data, obs_hotkey_id, obs_hotkey_t *,
bool pressed) {
if (pressed)
QMetaObject::invokeMethod(static_cast<OBSBasic *>(data),
"ScreenshotSelectedSource",
Qt::QueuedConnection);
};
sourceScreenshotHotkey = obs_hotkey_register_frontend(
"OBSBasic.SelectedSourceScreenshot",
Str("Screenshot.SourceHotkey"), screenshotSource, this);
LoadHotkey(sourceScreenshotHotkey, "OBSBasic.SelectedSourceScreenshot");
}
void OBSBasic::ClearHotkeys()
{
obs_hotkey_pair_unregister(streamingHotkeys);
obs_hotkey_pair_unregister(recordingHotkeys);
obs_hotkey_pair_unregister(pauseHotkeys);
obs_hotkey_unregister(splitFileHotkey);
obs_hotkey_pair_unregister(replayBufHotkeys);
obs_hotkey_pair_unregister(vcamHotkeys);
obs_hotkey_pair_unregister(togglePreviewHotkeys);
obs_hotkey_pair_unregister(contextBarHotkeys);
obs_hotkey_unregister(forceStreamingStopHotkey);
obs_hotkey_unregister(togglePreviewProgramHotkey);
obs_hotkey_unregister(transitionHotkey);
2019-10-16 04:20:35 +00:00
obs_hotkey_unregister(statsHotkey);
obs_hotkey_unregister(screenshotHotkey);
obs_hotkey_unregister(sourceScreenshotHotkey);
}
OBSBasic::~OBSBasic()
{
/* clear out UI event queue */
QApplication::sendPostedEvents(nullptr);
QApplication::sendPostedEvents(nullptr, QEvent::DeferredDelete);
2017-02-20 12:46:29 +00:00
if (updateCheckThread && updateCheckThread->isRunning())
updateCheckThread->wait();
if (patronJsonThread && patronJsonThread->isRunning())
patronJsonThread->wait();
delete screenshotData;
delete previewProjector;
delete studioProgramProjector;
delete previewProjectorSource;
delete previewProjectorMain;
delete sourceProjector;
delete sceneProjectorMenu;
delete scaleFilteringMenu;
delete blendingModeMenu;
delete colorMenu;
delete colorWidgetAction;
delete colorSelect;
delete deinterlaceMenu;
delete perSceneTransitionMenu;
delete shortcutFilter;
delete trayMenu;
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();
2022-12-26 15:20:23 +00:00
delete interaction;
delete properties;
delete filters;
delete transformWindow;
delete advAudioWindow;
delete about;
2022-12-26 15:19:29 +00:00
delete remux;
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);
gs_vertexbuffer_destroy(actionSafeMargin);
gs_vertexbuffer_destroy(graphicsSafeMargin);
gs_vertexbuffer_destroy(fourByThreeSafeMargin);
gs_vertexbuffer_destroy(leftLine);
gs_vertexbuffer_destroy(topLine);
gs_vertexbuffer_destroy(rightLine);
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(nullptr);
config_set_int(App()->GlobalConfig(), "General", "LastVersion",
LIBOBS_API_VER);
#if defined(OBS_RELEASE_CANDIDATE) && OBS_RELEASE_CANDIDATE > 0
config_set_int(App()->GlobalConfig(), "General", "LastRCVersion",
OBS_RELEASE_CANDIDATE_VER);
#elif OBS_BETA > 0
config_set_int(App()->GlobalConfig(), "General", "LastBetaVersion",
OBS_BETA_VER);
#endif
config_set_bool(App()->GlobalConfig(), "BasicWindow", "PreviewEnabled",
previewEnabled);
config_set_bool(App()->GlobalConfig(), "BasicWindow", "AlwaysOnTop",
ui->actionAlwaysOnTop->isChecked());
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->lockDocks->isChecked());
config_set_bool(App()->GlobalConfig(), "BasicWindow", "SideDocks",
ui->sideDocks->isChecked());
config_save_safe(App()->GlobalConfig(), "tmp", nullptr);
2019-02-07 05:38:34 +00:00
#ifdef BROWSER_AVAILABLE
DestroyPanelCookieManager();
2019-02-07 05:38:34 +00:00
delete cef;
cef = nullptr;
#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[1024];
char fileName[1024];
int ret;
if (!sceneCollection)
return;
ret = snprintf(fileName, sizeof(fileName),
"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);
}
OBSSource OBSBasic::GetProgramSource()
{
return OBSGetStrongRef(programScene);
}
OBSScene OBSBasic::GetCurrentScene()
{
return currentScene.load();
}
OBSSceneItem OBSBasic::GetSceneItem(QListWidgetItem *item)
{
return item ? GetOBSRef<OBSSceneItem>(item) : nullptr;
}
OBSSceneItem OBSBasic::GetCurrentSceneItem()
{
2018-06-02 16:45:01 +00:00
return ui->sources->Get(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::CreateInteractionWindow(obs_source_t *source)
2014-09-15 23:16:16 +00:00
{
bool closed = true;
2014-09-15 23:16:16 +00:00
if (interaction)
closed = interaction->close();
if (!closed)
return;
2014-09-15 23:16:16 +00:00
interaction = new OBSBasicInteraction(this, source);
interaction->Init();
interaction->setAttribute(Qt::WA_DeleteOnClose, true);
}
void OBSBasic::CreatePropertiesWindow(obs_source_t *source)
{
bool closed = true;
if (properties)
closed = properties->close();
if (!closed)
return;
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)
{
bool closed = true;
2015-02-26 05:23:57 +00:00
if (filters)
closed = filters->close();
if (!closed)
return;
2015-02-26 05:23:57 +00:00
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);
2021-11-26 09:25:39 +00:00
OBSSourceAutoRelease source =
obs_source_get_ref(potential_source);
if (source && pressed)
2021-11-26 09:25:39 +00:00
main->SetCurrentScene(source.Get());
},
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, "reorder",
OBSBasic::SceneReordered, this),
std::make_shared<OBSSignal>(handler, "refresh",
OBSBasic::SceneRefreshed, 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));
OBSProjector::UpdateMultiviewProjectors();
}
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())
2018-06-02 16:45:01 +00:00
ui->sources->Clear();
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));
OBSProjector::UpdateMultiviewProjectors();
}
if (api)
api->on_event(OBS_FRONTEND_EVENT_SCENE_LIST_CHANGED);
}
static bool select_one(obs_scene_t * /* scene */, obs_sceneitem_t *item,
void *param)
{
obs_sceneitem_t *selectedItem =
reinterpret_cast<obs_sceneitem_t *>(param);
if (obs_sceneitem_is_group(item))
obs_sceneitem_group_enum_items(item, select_one, param);
obs_sceneitem_select(item, (selectedItem == item));
return true;
}
void OBSBasic::AddSceneItem(OBSSceneItem item)
{
obs_scene_t *scene = obs_sceneitem_get_scene(item);
if (GetCurrentScene() == scene)
2018-06-02 16:45:01 +00:00
ui->sources->Add(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));
obs_scene_enum_items(scene, select_one,
(obs_sceneitem_t *)item);
}
}
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(OBSSource source, QString newName,
QString prevName)
2014-06-30 07:06:01 +00:00
{
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
for (size_t i = 0; i < projectors.size(); i++) {
if (projectors[i]->GetSource() == source)
projectors[i]->RenameProjector(prevName, newName);
}
if (vcamConfig.type == VCamOutputType::SourceOutput &&
prevName == QString::fromStdString(vcamConfig.source))
vcamConfig.source = newName.toStdString();
if (vcamConfig.type == VCamOutputType::SceneOutput &&
prevName == QString::fromStdString(vcamConfig.scene))
vcamConfig.scene = newName.toStdString();
2015-06-30 12:49:31 +00:00
SaveProject();
obs_scene_t *scene = obs_scene_from_source(source);
if (scene)
OBSProjector::UpdateMultiviewProjectors();
UpdateContextBar();
UpdatePreviewProgramIndicators();
}
void OBSBasic::ClearContextBar()
{
QLayoutItem *la = ui->emptySpace->layout()->itemAt(0);
if (la) {
delete la->widget();
ui->emptySpace->layout()->removeItem(la);
}
}
void OBSBasic::UpdateContextBarVisibility()
{
int width = ui->centralwidget->size().width();
ContextBarSize contextBarSizeNew;
if (width >= 740) {
contextBarSizeNew = ContextBarSize_Normal;
} else if (width >= 600) {
contextBarSizeNew = ContextBarSize_Reduced;
} else {
contextBarSizeNew = ContextBarSize_Minimized;
}
if (contextBarSize == contextBarSizeNew)
return;
contextBarSize = contextBarSizeNew;
UpdateContextBarDeferred();
}
static bool is_network_media_source(obs_source_t *source, const char *id)
{
if (strcmp(id, "ffmpeg_source") != 0)
return false;
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease s = obs_source_get_settings(source);
bool is_local_file = obs_data_get_bool(s, "is_local_file");
return !is_local_file;
}
void OBSBasic::UpdateContextBarDeferred(bool force)
{
QMetaObject::invokeMethod(this, "UpdateContextBar",
Qt::QueuedConnection, Q_ARG(bool, force));
}
void OBSBasic::SourceToolBarActionsSetEnabled()
{
bool enable = false;
bool disableProps = false;
OBSSceneItem item = GetCurrentSceneItem();
if (item) {
OBSSource source = obs_sceneitem_get_source(item);
disableProps = !obs_source_configurable(source);
enable = true;
}
if (disableProps)
ui->actionSourceProperties->setEnabled(false);
else
ui->actionSourceProperties->setEnabled(enable);
ui->actionRemoveSource->setEnabled(enable);
ui->actionSourceUp->setEnabled(enable);
ui->actionSourceDown->setEnabled(enable);
RefreshToolBarStyling(ui->sourcesToolbar);
}
void OBSBasic::UpdateTransformShortcuts()
{
OBSSource source = obs_sceneitem_get_source(GetCurrentSceneItem());
uint32_t flags = obs_source_get_output_flags(source);
bool audioOnly = (flags & OBS_SOURCE_VIDEO) == 0;
ui->actionEditTransform->setEnabled(!audioOnly);
ui->actionCopyTransform->setEnabled(!audioOnly);
ui->actionPasteTransform->setEnabled(audioOnly ? false
: hasCopiedTransform);
ui->actionResetTransform->setEnabled(!audioOnly);
}
void OBSBasic::UpdateContextBar(bool force)
{
SourceToolBarActionsSetEnabled();
UpdateTransformShortcuts();
if (!ui->contextContainer->isVisible() && !force)
return;
OBSSceneItem item = GetCurrentSceneItem();
if (item) {
obs_source_t *source = obs_sceneitem_get_source(item);
bool updateNeeded = true;
QLayoutItem *la = ui->emptySpace->layout()->itemAt(0);
if (la) {
if (SourceToolbar *toolbar =
dynamic_cast<SourceToolbar *>(
la->widget())) {
if (toolbar->GetSource() == source)
updateNeeded = false;
} else if (MediaControls *toolbar =
dynamic_cast<MediaControls *>(
la->widget())) {
if (toolbar->GetSource() == source)
updateNeeded = false;
}
}
const char *id = obs_source_get_unversioned_id(source);
uint32_t flags = obs_source_get_output_flags(source);
ui->sourceInteractButton->setVisible(flags &
OBS_SOURCE_INTERACTION);
if (contextBarSize >= ContextBarSize_Reduced &&
(updateNeeded || force)) {
ClearContextBar();
if (flags & OBS_SOURCE_CONTROLLABLE_MEDIA) {
if (!is_network_media_source(source, id)) {
MediaControls *mediaControls =
new MediaControls(
ui->emptySpace);
mediaControls->SetSource(source);
ui->emptySpace->layout()->addWidget(
mediaControls);
}
} else if (strcmp(id, "browser_source") == 0) {
BrowserToolbar *c = new BrowserToolbar(
ui->emptySpace, source);
ui->emptySpace->layout()->addWidget(c);
} else if (strcmp(id, "wasapi_input_capture") == 0 ||
strcmp(id, "wasapi_output_capture") == 0 ||
strcmp(id, "coreaudio_input_capture") == 0 ||
strcmp(id, "coreaudio_output_capture") ==
0 ||
strcmp(id, "pulse_input_capture") == 0 ||
strcmp(id, "pulse_output_capture") == 0 ||
strcmp(id, "alsa_input_capture") == 0) {
AudioCaptureToolbar *c =
new AudioCaptureToolbar(ui->emptySpace,
source);
c->Init();
ui->emptySpace->layout()->addWidget(c);
} else if (strcmp(id,
"wasapi_process_output_capture") ==
0) {
ApplicationAudioCaptureToolbar *c =
new ApplicationAudioCaptureToolbar(
ui->emptySpace, source);
c->Init();
ui->emptySpace->layout()->addWidget(c);
} else if (strcmp(id, "window_capture") == 0 ||
strcmp(id, "xcomposite_input") == 0) {
WindowCaptureToolbar *c =
new WindowCaptureToolbar(ui->emptySpace,
source);
c->Init();
ui->emptySpace->layout()->addWidget(c);
} else if (strcmp(id, "monitor_capture") == 0 ||
strcmp(id, "display_capture") == 0 ||
strcmp(id, "xshm_input") == 0) {
DisplayCaptureToolbar *c =
new DisplayCaptureToolbar(
ui->emptySpace, source);
c->Init();
ui->emptySpace->layout()->addWidget(c);
} else if (strcmp(id, "dshow_input") == 0) {
DeviceCaptureToolbar *c =
new DeviceCaptureToolbar(ui->emptySpace,
source);
ui->emptySpace->layout()->addWidget(c);
} else if (strcmp(id, "game_capture") == 0) {
GameCaptureToolbar *c = new GameCaptureToolbar(
ui->emptySpace, source);
ui->emptySpace->layout()->addWidget(c);
} else if (strcmp(id, "image_source") == 0) {
ImageSourceToolbar *c = new ImageSourceToolbar(
ui->emptySpace, source);
ui->emptySpace->layout()->addWidget(c);
} else if (strcmp(id, "color_source") == 0) {
ColorSourceToolbar *c = new ColorSourceToolbar(
ui->emptySpace, source);
ui->emptySpace->layout()->addWidget(c);
} else if (strcmp(id, "text_ft2_source") == 0 ||
strcmp(id, "text_gdiplus") == 0) {
TextSourceToolbar *c = new TextSourceToolbar(
ui->emptySpace, source);
ui->emptySpace->layout()->addWidget(c);
}
} else if (contextBarSize == ContextBarSize_Minimized) {
ClearContextBar();
}
QIcon icon;
if (strcmp(id, "scene") == 0)
icon = GetSceneIcon();
else if (strcmp(id, "group") == 0)
icon = GetGroupIcon();
else
icon = GetSourceIcon(id);
QPixmap pixmap = icon.pixmap(QSize(16, 16));
ui->contextSourceIcon->setPixmap(pixmap);
ui->contextSourceIconSpacer->hide();
ui->contextSourceIcon->show();
const char *name = obs_source_get_name(source);
ui->contextSourceLabel->setText(name);
ui->sourceFiltersButton->setEnabled(true);
ui->sourcePropertiesButton->setEnabled(
obs_source_configurable(source));
} else {
ClearContextBar();
ui->contextSourceIcon->hide();
ui->contextSourceIconSpacer->show();
ui->contextSourceLabel->setText(
QTStr("ContextBar.NoSelectedSource"));
ui->sourceFiltersButton->setEnabled(false);
ui->sourcePropertiesButton->setEnabled(false);
ui->sourceInteractButton->setVisible(false);
}
if (contextBarSize == ContextBarSize_Normal) {
ui->sourcePropertiesButton->setText(QTStr("Properties"));
ui->sourceFiltersButton->setText(QTStr("Filters"));
ui->sourceInteractButton->setText(QTStr("Interact"));
} else {
ui->sourcePropertiesButton->setText("");
ui->sourceFiltersButton->setText("");
ui->sourceInteractButton->setText("");
}
2014-06-30 07:06:01 +00:00
}
static inline bool SourceMixerHidden(obs_source_t *source)
{
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease priv_settings =
obs_source_get_private_settings(source);
bool hidden = obs_data_get_bool(priv_settings, "mixer_hidden");
return hidden;
}
static inline void SetSourceMixerHidden(obs_source_t *source, bool hidden)
{
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease priv_settings =
obs_source_get_private_settings(source);
obs_data_set_bool(priv_settings, "mixer_hidden", hidden);
}
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);
/* Due to a bug with QT 6.2.4, the version that's in the Ubuntu
* 22.04 ppa, hiding the audio mixer causes a crash, so defer to
* the next event loop to hide it. Doesn't seem to be a problem
* with newer versions of QT. */
QMetaObject::invokeMethod(this, "DeactivateAudioSource",
Qt::QueuedConnection,
Q_ARG(OBSSource, OBSSource(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::MixerRenameSource()
{
QAction *action = reinterpret_cast<QAction *>(sender());
VolControl *vol = action->property("volControl").value<VolControl *>();
OBSSource source = vol->GetSource();
const char *prevName = obs_source_get_name(source);
for (;;) {
string name;
bool accepted = NameDialog::AskForName(
this, QTStr("Basic.Main.MixerRename.Title"),
QTStr("Basic.Main.MixerRename.Text"), name,
QT_UTF8(prevName));
if (!accepted)
return;
if (name.empty()) {
OBSMessageBox::warning(this,
QTStr("NoNameEntered.Title"),
QTStr("NoNameEntered.Text"));
continue;
}
2021-11-26 09:25:39 +00:00
OBSSourceAutoRelease sourceTest =
obs_get_source_by_name(name.c_str());
if (sourceTest) {
OBSMessageBox::warning(this, QTStr("NameExists.Title"),
QTStr("NameExists.Text"));
continue;
}
obs_source_set_name(source, name.c_str());
break;
}
}
2020-02-17 00:32:00 +00:00
static inline bool SourceVolumeLocked(obs_source_t *source)
{
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease priv_settings =
obs_source_get_private_settings(source);
2020-02-17 00:32:00 +00:00
bool lock = obs_data_get_bool(priv_settings, "volume_locked");
return lock;
}
void OBSBasic::LockVolumeControl(bool lock)
{
QAction *action = reinterpret_cast<QAction *>(sender());
VolControl *vol = action->property("volControl").value<VolControl *>();
obs_source_t *source = vol->GetSource();
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease priv_settings =
obs_source_get_private_settings(source);
2020-02-17 00:32:00 +00:00
obs_data_set_bool(priv_settings, "volume_locked", lock);
vol->EnableSlider(!lock);
}
void OBSBasic::VolControlContextMenu()
{
VolControl *vol = reinterpret_cast<VolControl *>(sender());
/* ------------------- */
2020-02-17 00:32:00 +00:00
QAction lockAction(QTStr("LockVolume"), this);
lockAction.setCheckable(true);
lockAction.setChecked(SourceVolumeLocked(vol->GetSource()));
QAction hideAction(QTStr("Hide"), this);
QAction unhideAllAction(QTStr("UnhideAll"), this);
QAction mixerRenameAction(QTStr("Rename"), this);
QAction copyFiltersAction(QTStr("Copy.Filters"), this);
QAction pasteFiltersAction(QTStr("Paste.Filters"), this);
QAction filtersAction(QTStr("Filters"), this);
QAction propertiesAction(QTStr("Properties"), this);
QAction advPropAction(QTStr("Basic.MainMenu.Edit.AdvAudio"), this);
2018-04-28 02:49:48 +00:00
QAction toggleControlLayoutAction(QTStr("VerticalLayout"), this);
toggleControlLayoutAction.setCheckable(true);
toggleControlLayoutAction.setChecked(config_get_bool(
GetGlobalConfig(), "BasicWindow", "VerticalVolControl"));
/* ------------------- */
connect(&hideAction, &QAction::triggered, this,
&OBSBasic::HideAudioControl, Qt::DirectConnection);
connect(&unhideAllAction, &QAction::triggered, this,
&OBSBasic::UnhideAllAudioControls, Qt::DirectConnection);
2020-02-17 00:32:00 +00:00
connect(&lockAction, &QAction::toggled, this,
&OBSBasic::LockVolumeControl, Qt::DirectConnection);
connect(&mixerRenameAction, &QAction::triggered, this,
&OBSBasic::MixerRenameSource, Qt::DirectConnection);
connect(&copyFiltersAction, &QAction::triggered, this,
&OBSBasic::AudioMixerCopyFilters, Qt::DirectConnection);
connect(&pasteFiltersAction, &QAction::triggered, this,
&OBSBasic::AudioMixerPasteFilters, 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);
/* ------------------- */
2018-04-28 02:49:48 +00:00
connect(&toggleControlLayoutAction, &QAction::changed, this,
&OBSBasic::ToggleVolControlLayout, Qt::DirectConnection);
/* ------------------- */
hideAction.setProperty("volControl",
QVariant::fromValue<VolControl *>(vol));
2020-02-17 00:32:00 +00:00
lockAction.setProperty("volControl",
QVariant::fromValue<VolControl *>(vol));
mixerRenameAction.setProperty("volControl",
QVariant::fromValue<VolControl *>(vol));
copyFiltersAction.setProperty("volControl",
QVariant::fromValue<VolControl *>(vol));
pasteFiltersAction.setProperty("volControl",
QVariant::fromValue<VolControl *>(vol));
filtersAction.setProperty("volControl",
QVariant::fromValue<VolControl *>(vol));
propertiesAction.setProperty("volControl",
QVariant::fromValue<VolControl *>(vol));
/* ------------------- */
copyFiltersAction.setEnabled(obs_source_filter_count(vol->GetSource()) >
0);
2021-11-26 09:25:39 +00:00
OBSSourceAutoRelease source =
obs_weak_source_get_source(copyFiltersSource);
if (source) {
pasteFiltersAction.setEnabled(true);
} else {
pasteFiltersAction.setEnabled(false);
}
QMenu popup;
vol->SetContextMenu(&popup);
2020-02-17 00:32:00 +00:00
popup.addAction(&lockAction);
popup.addSeparator();
popup.addAction(&unhideAllAction);
popup.addAction(&hideAction);
popup.addAction(&mixerRenameAction);
popup.addSeparator();
popup.addAction(&copyFiltersAction);
popup.addAction(&pasteFiltersAction);
popup.addSeparator();
2018-04-28 02:49:48 +00:00
popup.addAction(&toggleControlLayoutAction);
popup.addSeparator();
popup.addAction(&filtersAction);
popup.addAction(&propertiesAction);
popup.addAction(&advPropAction);
// toggleControlLayoutAction deletes and re-creates the volume controls
// meaning that "vol" would be pointing to freed memory.
if (popup.exec(QCursor::pos()) != &toggleControlLayoutAction)
vol->SetContextMenu(nullptr);
}
2018-04-28 02:49:48 +00:00
void OBSBasic::on_hMixerScrollArea_customContextMenuRequested()
{
StackedMixerAreaContextMenuRequested();
}
void OBSBasic::on_vMixerScrollArea_customContextMenuRequested()
{
StackedMixerAreaContextMenuRequested();
}
void OBSBasic::StackedMixerAreaContextMenuRequested()
{
QAction unhideAllAction(QTStr("UnhideAll"), this);
QAction advPropAction(QTStr("Basic.MainMenu.Edit.AdvAudio"), this);
2018-04-28 02:49:48 +00:00
QAction toggleControlLayoutAction(QTStr("VerticalLayout"), this);
toggleControlLayoutAction.setCheckable(true);
toggleControlLayoutAction.setChecked(config_get_bool(
GetGlobalConfig(), "BasicWindow", "VerticalVolControl"));
/* ------------------- */
connect(&unhideAllAction, &QAction::triggered, this,
&OBSBasic::UnhideAllAudioControls, Qt::DirectConnection);
connect(&advPropAction, &QAction::triggered, this,
&OBSBasic::on_actionAdvAudioProperties_triggered,
Qt::DirectConnection);
/* ------------------- */
2018-04-28 02:49:48 +00:00
connect(&toggleControlLayoutAction, &QAction::changed, this,
&OBSBasic::ToggleVolControlLayout, Qt::DirectConnection);
/* ------------------- */
QMenu popup;
popup.addAction(&unhideAllAction);
popup.addSeparator();
2018-04-28 02:49:48 +00:00
popup.addAction(&toggleControlLayoutAction);
popup.addSeparator();
popup.addAction(&advPropAction);
popup.exec(QCursor::pos());
}
void OBSBasic::ToggleMixerLayout(bool vertical)
{
if (vertical) {
ui->stackedMixerArea->setMinimumSize(180, 220);
ui->stackedMixerArea->setCurrentIndex(1);
} else {
ui->stackedMixerArea->setMinimumSize(220, 0);
ui->stackedMixerArea->setCurrentIndex(0);
}
}
2018-04-28 02:49:48 +00:00
void OBSBasic::ToggleVolControlLayout()
{
bool vertical = !config_get_bool(GetGlobalConfig(), "BasicWindow",
"VerticalVolControl");
config_set_bool(GetGlobalConfig(), "BasicWindow", "VerticalVolControl",
vertical);
ToggleMixerLayout(vertical);
2018-04-28 02:49:48 +00:00
// We need to store it so we can delete current and then add
// at the right order
vector<OBSSource> sources;
for (size_t i = 0; i != volumes.size(); i++)
sources.emplace_back(volumes[i]->GetSource());
ClearVolumeControls();
for (const auto &source : sources)
ActivateAudioSource(source);
}
void OBSBasic::ActivateAudioSource(OBSSource source)
{
if (SourceMixerHidden(source))
return;
if (!obs_source_active(source))
return;
if (!obs_source_audio_active(source))
return;
2018-04-28 02:49:48 +00:00
bool vertical = config_get_bool(GetGlobalConfig(), "BasicWindow",
"VerticalVolControl");
VolControl *vol = new VolControl(source, true, vertical);
2020-02-17 00:32:00 +00:00
vol->EnableSlider(!SourceVolumeLocked(source));
double meterDecayRate =
config_get_double(basicConfig, "Audio", "MeterDecayRate");
vol->SetMeterDecayRate(meterDecayRate);
uint32_t peakMeterTypeIdx =
config_get_uint(basicConfig, "Audio", "PeakMeterType");
enum obs_peak_meter_type peakMeterType;
switch (peakMeterTypeIdx) {
case 0:
peakMeterType = SAMPLE_PEAK_METER;
break;
case 1:
peakMeterType = TRUE_PEAK_METER;
break;
default:
peakMeterType = SAMPLE_PEAK_METER;
break;
}
vol->setPeakMeterType(peakMeterType);
vol->setContextMenuPolicy(Qt::CustomContextMenu);
connect(vol, &QWidget::customContextMenuRequested, this,
&OBSBasic::VolControlContextMenu);
connect(vol, &VolControl::ConfigClicked, this,
&OBSBasic::VolControlContextMenu);
InsertQObjectByName(volumes, vol);
for (auto volume : volumes) {
2018-04-28 02:49:48 +00:00
if (vertical)
ui->vVolControlLayout->addWidget(volume);
else
ui->hVolControlLayout->addWidget(volume);
}
}
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)
{
2018-06-02 16:45:01 +00:00
if (obs_source_get_type(source) == OBS_SOURCE_TYPE_SCENE &&
!obs_source_is_group(source)) {
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").arg(QT_UTF8(name));
QMessageBox remove_source(this);
remove_source.setText(text);
QPushButton *Yes =
remove_source.addButton(QTStr("Yes"), QMessageBox::YesRole);
remove_source.setDefaultButton(Yes);
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 */
void OBSBasic::TimedCheckForUpdates()
{
if (App()->IsUpdaterDisabled())
return;
2017-02-20 12:46:29 +00:00
if (!config_get_bool(App()->GlobalConfig(), "General",
"EnableAutoUpdates"))
return;
#if defined(ENABLE_SPARKLE_UPDATER)
2022-11-05 21:32:43 +00:00
CheckForUpdates(false);
#elif _WIN32
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
{
2022-11-05 21:32:43 +00:00
#if _WIN32
2014-07-14 06:56:28 +00:00
ui->actionCheckForUpdates->setEnabled(false);
2022-04-12 08:10:00 +00:00
ui->actionRepair->setEnabled(false);
2014-07-14 06:56:28 +00:00
2017-02-20 12:46:29 +00:00
if (updateCheckThread && updateCheckThread->isRunning())
return;
updateCheckThread.reset(new AutoUpdateThread(manualUpdate));
updateCheckThread->start();
2022-11-05 21:32:43 +00:00
#elif defined(ENABLE_SPARKLE_UPDATER)
ui->actionCheckForUpdates->setEnabled(false);
if (updateCheckThread && updateCheckThread->isRunning())
return;
MacUpdateThread *mut = new MacUpdateThread(manualUpdate);
connect(mut, &MacUpdateThread::Result, this,
&OBSBasic::MacBranchesFetched, Qt::QueuedConnection);
updateCheckThread.reset(mut);
updateCheckThread->start();
#else
2022-11-05 21:32:43 +00:00
UNUSED_PARAMETER(manualUpdate);
#endif
2022-11-05 21:32:43 +00:00
}
void OBSBasic::MacBranchesFetched(const QString &branch, bool manualUpdate)
{
#ifdef ENABLE_SPARKLE_UPDATER
static OBSSparkle *updater;
2022-11-05 21:32:43 +00:00
if (!updater) {
updater = new OBSSparkle(QT_TO_UTF8(branch),
ui->actionCheckForUpdates);
return;
}
updater->setBranch(QT_TO_UTF8(branch));
updater->checkForUpdates(manualUpdate);
#else
UNUSED_PARAMETER(branch);
UNUSED_PARAMETER(manualUpdate);
2022-11-05 21:32:43 +00:00
#endif
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);
2022-04-12 08:10:00 +00:00
ui->actionRepair->setEnabled(true);
2014-07-14 06:56:28 +00:00
}
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);
2021-11-26 09:25:39 +00:00
OBSSourceAutoRelease source = nullptr;
while ((source = obs_get_source_by_name(QT_TO_UTF8(placeHolderText)))) {
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::warning(this,
QTStr("NoNameEntered.Title"),
QTStr("NoNameEntered.Text"));
continue;
}
obs_source_t *source = obs_get_source_by_name(name.c_str());
if (source) {
OBSMessageBox::warning(this, QTStr("NameExists.Title"),
QTStr("NameExists.Text"));
obs_source_release(source);
continue;
}
2021-11-26 09:25:39 +00:00
OBSSceneAutoRelease scene = obs_scene_duplicate(
curScene, name.c_str(), OBS_SCENE_DUP_REFS);
source = obs_scene_get_source(scene);
SetCurrentScene(source, true);
auto undo = [](const std::string &data) {
2021-11-26 09:25:39 +00:00
OBSSourceAutoRelease source =
obs_get_source_by_name(data.c_str());
obs_source_remove(source);
};
auto redo = [this, name](const std::string &data) {
2021-11-26 09:25:39 +00:00
OBSSourceAutoRelease source =
obs_get_source_by_name(data.c_str());
obs_scene_t *scene = obs_scene_from_source(source);
scene = obs_scene_duplicate(scene, name.c_str(),
OBS_SCENE_DUP_REFS);
source = obs_scene_get_source(scene);
2021-11-26 09:25:39 +00:00
SetCurrentScene(source.Get(), true);
};
undo_s.add_action(
QTStr("Undo.Scene.Duplicate")
.arg(obs_source_get_name(source)),
undo, redo, obs_source_get_name(source),
obs_source_get_name(obs_scene_get_source(curScene)));
break;
}
}
static bool save_undo_source_enum(obs_scene_t * /* scene */,
obs_sceneitem_t *item, void *p)
{
obs_source_t *source = obs_sceneitem_get_source(item);
if (obs_obj_is_private(source) && !obs_source_removed(source))
return true;
obs_data_array_t *array = (obs_data_array_t *)p;
/* check if the source is already stored in the array */
const char *name = obs_source_get_name(source);
const size_t count = obs_data_array_count(array);
for (size_t i = 0; i < count; i++) {
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease sourceData = obs_data_array_item(array, i);
if (strcmp(name, obs_data_get_string(sourceData, "name")) == 0)
return true;
}
if (obs_source_is_group(source))
obs_scene_enum_items(obs_group_from_source(source),
save_undo_source_enum, p);
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease source_data = obs_save_source(source);
obs_data_array_push_back(array, source_data);
return true;
}
static inline void RemoveSceneAndReleaseNested(obs_source_t *source)
{
obs_source_remove(source);
auto cb = [](void *, obs_source_t *source) {
if (strcmp(obs_source_get_id(source), "scene") == 0)
obs_scene_prune_sources(obs_scene_from_source(source));
return true;
};
obs_enum_scenes(cb, NULL);
}
void OBSBasic::RemoveSelectedScene()
{
OBSScene scene = GetCurrentScene();
obs_source_t *source = obs_scene_get_source(scene);
if (!source || !QueryRemoveSource(source)) {
return;
}
/* ------------------------------ */
/* save all sources in scene */
2021-11-26 09:25:39 +00:00
OBSDataArrayAutoRelease sources_in_deleted_scene =
obs_data_array_create();
obs_scene_enum_items(scene, save_undo_source_enum,
sources_in_deleted_scene);
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease scene_data = obs_save_source(source);
obs_data_array_push_back(sources_in_deleted_scene, scene_data);
/* ----------------------------------------------- */
/* save all scenes and groups the scene is used in */
2021-11-26 09:25:39 +00:00
OBSDataArrayAutoRelease scene_used_in_other_scenes =
obs_data_array_create();
struct other_scenes_cb_data {
obs_source_t *oldScene;
obs_data_array_t *scene_used_in_other_scenes;
} other_scenes_cb_data;
other_scenes_cb_data.oldScene = source;
other_scenes_cb_data.scene_used_in_other_scenes =
scene_used_in_other_scenes;
auto other_scenes_cb = [](void *data_ptr, obs_source_t *scene) {
struct other_scenes_cb_data *data =
(struct other_scenes_cb_data *)data_ptr;
if (strcmp(obs_source_get_name(scene),
obs_source_get_name(data->oldScene)) == 0)
return true;
obs_sceneitem_t *item = obs_scene_find_source(
obs_group_or_scene_from_source(scene),
obs_source_get_name(data->oldScene));
if (item) {
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease scene_data =
obs_save_source(obs_scene_get_source(
obs_sceneitem_get_scene(item)));
obs_data_array_push_back(
data->scene_used_in_other_scenes, scene_data);
}
return true;
};
obs_enum_scenes(other_scenes_cb, &other_scenes_cb_data);
/* --------------------------- */
/* undo/redo */
auto undo = [this](const std::string &json) {
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease base =
obs_data_create_from_json(json.c_str());
OBSDataArrayAutoRelease sources_in_deleted_scene =
obs_data_get_array(base, "sources_in_deleted_scene");
2021-11-26 09:25:39 +00:00
OBSDataArrayAutoRelease scene_used_in_other_scenes =
obs_data_get_array(base, "scene_used_in_other_scenes");
int savedIndex = (int)obs_data_get_int(base, "index");
2021-11-26 09:25:39 +00:00
std::vector<OBSSource> sources;
/* create missing sources */
size_t count = obs_data_array_count(sources_in_deleted_scene);
sources.reserve(count);
for (size_t i = 0; i < count; i++) {
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease data = obs_data_array_item(
sources_in_deleted_scene, i);
const char *name = obs_data_get_string(data, "name");
2021-11-26 09:25:39 +00:00
OBSSourceAutoRelease source =
obs_get_source_by_name(name);
if (!source) {
source = obs_load_source(data);
2021-11-26 09:25:39 +00:00
sources.push_back(source.Get());
}
}
/* actually load sources now */
for (obs_source_t *source : sources)
obs_source_load2(source);
/* Add scene to scenes and groups it was nested in */
for (size_t i = 0;
i < obs_data_array_count(scene_used_in_other_scenes);
i++) {
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease data = obs_data_array_item(
scene_used_in_other_scenes, i);
const char *name = obs_data_get_string(data, "name");
2021-11-26 09:25:39 +00:00
OBSSourceAutoRelease source =
obs_get_source_by_name(name);
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease settings =
obs_data_get_obj(data, "settings");
2021-11-26 09:25:39 +00:00
OBSDataArrayAutoRelease items =
obs_data_get_array(settings, "items");
/* Clear scene, but keep a reference to all sources in the scene to make sure they don't get destroyed */
2021-11-26 09:25:39 +00:00
std::vector<OBSSource> existing_sources;
auto cb = [](obs_scene_t *, obs_sceneitem_t *item,
void *data) {
std::vector<OBSSource> *existing =
(std::vector<OBSSource> *)data;
2021-11-26 09:25:39 +00:00
OBSSource source =
obs_sceneitem_get_source(item);
obs_sceneitem_remove(item);
existing->push_back(source);
return true;
};
obs_scene_enum_items(
obs_group_or_scene_from_source(source), cb,
(void *)&existing_sources);
/* Re-add sources to the scene */
obs_sceneitems_add(
obs_group_or_scene_from_source(source), items);
}
obs_source_t *scene_source = sources.back();
OBSScene scene = obs_scene_from_source(scene_source);
SetCurrentScene(scene, true);
/* set original index in list box */
ui->scenes->blockSignals(true);
int curIndex = ui->scenes->currentRow();
QListWidgetItem *item = ui->scenes->takeItem(curIndex);
ui->scenes->insertItem(savedIndex, item);
ui->scenes->setCurrentRow(savedIndex);
currentScene = scene.Get();
ui->scenes->blockSignals(false);
};
auto redo = [](const std::string &name) {
2021-11-26 09:25:39 +00:00
OBSSourceAutoRelease source =
obs_get_source_by_name(name.c_str());
RemoveSceneAndReleaseNested(source);
};
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease data = obs_data_create();
obs_data_set_array(data, "sources_in_deleted_scene",
sources_in_deleted_scene);
obs_data_set_array(data, "scene_used_in_other_scenes",
scene_used_in_other_scenes);
obs_data_set_int(data, "index", ui->scenes->currentRow());
const char *scene_name = obs_source_get_name(source);
undo_s.add_action(QTStr("Undo.Delete").arg(scene_name), undo, redo,
obs_data_get_json(data), scene_name);
/* --------------------------- */
/* remove */
RemoveSceneAndReleaseNested(source);
if (api)
api->on_event(OBS_FRONTEND_EVENT_SCENE_LIST_CHANGED);
}
void OBSBasic::ReorderSources(OBSScene scene)
{
if (scene != GetCurrentScene() || ui->sources->IgnoreReorder())
return;
2018-06-02 16:45:01 +00:00
ui->sources->ReorderItems();
2015-06-30 12:49:31 +00:00
SaveProject();
}
void OBSBasic::RefreshSources(OBSScene scene)
{
if (scene != GetCurrentScene() || ui->sources->IgnoreReorder())
return;
ui->sources->RefreshItems();
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::SceneRefreshed(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, "RefreshSources",
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::SourceCreated(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),
"AddScene", WaitConnection(),
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::SourceAudioActivated(void *data, calldata_t *params)
{
obs_source_t *source = (obs_source_t *)calldata_ptr(params, "source");
if (obs_source_active(source))
QMetaObject::invokeMethod(static_cast<OBSBasic *>(data),
"ActivateAudioSource",
Q_ARG(OBSSource, OBSSource(source)));
}
void OBSBasic::SourceAudioDeactivated(void *data, calldata_t *params)
{
obs_source_t *source = (obs_source_t *)calldata_ptr(params, "source");
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
{
obs_source_t *source = (obs_source_t *)calldata_ptr(params, "source");
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(OBSSource, source),
2014-06-30 07:06:01 +00:00
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_DEBUG_MARKER_BEGIN(GS_DEBUG_COLOR_DEFAULT, "DrawBackdrop");
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);
GS_DEBUG_MARKER_END();
}
void OBSBasic::RenderMain(void *data, uint32_t, uint32_t)
{
GS_DEBUG_MARKER_BEGIN(GS_DEBUG_COLOR_DEFAULT, "RenderMain");
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();
obs_display_t *display = window->ui->preview->GetDisplay();
uint32_t width, height;
obs_display_size(display, &width, &height);
float right = float(width) - window->previewX;
float bottom = float(height) - window->previewY;
gs_ortho(-window->previewX, right, -window->previewY, bottom, -100.0f,
100.0f);
window->ui->preview->DrawOverflow();
/* --------------------------------------- */
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, window->previewCX,
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->previewCY);
if (window->IsPreviewProgramMode()) {
window->DrawBackdrop(float(ovi.base_width),
float(ovi.base_height));
OBSScene scene = window->GetCurrentScene();
obs_source_t *source = obs_scene_get_source(scene);
if (source)
obs_source_video_render(source);
} else {
obs_render_main_texture_src_color_only();
}
gs_load_vertexbuffer(nullptr);
/* --------------------------------------- */
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
uint32_t targetCX = window->previewCX;
uint32_t targetCY = window->previewCY;
if (window->drawSafeAreas) {
RenderSafeAreas(window->actionSafeMargin, targetCX, targetCY);
RenderSafeAreas(window->graphicsSafeMargin, targetCX, targetCY);
RenderSafeAreas(window->fourByThreeSafeMargin, targetCX,
targetCY);
RenderSafeAreas(window->leftLine, targetCX, targetCY);
RenderSafeAreas(window->topLine, targetCX, targetCY);
RenderSafeAreas(window->rightLine, targetCX, targetCY);
}
window->ui->preview->DrawSceneEditing();
if (window->drawSpacingHelpers)
window->ui->preview->DrawSpacingHelpers();
/* --------------------------------------- */
gs_projection_pop();
gs_viewport_pop();
GS_DEBUG_MARKER_END();
}
/* 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
{
2021-11-26 09:25:39 +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;
2021-11-26 09:25:39 +00:00
}
obs-studio UI: Implement stream settings UI - Updated the services API so that it links up with an output and the output gets data from that service rather than via settings. This allows the service context to have control over how an output is used, and makes it so that the URL/key/etc isn't necessarily some static setting. Also, if the service is attached to an output, it will stick around until the output is destroyed. - The settings interface has been updated so that it can allow the usage of service plugins. What this means is that now you can create a service plugin that can control aspects of the stream, and it allows each service to create their own user interface if they create a service plugin module. - Testing out saving of current service information. Saves/loads from JSON in to obs_data_t, seems to be working quite nicely, and the service object information is saved/preserved on exit, and loaded again on startup. - I agonized over the settings user interface for days, and eventually I just decided that the only way that users weren't going to be fumbling over options was to split up the settings in to simple/basic output, pre-configured, and then advanced for advanced use (such as multiple outputs or services, which I'll implement later). This was particularly painful to really design right, I wanted more features and wanted to include everything in one interface but ultimately just realized from experience that users are just not technically knowledgable about it and will end up fumbling with the settings rather than getting things done. Basically, what this means is that casual users only have to enter in about 3 things to configure their stream: Stream key, audio bitrate, and video bitrate. I am really happy with this interface for those types of users, but it definitely won't be sufficient for advanced usage or for custom outputs, so that stuff will have to be separated. - Improved the JSON usage for the 'common streaming services' context, I realized that JSON arrays are there to ensure sorting, while forgetting that general items are optimized for hashing. So basically I'm just using arrays now to sort items in it.
2014-04-24 08:49:07 +00:00
}
int OBSBasic::GetTransitionDuration()
{
return ui->transitionDuration->value();
}
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 if (astrcmpi(scaleTypeStr, "area") == 0)
return OBS_SCALE_AREA;
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;
else if (astrcmpi(name, "I010") == 0)
return VIDEO_FORMAT_I010;
else if (astrcmpi(name, "P010") == 0)
return VIDEO_FORMAT_P010;
else if (astrcmpi(name, "P216") == 0)
return VIDEO_FORMAT_P216;
else if (astrcmpi(name, "P416") == 0)
return VIDEO_FORMAT_P416;
#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_BGRA;
}
static inline enum video_colorspace GetVideoColorSpaceFromName(const char *name)
{
enum video_colorspace colorspace = VIDEO_CS_SRGB;
if (strcmp(name, "601") == 0)
colorspace = VIDEO_CS_601;
else if (strcmp(name, "709") == 0)
colorspace = VIDEO_CS_709;
else if (strcmp(name, "2100PQ") == 0)
colorspace = VIDEO_CS_2100_PQ;
else if (strcmp(name, "2100HLG") == 0)
colorspace = VIDEO_CS_2100_HLG;
return colorspace;
}
void OBSBasic::ResetUI()
{
bool studioPortraitLayout = config_get_bool(
GetGlobalConfig(), "BasicWindow", "StudioPortraitLayout");
if (studioPortraitLayout)
ui->previewLayout->setDirection(QBoxLayout::BottomToTop);
else
ui->previewLayout->setDirection(QBoxLayout::LeftToRight);
UpdatePreviewProgramIndicators();
}
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 = GetVideoColorSpaceFromName(colorSpace);
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 < 8 || ovi.base_height < 8) {
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 < 8 || ovi.output_height < 8) {
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) {
const float sdr_white_level = (float)config_get_uint(
basicConfig, "Video", "SdrWhiteLevel");
const float hdr_nominal_peak_level = (float)config_get_uint(
basicConfig, "Video", "HdrNominalPeakLevel");
obs_set_video_levels(sdr_white_level, hdr_nominal_peak_level);
OBSBasicStats::InitializeValues();
OBSProjector::UpdateMultiviewProjectors();
}
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_info2 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 if (strcmp(channelSetupStr, "2.1") == 0)
ai.speakers = SPEAKERS_2POINT1;
else if (strcmp(channelSetupStr, "4.0") == 0)
ai.speakers = SPEAKERS_4POINT0;
else if (strcmp(channelSetupStr, "4.1") == 0)
ai.speakers = SPEAKERS_4POINT1;
else if (strcmp(channelSetupStr, "5.1") == 0)
ai.speakers = SPEAKERS_5POINT1;
else if (strcmp(channelSetupStr, "7.1") == 0)
ai.speakers = SPEAKERS_7POINT1;
else
ai.speakers = SPEAKERS_STEREO;
bool lowLatencyAudioBuffering = config_get_bool(
GetGlobalConfig(), "Audio", "LowLatencyAudioBuffering");
if (lowLatencyAudioBuffering) {
ai.max_buffering_ms = 20;
ai.fixed_buffering = true;
}
return obs_reset_audio2(&ai);
}
extern char *get_new_source_name(const char *name, const char *format);
void OBSBasic::ResetAudioDevice(const char *sourceId, const char *deviceId,
const char *deviceDesc, int channel)
{
bool disable = deviceId && strcmp(deviceId, "disabled") == 0;
2021-11-26 09:25:39 +00:00
OBSSourceAutoRelease source;
OBSDataAutoRelease 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);
}
}
} else if (!disable) {
BPtr<char> name = get_new_source_name(deviceDesc, "%s (%d)");
settings = obs_data_create();
obs_data_set_string(settings, "device_id", deviceId);
source = obs_source_create(sourceId, name, settings, nullptr);
obs_set_output_source(channel, 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) {
ui->preview->ClampScrollingOffsets();
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();
}
}
if (!stats.isNull())
stats->close(); //call close to save Stats geometry
if (!remux.isNull())
remux->close();
}
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::ClearProjectors()
{
for (size_t i = 0; i < projectors.size(); i++) {
if (projectors[i])
delete projectors[i];
}
projectors.clear();
}
void OBSBasic::ClearSceneData()
{
2015-06-30 12:49:31 +00:00
disableSaving++;
setCursor(Qt::WaitCursor);
CloseDialogs();
ClearVolumeControls();
ClearListItems(ui->scenes);
2018-06-02 16:45:01 +00:00
ui->sources->Clear();
ClearQuickTransitions();
ui->transitions->clear();
ClearProjectors();
for (int i = 0; i < MAX_CHANNELS; i++)
obs_set_output_source(i, nullptr);
/* Reset VCam to default to clear its private scene and any references
* it holds. It will be reconfigured during loading. */
if (vcamEnabled) {
vcamConfig.type = VCamOutputType::ProgramView;
outputHandler->UpdateVirtualCamOutputSource();
}
2023-03-13 02:09:52 +00:00
safeModeModuleData = nullptr;
lastScene = nullptr;
swapScene = nullptr;
programScene = nullptr;
prevFTBSource = nullptr;
clipboard.clear();
copyFiltersSource = nullptr;
copyFilter = nullptr;
auto cb = [](void *, obs_source_t *source) {
obs_source_remove(source);
return true;
};
obs_enum_scenes(cb, nullptr);
obs_enum_sources(cb, nullptr);
if (api)
api->on_event(OBS_FRONTEND_EVENT_SCENE_COLLECTION_CLEANUP);
undo_s.clear();
/* using QEvent::DeferredDelete explicitly is the only way to ensure
* that deleteLater events are processed at this point */
QApplication::sendPostedEvents(nullptr, QEvent::DeferredDelete);
do {
QApplication::sendPostedEvents(nullptr);
} while (obs_wait_for_destroy_queue());
/* Pump Qt events one final time to give remaining signals time to be
* processed (since this happens after the destroy thread finishes and
* the audio/video threads have processed their tasks). */
QApplication::sendPostedEvents(nullptr);
unsetCursor();
/* If scene data wasn't actually cleared, e.g. faulty plugin holding a
* reference, they will still be in the hash table, enumerate them and
* store the names for logging purposes. */
auto cb2 = [](void *param, obs_source_t *source) {
auto orphans = static_cast<vector<string> *>(param);
orphans->push_back(obs_source_get_name(source));
return true;
};
vector<string> orphan_sources;
obs_enum_sources(cb2, &orphan_sources);
if (!orphan_sources.empty()) {
/* Avoid logging list twice in case it gets called after
* setting the flag the first time. */
if (!clearingFailed) {
/* This ugly mess exists to join a vector of strings
* with a user-defined delimiter. */
string orphan_names = std::accumulate(
orphan_sources.begin(), orphan_sources.end(),
string(""), [](string a, string b) {
return std::move(a) + "\n- " + b;
});
blog(LOG_ERROR,
"Not all sources were cleared when clearing scene data:\n%s\n",
orphan_names.c_str());
}
/* We do not decrement disableSaving here to avoid OBS
* overwriting user data with garbage. */
clearingFailed = true;
} else {
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
{
/* Do not close window if inside of a temporary event loop because we
* could be inside of an Auth::LoadUI call. Keep trying once per
* second until we've exit any known sub-loops. */
if (os_atomic_load_long(&insideEventLoop) != 0) {
QTimer::singleShot(1000, this, SLOT(close()));
event->ignore();
return;
}
#ifdef YOUTUBE_ENABLED
2021-06-27 22:30:00 +00:00
/* Also don't close the window if the youtube stream check is active */
if (youtubeStreamCheckThread) {
QTimer::singleShot(1000, this, SLOT(close()));
event->ignore();
return;
}
#endif
if (isVisible())
config_set_string(App()->GlobalConfig(), "BasicWindow",
"geometry",
saveGeometry().toBase64().constData());
bool confirmOnExit =
config_get_bool(GetGlobalConfig(), "General", "ConfirmOnExit");
if (confirmOnExit && outputHandler && outputHandler->Active() &&
!clearingFailed) {
SetShowing(true);
QMessageBox::StandardButton button = OBSMessageBox::question(
this, QTStr("ConfirmExit.Title"),
QTStr("ConfirmExit.Text"));
if (button == QMessageBox::No) {
event->ignore();
restart = false;
return;
}
}
if (remux && !remux->close()) {
event->ignore();
restart = false;
return;
}
QWidget::closeEvent(event);
if (!event->isAccepted())
return;
blog(LOG_INFO, SHUTDOWN_SEPARATOR);
closing = true;
if (outputHandler->VirtualCamActive())
outputHandler->StopVirtualCam();
if (introCheckThread)
introCheckThread->wait();
if (whatsNewInitThread)
whatsNewInitThread->wait();
if (updateCheckThread)
updateCheckThread->wait();
if (logUploadThread)
logUploadThread->wait();
if (devicePropertiesThread && devicePropertiesThread->isRunning()) {
devicePropertiesThread->wait();
devicePropertiesThread.reset();
}
QApplication::sendPostedEvents(nullptr);
2015-06-27 07:29:17 +00:00
signalHandlers.clear();
Auth::Save();
SaveProjectNow();
auth.reset();
delete extraBrowsers;
ui->preview->DestroyDisplay();
if (program)
program->DestroyDisplay();
config_set_string(App()->GlobalConfig(), "BasicWindow", "DockState",
saveState().toBase64().constData());
#ifdef BROWSER_AVAILABLE
if (cef)
SaveExtraBrowserDocks();
ClearExtraBrowserDocks();
#endif
if (api)
api->on_event(OBS_FRONTEND_EVENT_SCRIPTING_SHUTDOWN);
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();
if (api)
api->on_event(OBS_FRONTEND_EVENT_EXIT);
// Destroys the frontend API so plugins can't continue calling it
obs_frontend_set_callbacks_internal(nullptr);
api = nullptr;
QMetaObject::invokeMethod(App(), "quit", Qt::QueuedConnection);
}
bool OBSBasic::nativeEvent(const QByteArray &, void *message, qintptr *)
{
#ifdef _WIN32
const MSG &msg = *static_cast<MSG *>(message);
switch (msg.message) {
case WM_MOVE:
for (OBSQTDisplay *const display :
findChildren<OBSQTDisplay *>()) {
display->OnMove();
}
break;
case WM_DISPLAYCHANGE:
for (OBSQTDisplay *const display :
findChildren<OBSQTDisplay *>()) {
display->OnDisplayChange();
}
}
#else
UNUSED_PARAMETER(message);
#endif
return 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::changeEvent(QEvent *event)
{
if (event->type() == QEvent::WindowStateChange) {
QWindowStateChangeEvent *stateEvent =
(QWindowStateChangeEvent *)event;
if (isMinimized()) {
if (trayIcon && trayIcon->isVisible() &&
sysTrayMinimizeToTray()) {
ToggleShowHide();
return;
}
if (previewEnabled)
EnablePreviewDisplay(false);
} else if (stateEvent->oldState() & Qt::WindowMinimized &&
isVisible()) {
if (previewEnabled)
EnablePreviewDisplay(true);
}
}
}
void OBSBasic::on_actionShow_Recordings_triggered()
{
const char *mode = config_get_string(basicConfig, "Output", "Mode");
const char *type = config_get_string(basicConfig, "AdvOut", "RecType");
const char *adv_path =
strcmp(type, "Standard")
? config_get_string(basicConfig, "AdvOut", "FFFilePath")
: config_get_string(basicConfig, "AdvOut",
"RecFilePath");
const char *path = strcmp(mode, "Advanced")
? config_get_string(basicConfig,
"SimpleOutput",
"FilePath")
: adv_path;
QDesktopServices::openUrl(QUrl::fromLocalFile(path));
}
void OBSBasic::on_actionRemux_triggered()
{
if (!remux.isNull()) {
remux->show();
remux->raise();
return;
}
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 *remuxDlg;
remuxDlg = new OBSRemux(path, this);
remuxDlg->show();
remux = remuxDlg;
}
void OBSBasic::on_action_Settings_triggered()
{
static bool settings_already_executing = false;
/* Do not load settings window if inside of a temporary event loop
* because we could be inside of an Auth::LoadUI call. Keep trying
* once per second until we've exit any known sub-loops. */
if (os_atomic_load_long(&insideEventLoop) != 0) {
QTimer::singleShot(1000, this,
SLOT(on_action_Settings_triggered()));
return;
}
if (settings_already_executing) {
return;
}
settings_already_executing = true;
{
OBSBasicSettings settings(this);
settings.exec();
}
settings_already_executing = false;
if (restart) {
QMessageBox::StandardButton button = OBSMessageBox::question(
this, QTStr("Restart"), QTStr("NeedsRestart"));
if (button == QMessageBox::Yes)
close();
else
restart = false;
}
}
void OBSBasic::on_actionShowMacPermissions_triggered()
{
#ifdef __APPLE__
OBSPermissions check(this, CheckPermission(kScreenCapture),
CheckPermission(kVideoDeviceAccess),
CheckPermission(kAudioDeviceAccess),
CheckPermission(kAccessibility));
check.exec();
#endif
}
void OBSBasic::ShowMissingFilesDialog(obs_missing_files_t *files)
{
if (obs_missing_files_count(files) > 0) {
/* When loading the missing files dialog on launch, the
* window hasn't fully initialized by this point on macOS,
* so put this at the end of the current task queue. Fixes
* a bug where the window is behind OBS on startup. */
QTimer::singleShot(0, [this, files] {
missDialog = new OBSMissingFiles(files, this);
missDialog->setAttribute(Qt::WA_DeleteOnClose, true);
missDialog->show();
missDialog->raise();
});
} else {
obs_missing_files_destroy(files);
/* Only raise dialog if triggered manually */
if (!disableSaving)
OBSMessageBox::information(
this, QTStr("MissingFiles.NoMissing.Title"),
QTStr("MissingFiles.NoMissing.Text"));
}
}
void OBSBasic::on_actionShowMissingFiles_triggered()
{
obs_missing_files_t *files = obs_missing_files_create();
auto cb_sources = [](void *data, obs_source_t *source) {
AddMissingFiles(data, source);
return true;
};
obs_enum_all_sources(cb_sources, files);
ShowMissingFilesDialog(files);
}
void OBSBasic::on_actionAdvAudioProperties_triggered()
{
if (advAudioWindow != nullptr) {
advAudioWindow->raise();
return;
}
bool iconsVisible = config_get_bool(App()->GlobalConfig(),
"BasicWindow", "ShowSourceIcons");
advAudioWindow = new OBSBasicAdvAudio(this);
advAudioWindow->show();
advAudioWindow->setAttribute(Qt::WA_DeleteOnClose, true);
advAudioWindow->SetIconsVisible(iconsVisible);
}
void OBSBasic::on_actionMixerToolbarAdvAudio_triggered()
{
on_actionAdvAudioProperties_triggered();
}
void OBSBasic::on_actionMixerToolbarMenu_triggered()
{
QAction unhideAllAction(QTStr("UnhideAll"), this);
connect(&unhideAllAction, &QAction::triggered, this,
&OBSBasic::UnhideAllAudioControls, Qt::DirectConnection);
QAction toggleControlLayoutAction(QTStr("VerticalLayout"), this);
toggleControlLayoutAction.setCheckable(true);
toggleControlLayoutAction.setChecked(config_get_bool(
GetGlobalConfig(), "BasicWindow", "VerticalVolControl"));
connect(&toggleControlLayoutAction, &QAction::changed, this,
&OBSBasic::ToggleVolControlLayout, Qt::DirectConnection);
QMenu popup;
popup.addAction(&unhideAllAction);
popup.addSeparator();
popup.addAction(&toggleControlLayoutAction);
popup.exec(QCursor::pos());
}
void OBSBasic::on_scenes_currentItemChanged(QListWidgetItem *current,
QListWidgetItem *)
{
OBSSource source;
if (current) {
OBSScene scene = GetOBSRef<OBSScene>(current);
source = obs_scene_get_source(scene);
currentScene = scene;
} else {
currentScene = NULL;
}
SetCurrentScene(source);
if (vcamEnabled && vcamConfig.type == VCamOutputType::PreviewOutput)
outputHandler->UpdateVirtualCamOutputSource();
if (api)
api->on_event(OBS_FRONTEND_EVENT_PREVIEW_SCENE_CHANGED);
UpdateContextBar();
}
void OBSBasic::EditSceneName()
{
ui->scenesDock->removeAction(renameScene);
QListWidgetItem *item = ui->scenes->currentItem();
Qt::ItemFlags flags = item->flags();
item->setFlags(flags | Qt::ItemIsEditable);
ui->scenes->editItem(item);
item->setFlags(flags);
}
void OBSBasic::AddProjectorMenuMonitors(QMenu *parent, QObject *target,
const char *slot)
{
QAction *action;
QList<QScreen *> screens = QGuiApplication::screens();
for (int i = 0; i < screens.size(); i++) {
2019-02-24 00:00:57 +00:00
QScreen *screen = screens[i];
QRect screenGeometry = screen->geometry();
qreal ratio = screen->devicePixelRatio();
2019-02-24 00:00:57 +00:00
QString name = "";
#if defined(_WIN32) && QT_VERSION < QT_VERSION_CHECK(6, 4, 0)
QTextStream fullname(&name);
fullname << GetMonitorName(screen->name());
fullname << " (";
fullname << (i + 1);
fullname << ")";
#elif defined(__APPLE__) || defined(_WIN32)
2019-02-24 00:00:57 +00:00
name = screen->name();
#else
2019-02-24 00:00:57 +00:00
name = screen->model().simplified();
if (name.length() > 1 && name.endsWith("-"))
name.chop(1);
#endif
name = name.simplified();
if (name.length() == 0) {
name = QString("%1 %2")
.arg(QTStr("Display"))
.arg(QString::number(i + 1));
}
QString str =
2019-02-24 00:00:57 +00:00
QString("%1: %2x%3 @ %4,%5")
.arg(name,
QString::number(screenGeometry.width() *
ratio),
QString::number(screenGeometry.height() *
ratio),
2018-03-15 00:39:14 +00:00
QString::number(screenGeometry.x()),
QString::number(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);
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) {
QAction *copyFilters = new QAction(QTStr("Copy.Filters"), this);
copyFilters->setEnabled(false);
connect(copyFilters, SIGNAL(triggered()), this,
SLOT(SceneCopyFilters()));
QAction *pasteFilters =
new QAction(QTStr("Paste.Filters"), this);
pasteFilters->setEnabled(
!obs_weak_source_expired(copyFiltersSource));
connect(pasteFilters, SIGNAL(triggered()), this,
SLOT(ScenePasteFilters()));
popup.addSeparator();
popup.addAction(QTStr("Duplicate"), this,
SLOT(DuplicateSelectedScene()));
popup.addAction(copyFilters);
popup.addAction(pasteFilters);
popup.addSeparator();
popup.addAction(renameScene);
popup.addAction(ui->actionRemoveScene);
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();
delete sceneProjectorMenu;
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.addAction(QTStr("Screenshot.Scene"), this,
SLOT(ScreenshotScene()));
popup.addSeparator();
2015-03-18 22:09:44 +00:00
popup.addAction(QTStr("Filters"), this,
SLOT(OpenSceneFilters()));
popup.addSeparator();
delete perSceneTransitionMenu;
perSceneTransitionMenu = CreatePerSceneTransitionMenu();
popup.addMenu(perSceneTransitionMenu);
/* ---------------------- */
QAction *multiviewAction =
popup.addAction(QTStr("ShowInMultiview"));
OBSSource source = GetCurrentSceneSource();
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease data =
obs_source_get_private_settings(source);
obs_data_set_default_bool(data, "show_in_multiview", true);
bool show = obs_data_get_bool(data, "show_in_multiview");
multiviewAction->setCheckable(true);
multiviewAction->setChecked(show);
auto showInMultiview = [](OBSData data) {
bool show =
obs_data_get_bool(data, "show_in_multiview");
obs_data_set_bool(data, "show_in_multiview", !show);
OBSProjector::UpdateMultiviewProjectors();
};
connect(multiviewAction, &QAction::triggered,
2021-11-26 09:25:39 +00:00
std::bind(showInMultiview, data.Get()));
copyFilters->setEnabled(obs_source_filter_count(source) > 0);
}
2014-06-30 23:03:12 +00:00
popup.addSeparator();
bool grid = ui->scenes->GetGridMode();
QAction *gridAction = new QAction(grid ? QTStr("Basic.Main.ListMode")
: QTStr("Basic.Main.GridMode"),
this);
connect(gridAction, SIGNAL(triggered()), this,
SLOT(GridActionClicked()));
popup.addAction(gridAction);
2014-06-30 23:03:12 +00:00
popup.exec(QCursor::pos());
}
void OBSBasic::on_actionSceneListMode_triggered()
{
ui->scenes->SetGridMode(false);
}
void OBSBasic::on_actionSceneGridMode_triggered()
{
ui->scenes->SetGridMode(true);
}
void OBSBasic::GridActionClicked()
{
bool gridMode = !ui->scenes->GetGridMode();
ui->scenes->SetGridMode(gridMode);
if (gridMode)
ui->actionSceneGridMode->setChecked(true);
else
ui->actionSceneListMode->setChecked(true);
config_set_bool(App()->GlobalConfig(), "BasicWindow", "gridMode",
gridMode);
}
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);
2021-11-26 09:25:39 +00:00
OBSSourceAutoRelease source = nullptr;
2014-05-14 20:20:08 +00:00
while ((source = obs_get_source_by_name(QT_TO_UTF8(placeHolderText)))) {
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::warning(this,
QTStr("NoNameEntered.Title"),
QTStr("NoNameEntered.Text"));
on_actionAddScene_triggered();
return;
}
2021-11-26 09:25:39 +00:00
OBSSourceAutoRelease source =
obs_get_source_by_name(name.c_str());
if (source) {
OBSMessageBox::warning(this, QTStr("NameExists.Title"),
QTStr("NameExists.Text"));
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;
}
auto undo_fn = [](const std::string &data) {
obs_source_t *t = obs_get_source_by_name(data.c_str());
if (t) {
obs_source_remove(t);
obs_source_release(t);
}
};
auto redo_fn = [this](const std::string &data) {
2021-11-26 09:25:39 +00:00
OBSSceneAutoRelease scene =
obs_scene_create(data.c_str());
obs_source_t *source = obs_scene_get_source(scene);
SetCurrentScene(source, true);
};
undo_s.add_action(QTStr("Undo.Add").arg(QString(name.c_str())),
undo_fn, redo_fn, name, name);
2021-11-26 09:25:39 +00:00
OBSSceneAutoRelease scene = obs_scene_create(name.c_str());
obs_source_t *scene_source = obs_scene_get_source(scene);
SetCurrentScene(scene_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_actionRemoveScene_triggered()
{
RemoveSelectedScene();
}
void OBSBasic::ChangeSceneIndex(bool relative, int offset, int invalidIdx)
{
int idx = ui->scenes->currentRow();
if (idx == -1 || idx == invalidIdx)
return;
ui->scenes->blockSignals(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);
currentScene = GetOBSRef<OBSScene>(item).Get();
ui->scenes->blockSignals(false);
OBSProjector::UpdateMultiviewProjectors();
}
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::EditSceneItemName()
{
2018-06-02 16:45:01 +00:00
int idx = GetTopSelectedSourceItem();
ui->sources->Edit(idx);
}
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(QMenu *menu, obs_source_t *source)
{
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(QMenu *menu, obs_sceneitem_t *item)
{
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);
ADD_MODE("ScaleFiltering.Area", OBS_SCALE_AREA);
#undef ADD_MODE
return menu;
}
void OBSBasic::SetBlendingMethod()
{
QAction *action = reinterpret_cast<QAction *>(sender());
obs_blending_method method =
(obs_blending_method)action->property("method").toInt();
OBSSceneItem sceneItem = GetCurrentSceneItem();
obs_sceneitem_set_blending_method(sceneItem, method);
}
QMenu *OBSBasic::AddBlendingMethodMenu(QMenu *menu, obs_sceneitem_t *item)
{
obs_blending_method blendingMethod =
obs_sceneitem_get_blending_method(item);
QAction *action;
#define ADD_MODE(name, method) \
action = menu->addAction(QTStr("" name), this, \
SLOT(SetBlendingMethod())); \
action->setProperty("method", (int)method); \
action->setCheckable(true); \
action->setChecked(blendingMethod == method);
ADD_MODE("BlendingMethod.Default", OBS_BLEND_METHOD_DEFAULT);
ADD_MODE("BlendingMethod.SrgbOff", OBS_BLEND_METHOD_SRGB_OFF);
#undef ADD_MODE
return menu;
}
void OBSBasic::SetBlendingMode()
{
QAction *action = reinterpret_cast<QAction *>(sender());
obs_blending_type mode =
(obs_blending_type)action->property("mode").toInt();
OBSSceneItem sceneItem = GetCurrentSceneItem();
obs_sceneitem_set_blending_mode(sceneItem, mode);
}
QMenu *OBSBasic::AddBlendingModeMenu(QMenu *menu, obs_sceneitem_t *item)
{
obs_blending_type blendingMode = obs_sceneitem_get_blending_mode(item);
QAction *action;
#define ADD_MODE(name, mode) \
action = menu->addAction(QTStr("" name), this, \
SLOT(SetBlendingMode())); \
action->setProperty("mode", (int)mode); \
action->setCheckable(true); \
action->setChecked(blendingMode == mode);
ADD_MODE("BlendingMode.Normal", OBS_BLEND_NORMAL);
ADD_MODE("BlendingMode.Additive", OBS_BLEND_ADDITIVE);
ADD_MODE("BlendingMode.Subtract", OBS_BLEND_SUBTRACT);
ADD_MODE("BlendingMode.Screen", OBS_BLEND_SCREEN);
ADD_MODE("BlendingMode.Multiply", OBS_BLEND_MULTIPLY);
ADD_MODE("BlendingMode.Lighten", OBS_BLEND_LIGHTEN);
ADD_MODE("BlendingMode.Darken", OBS_BLEND_DARKEN);
#undef ADD_MODE
return menu;
}
QMenu *OBSBasic::AddBackgroundColorMenu(QMenu *menu,
QWidgetAction *widgetAction,
ColorSelect *select,
obs_sceneitem_t *item)
{
QAction *action;
menu->setStyleSheet(QString(
"*[bgColor=\"1\"]{background-color:rgba(255,68,68,33%);}"
"*[bgColor=\"2\"]{background-color:rgba(255,255,68,33%);}"
"*[bgColor=\"3\"]{background-color:rgba(68,255,68,33%);}"
"*[bgColor=\"4\"]{background-color:rgba(68,255,255,33%);}"
"*[bgColor=\"5\"]{background-color:rgba(68,68,255,33%);}"
"*[bgColor=\"6\"]{background-color:rgba(255,68,255,33%);}"
"*[bgColor=\"7\"]{background-color:rgba(68,68,68,33%);}"
"*[bgColor=\"8\"]{background-color:rgba(255,255,255,33%);}"));
obs_data_t *privData = obs_sceneitem_get_private_settings(item);
obs_data_release(privData);
obs_data_set_default_int(privData, "color-preset", 0);
int preset = obs_data_get_int(privData, "color-preset");
action = menu->addAction(QTStr("Clear"), this, +SLOT(ColorChange()));
action->setCheckable(true);
action->setProperty("bgColor", 0);
action->setChecked(preset == 0);
action = menu->addAction(QTStr("CustomColor"), this,
+SLOT(ColorChange()));
action->setCheckable(true);
action->setProperty("bgColor", 1);
action->setChecked(preset == 1);
menu->addSeparator();
widgetAction->setDefaultWidget(select);
for (int i = 1; i < 9; i++) {
stringstream button;
button << "preset" << i;
QPushButton *colorButton =
select->findChild<QPushButton *>(button.str().c_str());
if (preset == i + 1)
colorButton->setStyleSheet("border: 2px solid black");
colorButton->setProperty("bgColor", i);
select->connect(colorButton, SIGNAL(released()), this,
SLOT(ColorChange()));
}
menu->addAction(widgetAction);
return menu;
}
ColorSelect::ColorSelect(QWidget *parent)
: QWidget(parent),
ui(new Ui::ColorSelect)
{
ui->setupUi(this);
}
2018-06-02 16:45:01 +00:00
void OBSBasic::CreateSourcePopupMenu(int idx, bool preview)
{
QMenu popup(this);
delete previewProjectorSource;
delete sourceProjector;
delete scaleFilteringMenu;
delete blendingMethodMenu;
delete blendingModeMenu;
delete colorMenu;
delete colorWidgetAction;
delete colorSelect;
delete deinterlaceMenu;
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);
previewProjectorSource = new QMenu(QTStr("PreviewProjector"));
AddProjectorMenuMonitors(previewProjectorSource, this,
SLOT(OpenPreviewProjector()));
popup.addMenu(previewProjectorSource);
QAction *previewWindow =
popup.addAction(QTStr("PreviewWindow"), this,
SLOT(OpenPreviewWindow()));
popup.addAction(previewWindow);
popup.addAction(QTStr("Screenshot.Preview"), this,
SLOT(ScreenshotScene()));
popup.addSeparator();
}
QPointer<QMenu> addSourceMenu = CreateAddSourcePopupMenu();
if (addSourceMenu)
popup.addMenu(addSourceMenu);
2018-06-02 16:45:01 +00:00
if (ui->sources->MultipleBaseSelected()) {
popup.addSeparator();
popup.addAction(QTStr("Basic.Main.GroupItems"), ui->sources,
SLOT(GroupSelectedItems()));
} else if (ui->sources->GroupsSelected()) {
popup.addSeparator();
popup.addAction(QTStr("Basic.Main.Ungroup"), ui->sources,
SLOT(UngroupSelectedGroups()));
}
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();
2018-06-02 16:45:01 +00:00
if (idx != -1) {
if (addSourceMenu)
popup.addSeparator();
2018-06-02 16:45:01 +00:00
OBSSceneItem sceneItem = ui->sources->Get(idx);
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;
bool hasVideo = (flags & OBS_SOURCE_VIDEO) == OBS_SOURCE_VIDEO;
2014-09-15 23:16:16 +00:00
colorMenu = new QMenu(QTStr("ChangeBG"));
colorWidgetAction = new QWidgetAction(colorMenu);
colorSelect = new ColorSelect(colorMenu);
popup.addMenu(AddBackgroundColorMenu(
colorMenu, colorWidgetAction, colorSelect, sceneItem));
popup.addAction(renameSource);
popup.addAction(ui->actionRemoveSource);
popup.addSeparator();
popup.addMenu(ui->orderMenu);
if (hasVideo)
popup.addMenu(ui->transformMenu);
popup.addSeparator();
if (hasAudio) {
QAction *actionHideMixer =
popup.addAction(QTStr("HideMixer"), this,
SLOT(ToggleHideMixer()));
actionHideMixer->setCheckable(true);
actionHideMixer->setChecked(SourceMixerHidden(source));
popup.addSeparator();
}
if (hasVideo) {
QAction *resizeOutput = popup.addAction(
QTStr("ResizeOutputSizeOfSource"), this,
SLOT(ResizeOutputSizeOfSource()));
int width = obs_source_get_width(source);
int height = obs_source_get_height(source);
resizeOutput->setEnabled(!obs_video_active());
if (width < 8 || height < 8)
resizeOutput->setEnabled(false);
scaleFilteringMenu = new QMenu(QTStr("ScaleFiltering"));
popup.addMenu(AddScaleFilteringMenu(scaleFilteringMenu,
sceneItem));
blendingModeMenu = new QMenu(QTStr("BlendingMode"));
popup.addMenu(AddBlendingModeMenu(blendingModeMenu,
sceneItem));
blendingMethodMenu = new QMenu(QTStr("BlendingMethod"));
popup.addMenu(AddBlendingMethodMenu(blendingMethodMenu,
sceneItem));
if (isAsyncVideo) {
deinterlaceMenu =
new QMenu(QTStr("Deinterlacing"));
popup.addMenu(AddDeinterlacingMenu(
deinterlaceMenu, source));
}
popup.addSeparator();
popup.addMenu(CreateVisibilityTransitionMenu(true));
popup.addMenu(CreateVisibilityTransitionMenu(false));
popup.addSeparator();
sourceProjector = new QMenu(QTStr("SourceProjector"));
AddProjectorMenuMonitors(sourceProjector, this,
SLOT(OpenSourceProjector()));
popup.addMenu(sourceProjector);
popup.addAction(QTStr("SourceWindow"), this,
SLOT(OpenSourceWindow()));
popup.addAction(QTStr("Screenshot.Source"), this,
SLOT(ScreenshotSelectedSource()));
}
popup.addSeparator();
2014-09-15 23:16:16 +00:00
if (flags & OBS_SOURCE_INTERACTION)
popup.addAction(QTStr("Interact"), this,
SLOT(on_actionInteract_triggered()));
2014-09-15 23:16:16 +00:00
2015-02-26 05:23:57 +00:00
popup.addAction(QTStr("Filters"), this, SLOT(OpenFilters()));
QAction *action = popup.addAction(
QTStr("Properties"), this,
SLOT(on_actionSourceProperties_triggered()));
action->setEnabled(obs_source_configurable(source));
}
popup.exec(QCursor::pos());
}
void OBSBasic::on_sources_customContextMenuRequested(const QPoint &pos)
{
2018-06-02 16:45:01 +00:00
if (ui->scenes->count()) {
QModelIndex idx = ui->sources->indexAt(pos);
CreateSourcePopupMenu(idx.row(), false);
}
2014-10-15 20:05:56 +00:00
}
void OBSBasic::on_scenes_itemDoubleClicked(QListWidgetItem *witem)
{
if (!witem)
return;
if (IsPreviewProgramMode()) {
bool doubleClickSwitch =
config_get_bool(App()->GlobalConfig(), "BasicWindow",
"TransitionOnDoubleClick");
if (doubleClickSwitch)
TransitionClicked();
}
}
static inline bool should_show_properties(obs_source_t *source, const char *id)
{
if (!source)
return false;
if (strcmp(id, "group") == 0)
return false;
if (!obs_source_configurable(source))
return false;
uint32_t caps = obs_source_get_output_flags(source);
if ((caps & OBS_SOURCE_CAP_DONT_SHOW_PROPERTIES) != 0)
return false;
return true;
}
void OBSBasic::AddSource(const char *id)
{
if (id && *id) {
OBSBasicSourceSelect sourceSelect(this, id, undo_s);
sourceSelect.exec();
if (should_show_properties(sourceSelect.newSource, id)) {
CreatePropertiesWindow(sourceSelect.newSource);
}
}
}
QMenu *OBSBasic::CreateAddSourcePopupMenu()
{
const char *unversioned_type;
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, Qt::CaseInsensitive) >= 0)
2016-09-14 23:27:04 +00:00
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
2019-07-28 04:59:16 +00:00
QIcon icon;
if (strcmp(type, "scene") == 0)
icon = GetSceneIcon();
else
icon = GetSourceIcon(type);
popupItem->setIcon(icon);
2016-09-14 23:27:04 +00:00
QAction *after = getActionAfter(popup, qname);
popup->insertAction(after, popupItem);
};
while (obs_enum_input_types2(idx++, &type, &unversioned_type)) {
const char *name = obs_source_get_display_name(type);
uint32_t caps = obs_get_source_output_flags(type);
if ((caps & OBS_SOURCE_CAP_DISABLED) != 0)
continue;
if ((caps & OBS_SOURCE_DEPRECATED) == 0) {
addSource(popup, unversioned_type, name);
} else {
addSource(deprecated, unversioned_type, name);
foundDeprecated = true;
}
foundValues = true;
}
2016-09-14 23:27:04 +00:00
addSource(popup, "scene", Str("Basic.Scene"));
2018-06-02 16:45:01 +00:00
popup->addSeparator();
QAction *addGroup = new QAction(QTStr("Group"), this);
addGroup->setData(QT_UTF8("group"));
2019-07-28 04:59:16 +00:00
addGroup->setIcon(GetGroupIcon());
2018-06-02 16:45:01 +00:00
connect(addGroup, SIGNAL(triggered(bool)), this,
SLOT(AddSourceFromAction()));
2018-06-02 16:45:01 +00:00
popup->addAction(addGroup);
if (!foundDeprecated) {
delete deprecated;
deprecated = nullptr;
}
if (!foundValues) {
delete popup;
popup = nullptr;
} else if (foundDeprecated) {
2018-06-02 16:45:01 +00:00
popup->addSeparator();
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;
}
QScopedPointer<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());
}
2018-06-02 16:45:01 +00:00
static bool remove_items(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);
} else if (obs_sceneitem_is_group(item)) {
obs_sceneitem_group_enum_items(item, remove_items, &items);
}
return true;
};
OBSData OBSBasic::BackupScene(obs_scene_t *scene,
std::vector<obs_source_t *> *sources)
{
2021-11-26 09:25:39 +00:00
OBSDataArrayAutoRelease undo_array = obs_data_array_create();
if (!sources) {
obs_scene_enum_items(scene, save_undo_source_enum, undo_array);
} else {
for (obs_source_t *source : *sources) {
obs_data_t *source_data = obs_save_source(source);
obs_data_array_push_back(undo_array, source_data);
obs_data_release(source_data);
}
}
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease scene_data =
obs_save_source(obs_scene_get_source(scene));
obs_data_array_push_back(undo_array, scene_data);
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease data = obs_data_create();
obs_data_set_array(data, "array", undo_array);
obs_data_get_json(data);
2021-11-26 09:25:39 +00:00
return data.Get();
}
static bool add_source_enum(obs_scene_t *, obs_sceneitem_t *item, void *p)
{
auto sources = static_cast<std::vector<OBSSource> *>(p);
sources->push_back(obs_sceneitem_get_source(item));
return true;
}
void OBSBasic::CreateSceneUndoRedoAction(const QString &action_name,
OBSData undo_data, OBSData redo_data)
{
auto undo_redo = [this](const std::string &json) {
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease base =
obs_data_create_from_json(json.c_str());
OBSDataArrayAutoRelease array =
obs_data_get_array(base, "array");
std::vector<OBSSource> sources;
std::vector<OBSSource> old_sources;
/* create missing sources */
const size_t count = obs_data_array_count(array);
sources.reserve(count);
for (size_t i = 0; i < count; i++) {
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease data = obs_data_array_item(array, i);
const char *name = obs_data_get_string(data, "name");
2021-11-26 09:25:39 +00:00
OBSSourceAutoRelease source =
obs_get_source_by_name(name);
if (!source)
source = obs_load_source(data);
2021-11-26 09:25:39 +00:00
sources.push_back(source.Get());
/* update scene/group settings to restore their
2022-04-28 14:27:47 +00:00
* contents to their saved settings */
obs_scene_t *scene =
obs_group_or_scene_from_source(source);
if (scene) {
obs_scene_enum_items(scene, add_source_enum,
&old_sources);
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease scene_settings =
obs_data_get_obj(data, "settings");
obs_source_update(source, scene_settings);
}
}
/* actually load sources now */
for (obs_source_t *source : sources)
obs_source_load2(source);
ui->sources->RefreshItems();
};
const char *undo_json = obs_data_get_last_json(undo_data);
const char *redo_json = obs_data_get_last_json(redo_data);
undo_s.add_action(action_name, undo_redo, undo_redo, undo_json,
redo_json);
}
void OBSBasic::on_actionRemoveSource_triggered()
{
vector<OBSSceneItem> items;
OBSScene scene = GetCurrentScene();
obs_source_t *scene_source = obs_scene_get_source(scene);
obs_scene_enum_items(scene, remove_items, &items);
if (!items.size())
return;
/* ------------------------------------- */
/* confirm action with user */
bool confirmed = false;
if (items.size() > 1) {
QString text = QTStr("ConfirmRemove.TextMultiple")
.arg(QString::number(items.size()));
QMessageBox remove_items(this);
remove_items.setText(text);
QPushButton *Yes = remove_items.addButton(QTStr("Yes"),
QMessageBox::YesRole);
remove_items.setDefaultButton(Yes);
remove_items.addButton(QTStr("No"), QMessageBox::NoRole);
remove_items.setIcon(QMessageBox::Question);
remove_items.setWindowTitle(QTStr("ConfirmRemove.Title"));
remove_items.exec();
confirmed = Yes == remove_items.clickedButton();
} else {
OBSSceneItem &item = items[0];
obs_source_t *source = obs_sceneitem_get_source(item);
if (source && QueryRemoveSource(source))
confirmed = true;
}
if (!confirmed)
return;
/* ----------------------------------------------- */
/* save undo data */
OBSData undo_data = BackupScene(scene_source);
/* ----------------------------------------------- */
/* remove items */
for (auto &item : items)
obs_sceneitem_remove(item);
/* ----------------------------------------------- */
/* save redo data */
OBSData redo_data = BackupScene(scene_source);
/* ----------------------------------------------- */
/* add undo/redo action */
QString action_name;
if (items.size() > 1) {
action_name = QTStr("Undo.Sources.Multi")
.arg(QString::number(items.size()));
} else {
QString str = QTStr("Undo.Delete");
action_name = str.arg(obs_source_get_name(
obs_sceneitem_get_source(items[0])));
}
CreateSceneUndoRedoAction(action_name, undo_data, redo_data);
}
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);
}
void OBSBasic::MoveSceneItem(enum obs_order_movement movement,
const QString &action_name)
{
OBSSceneItem item = GetCurrentSceneItem();
obs_source_t *source = obs_sceneitem_get_source(item);
if (!source)
return;
OBSScene scene = GetCurrentScene();
std::vector<obs_source_t *> sources;
if (scene != obs_sceneitem_get_scene(item))
sources.push_back(
obs_scene_get_source(obs_sceneitem_get_scene(item)));
OBSData undo_data = BackupScene(scene, &sources);
obs_sceneitem_set_order(item, movement);
const char *source_name = obs_source_get_name(source);
const char *scene_name =
obs_source_get_name(obs_scene_get_source(scene));
OBSData redo_data = BackupScene(scene, &sources);
CreateSceneUndoRedoAction(action_name.arg(source_name, scene_name),
undo_data, redo_data);
}
void OBSBasic::on_actionSourceUp_triggered()
{
MoveSceneItem(OBS_ORDER_MOVE_UP, QTStr("Undo.MoveUp"));
}
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()
{
MoveSceneItem(OBS_ORDER_MOVE_DOWN, QTStr("Undo.MoveDown"));
}
void OBSBasic::on_actionMoveUp_triggered()
{
MoveSceneItem(OBS_ORDER_MOVE_UP, QTStr("Undo.MoveUp"));
}
void OBSBasic::on_actionMoveDown_triggered()
{
MoveSceneItem(OBS_ORDER_MOVE_DOWN, QTStr("Undo.MoveDown"));
}
void OBSBasic::on_actionMoveToTop_triggered()
{
MoveSceneItem(OBS_ORDER_MOVE_TOP, QTStr("Undo.MoveToTop"));
}
void OBSBasic::on_actionMoveToBottom_triggered()
{
MoveSceneItem(OBS_ORDER_MOVE_BOTTOM, QTStr("Undo.MoveToBottom"));
}
static BPtr<char> ReadLogFile(const char *subdir, const char *log)
{
char logDir[512];
if (GetConfigPath(logDir, sizeof(logDir), subdir) <= 0)
return nullptr;
2019-08-17 15:49:08 +00:00
string path = 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 *subdir, const char *file, const bool crash)
{
BPtr<char> fileString{ReadLogFile(subdir, file)};
if (!fileString)
return;
if (!*fileString)
return;
ui->menuLogFiles->setEnabled(false);
#if defined(_WIN32)
ui->menuCrashLogs->setEnabled(false);
#endif
stringstream ss;
ss << "OBS " << App()->GetVersionString(false)
<< " log file uploaded at " << CurrentDateTimeString() << "\n\n"
<< fileString;
if (logUploadThread) {
logUploadThread->wait();
}
RemoteTextThread *thread = new RemoteTextThread(
"https://obsproject.com/logs/upload", "text/plain", ss.str());
logUploadThread.reset(thread);
if (crash) {
connect(thread, &RemoteTextThread::Result, this,
&OBSBasic::crashUploadFinished);
} else {
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("obs-studio/logs", App()->GetCurrentLog(), false);
}
void OBSBasic::on_actionUploadLastLog_triggered()
{
UploadLog("obs-studio/logs", App()->GetLastLog(), false);
}
void OBSBasic::on_actionViewCurrentLog_triggered()
{
if (!logView)
logView = new OBSLogViewer();
logView->show();
logView->setWindowState(
(logView->windowState() & ~Qt::WindowMinimized) |
Qt::WindowActive);
logView->activateWindow();
logView->raise();
}
void OBSBasic::on_actionShowCrashLogs_triggered()
{
char logDir[512];
if (GetConfigPath(logDir, sizeof(logDir), "obs-studio/crashes") <= 0)
return;
QUrl url = QUrl::fromLocalFile(QT_UTF8(logDir));
QDesktopServices::openUrl(url);
}
void OBSBasic::on_actionUploadLastCrashLog_triggered()
{
UploadLog("obs-studio/crashes", App()->GetLastCrashLog(), true);
}
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
}
2022-04-12 08:10:00 +00:00
void OBSBasic::on_actionRepair_triggered()
{
#if defined(_WIN32)
ui->actionCheckForUpdates->setEnabled(false);
ui->actionRepair->setEnabled(false);
if (updateCheckThread && updateCheckThread->isRunning())
return;
updateCheckThread.reset(new AutoUpdateThread(false, true));
updateCheckThread->start();
#endif
}
2023-03-13 02:09:52 +00:00
void OBSBasic::on_actionRestartSafe_triggered()
{
QMessageBox::StandardButton button = OBSMessageBox::question(
this, QTStr("Restart"),
safe_mode ? QTStr("SafeMode.RestartNormal")
: QTStr("SafeMode.Restart"));
if (button == QMessageBox::Yes) {
restart = safe_mode;
restart_safe = !safe_mode;
close();
}
}
void OBSBasic::logUploadFinished(const QString &text, const QString &error)
{
ui->menuLogFiles->setEnabled(true);
#if defined(_WIN32)
ui->menuCrashLogs->setEnabled(true);
#endif
if (text.isEmpty()) {
OBSMessageBox::critical(
this, QTStr("LogReturnDialog.ErrorUploadingLog"),
error);
return;
}
openLogDialog(text, false);
}
void OBSBasic::crashUploadFinished(const QString &text, const QString &error)
{
ui->menuLogFiles->setEnabled(true);
#if defined(_WIN32)
ui->menuCrashLogs->setEnabled(true);
#endif
if (text.isEmpty()) {
OBSMessageBox::critical(
this, QTStr("LogReturnDialog.ErrorUploadingLog"),
error);
return;
}
openLogDialog(text, true);
}
void OBSBasic::openLogDialog(const QString &text, const bool crash)
{
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease returnData =
obs_data_create_from_json(QT_TO_UTF8(text));
string resURL = obs_data_get_string(returnData, "url");
QString logURL = resURL.c_str();
OBSLogReply logDialog(this, logURL, crash);
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;
2021-11-26 09:25:39 +00:00
OBSSourceAutoRelease 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::warning(parent,
QTStr("NameExists.Title"),
QTStr("NameExists.Text"));
} else if (name.empty()) {
OBSMessageBox::warning(parent,
QTStr("NoNameEntered.Title"),
QTStr("NoNameEntered.Text"));
}
} else {
auto undo = [prev = std::string(prevName)](
const std::string &data) {
2021-11-26 09:25:39 +00:00
OBSSourceAutoRelease source =
2023-03-28 14:24:17 +00:00
obs_get_source_by_uuid(data.c_str());
obs_source_set_name(source, prev.c_str());
};
auto redo = [name](const std::string &data) {
2021-11-26 09:25:39 +00:00
OBSSourceAutoRelease source =
2023-03-28 14:24:17 +00:00
obs_get_source_by_uuid(data.c_str());
obs_source_set_name(source, name.c_str());
};
2023-03-28 14:24:17 +00:00
std::string source_uuid(obs_source_get_uuid(source));
parent->undo_s.add_action(
QTStr("Undo.Rename").arg(name.c_str()), undo, redo,
2023-03-28 14:24:17 +00:00
source_uuid, source_uuid);
listItem->setText(QT_UTF8(name.c_str()));
obs_source_set_name(source, name.c_str());
}
}
void OBSBasic::SceneNameEdited(QWidget *editor)
2014-06-30 07:06:01 +00:00
{
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
ui->scenesDock->addAction(renameScene);
if (api)
api->on_event(OBS_FRONTEND_EVENT_SCENE_LIST_CHANGED);
2014-06-30 07:06:01 +00:00
}
void OBSBasic::OpenFilters(OBSSource source)
2015-02-26 05:23:57 +00:00
{
if (source == nullptr) {
OBSSceneItem item = GetCurrentSceneItem();
source = obs_sceneitem_get_source(item);
}
2015-02-26 05:23:57 +00:00
CreateFiltersWindow(source);
}
void OBSBasic::OpenProperties(OBSSource source)
{
if (source == nullptr) {
OBSSceneItem item = GetCurrentSceneItem();
source = obs_sceneitem_get_source(item);
}
CreatePropertiesWindow(source);
}
void OBSBasic::OpenInteraction(OBSSource source)
{
if (source == nullptr) {
OBSSceneItem item = GetCurrentSceneItem();
source = obs_sceneitem_get_source(item);
}
CreateInteractionWindow(source);
}
void OBSBasic::OpenEditTransform(OBSSceneItem item)
{
if (!item)
item = GetCurrentSceneItem();
if (!item)
return;
CreateEditTransformWindow(item);
}
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 ================================================"
#define VIRTUAL_CAM_START \
"==== Virtual Camera Start =========================================="
#define VIRTUAL_CAM_STOP \
"==== Virtual Camera Stop ==========================================="
2015-06-30 14:58:29 +00:00
void OBSBasic::DisplayStreamStartError()
{
QString message = !outputHandler->lastError.empty()
? QTStr(outputHandler->lastError.c_str())
: QTStr("Output.StartFailedGeneric");
ui->streamButton->setText(QTStr("Basic.Main.StartStreaming"));
ui->streamButton->setEnabled(true);
ui->streamButton->setChecked(false);
if (sysTrayStream) {
sysTrayStream->setText(ui->streamButton->text());
sysTrayStream->setEnabled(true);
}
QMessageBox::critical(this, QTStr("Output.StartStreamFailed"), message);
}
#ifdef YOUTUBE_ENABLED
2021-06-27 22:30:00 +00:00
void OBSBasic::YouTubeActionDialogOk(const QString &id, const QString &key,
bool autostart, bool autostop,
bool start_now)
2021-06-27 22:30:00 +00:00
{
//blog(LOG_DEBUG, "Stream key: %s", QT_TO_UTF8(key));
obs_service_t *service_obj = GetService();
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease settings = obs_service_get_settings(service_obj);
2021-06-27 22:30:00 +00:00
const std::string a_key = QT_TO_UTF8(key);
obs_data_set_string(settings, "key", a_key.c_str());
const std::string an_id = QT_TO_UTF8(id);
obs_data_set_string(settings, "stream_id", an_id.c_str());
obs_service_update(service_obj, settings);
autoStartBroadcast = autostart;
autoStopBroadcast = autostop;
broadcastReady = true;
if (start_now)
QMetaObject::invokeMethod(this, "StartStreaming");
2021-06-27 22:30:00 +00:00
}
void OBSBasic::YoutubeStreamCheck(const std::string &key)
{
YoutubeApiWrappers *apiYouTube(
dynamic_cast<YoutubeApiWrappers *>(GetAuth()));
if (!apiYouTube) {
2023-05-19 00:37:26 +00:00
/* technically we should never get here -Lain */
2021-06-27 22:30:00 +00:00
QMetaObject::invokeMethod(this, "ForceStopStreaming",
Qt::QueuedConnection);
youtubeStreamCheckThread->deleteLater();
blog(LOG_ERROR, "==========================================");
blog(LOG_ERROR, "%s: Uh, hey, we got here", __FUNCTION__);
blog(LOG_ERROR, "==========================================");
return;
}
int timeout = 0;
json11::Json json;
QString id = key.c_str();
while (StreamingActive()) {
2021-06-27 22:30:00 +00:00
if (timeout == 14) {
QMetaObject::invokeMethod(this, "ForceStopStreaming",
Qt::QueuedConnection);
break;
}
if (!apiYouTube->FindStream(id, json)) {
QMetaObject::invokeMethod(this,
"DisplayStreamStartError",
Qt::QueuedConnection);
QMetaObject::invokeMethod(this, "StopStreaming",
Qt::QueuedConnection);
break;
}
auto item = json["items"][0];
auto status = item["status"]["streamStatus"].string_value();
if (status == "active") {
QMetaObject::invokeMethod(ui->broadcastButton,
"setEnabled",
Q_ARG(bool, true));
break;
} else {
QThread::sleep(1);
timeout++;
}
}
youtubeStreamCheckThread->deleteLater();
}
void OBSBasic::ShowYouTubeAutoStartWarning()
{
auto msgBox = []() {
QMessageBox msgbox(App()->GetMainWindow());
msgbox.setWindowTitle(QTStr(
"YouTube.Actions.AutoStartStreamingWarning.Title"));
msgbox.setText(
QTStr("YouTube.Actions.AutoStartStreamingWarning"));
msgbox.setIcon(QMessageBox::Icon::Information);
msgbox.addButton(QMessageBox::Ok);
QCheckBox *cb = new QCheckBox(QTStr("DoNotShowAgain"));
msgbox.setCheckBox(cb);
msgbox.exec();
if (cb->isChecked()) {
config_set_bool(App()->GlobalConfig(), "General",
"WarnedAboutYouTubeAutoStart", true);
config_save_safe(App()->GlobalConfig(), "tmp", nullptr);
}
};
bool warned = config_get_bool(App()->GlobalConfig(), "General",
"WarnedAboutYouTubeAutoStart");
if (!warned) {
QMetaObject::invokeMethod(App(), "Exec", Qt::QueuedConnection,
Q_ARG(VoidFunc, msgBox));
}
}
2021-06-27 22:30:00 +00:00
#endif
void OBSBasic::StartStreaming()
{
if (outputHandler->StreamingActive())
return;
if (disableOutputsRef)
return;
if (auth && auth->broadcastFlow()) {
if (!broadcastActive && !broadcastReady) {
ui->streamButton->setChecked(false);
2021-06-27 22:30:00 +00:00
QMessageBox no_broadcast(this);
no_broadcast.setText(QTStr("Output.NoBroadcast.Text"));
QPushButton *SetupBroadcast = no_broadcast.addButton(
QTStr("Basic.Main.SetupBroadcast"),
QMessageBox::YesRole);
no_broadcast.setDefaultButton(SetupBroadcast);
no_broadcast.addButton(QTStr("Close"),
QMessageBox::NoRole);
no_broadcast.setIcon(QMessageBox::Information);
no_broadcast.setWindowTitle(
QTStr("Output.NoBroadcast.Title"));
no_broadcast.exec();
if (no_broadcast.clickedButton() == SetupBroadcast)
QMetaObject::invokeMethod(this,
"SetupBroadcast");
return;
2021-06-27 22:30:00 +00:00
}
}
if (!outputHandler->SetupStreaming(service)) {
DisplayStreamStartError();
return;
}
if (api)
api->on_event(OBS_FRONTEND_EVENT_STREAMING_STARTING);
SaveProject();
ui->streamButton->setEnabled(false);
ui->streamButton->setChecked(false);
ui->streamButton->setText(QTStr("Basic.Main.Connecting"));
ui->broadcastButton->setChecked(false);
if (sysTrayStream) {
sysTrayStream->setEnabled(false);
sysTrayStream->setText(ui->streamButton->text());
}
if (!outputHandler->StartStreaming(service)) {
DisplayStreamStartError();
return;
}
2021-06-27 22:30:00 +00:00
if (!autoStartBroadcast) {
ui->broadcastButton->setText(
QTStr("Basic.Main.StartBroadcast"));
ui->broadcastButton->setProperty("broadcastState", "ready");
ui->broadcastButton->style()->unpolish(ui->broadcastButton);
ui->broadcastButton->style()->polish(ui->broadcastButton);
2021-06-27 22:30:00 +00:00
// well, we need to disable button while stream is not active
ui->broadcastButton->setEnabled(false);
} else {
if (!autoStopBroadcast) {
ui->broadcastButton->setText(
QTStr("Basic.Main.StopBroadcast"));
} else {
ui->broadcastButton->setText(
QTStr("Basic.Main.AutoStopEnabled"));
ui->broadcastButton->setEnabled(false);
}
ui->broadcastButton->setProperty("broadcastState", "active");
ui->broadcastButton->style()->unpolish(ui->broadcastButton);
ui->broadcastButton->style()->polish(ui->broadcastButton);
broadcastActive = true;
2021-06-27 22:30:00 +00:00
}
bool recordWhenStreaming = config_get_bool(
GetGlobalConfig(), "BasicWindow", "RecordWhenStreaming");
if (recordWhenStreaming)
StartRecording();
bool replayBufferWhileStreaming = config_get_bool(
GetGlobalConfig(), "BasicWindow", "ReplayBufferWhileStreaming");
if (replayBufferWhileStreaming)
StartReplayBuffer();
2021-06-27 22:30:00 +00:00
#ifdef YOUTUBE_ENABLED
if (!autoStartBroadcast)
OBSBasic::ShowYouTubeAutoStartWarning();
#endif
2021-06-27 22:30:00 +00:00
}
void OBSBasic::BroadcastButtonClicked()
{
if (!broadcastReady ||
(!broadcastActive && !outputHandler->StreamingActive())) {
SetupBroadcast();
if (broadcastReady)
ui->broadcastButton->setChecked(true);
return;
}
2021-06-27 22:30:00 +00:00
if (!autoStartBroadcast) {
#ifdef YOUTUBE_ENABLED
2021-06-27 22:30:00 +00:00
std::shared_ptr<YoutubeApiWrappers> ytAuth =
dynamic_pointer_cast<YoutubeApiWrappers>(auth);
if (ytAuth.get()) {
if (!ytAuth->StartLatestBroadcast()) {
auto last_error = ytAuth->GetLastError();
if (last_error.isEmpty())
last_error = QTStr(
"YouTube.Actions.Error.YouTubeApi");
if (!ytAuth->GetTranslatedError(last_error))
last_error =
QTStr("YouTube.Actions.Error.BroadcastTransitionFailed")
.arg(last_error,
ytAuth->GetBroadcastId());
OBSMessageBox::warning(
this,
QTStr("Output.BroadcastStartFailed"),
last_error, true);
ui->broadcastButton->setChecked(false);
return;
}
2021-06-27 22:30:00 +00:00
}
#endif
broadcastActive = true;
autoStartBroadcast = true; // and clear the flag
2021-06-27 22:30:00 +00:00
if (!autoStopBroadcast) {
ui->broadcastButton->setText(
QTStr("Basic.Main.StopBroadcast"));
} else {
ui->broadcastButton->setText(
QTStr("Basic.Main.AutoStopEnabled"));
ui->broadcastButton->setEnabled(false);
2021-06-27 22:30:00 +00:00
}
ui->broadcastButton->setProperty("broadcastState", "active");
ui->broadcastButton->style()->unpolish(ui->broadcastButton);
ui->broadcastButton->style()->polish(ui->broadcastButton);
2021-06-27 22:30:00 +00:00
} else if (!autoStopBroadcast) {
#ifdef YOUTUBE_ENABLED
2021-06-27 22:30:00 +00:00
bool confirm = config_get_bool(GetGlobalConfig(), "BasicWindow",
"WarnBeforeStoppingStream");
if (confirm && isVisible()) {
QMessageBox::StandardButton button = OBSMessageBox::question(
this, QTStr("ConfirmStop.Title"),
QTStr("YouTube.Actions.AutoStopStreamingWarning"),
QMessageBox::Yes | QMessageBox::No,
QMessageBox::No);
if (button == QMessageBox::No) {
ui->broadcastButton->setChecked(true);
2021-06-27 22:30:00 +00:00
return;
}
}
std::shared_ptr<YoutubeApiWrappers> ytAuth =
dynamic_pointer_cast<YoutubeApiWrappers>(auth);
if (ytAuth.get()) {
if (!ytAuth->StopLatestBroadcast()) {
auto last_error = ytAuth->GetLastError();
if (last_error.isEmpty())
last_error = QTStr(
"YouTube.Actions.Error.YouTubeApi");
if (!ytAuth->GetTranslatedError(last_error))
last_error =
QTStr("YouTube.Actions.Error.BroadcastTransitionFailed")
.arg(last_error,
ytAuth->GetBroadcastId());
OBSMessageBox::warning(
this,
QTStr("Output.BroadcastStopFailed"),
last_error, true);
}
2021-06-27 22:30:00 +00:00
}
#endif
broadcastActive = false;
broadcastReady = false;
2021-06-27 22:30:00 +00:00
autoStopBroadcast = true;
QMetaObject::invokeMethod(this, "StopStreaming");
SetBroadcastFlowEnabled(true);
}
}
void OBSBasic::SetBroadcastFlowEnabled(bool enabled)
{
ui->broadcastButton->setEnabled(enabled);
ui->broadcastButton->setVisible(enabled);
ui->broadcastButton->setChecked(broadcastReady);
ui->broadcastButton->setProperty("broadcastState", "idle");
ui->broadcastButton->style()->unpolish(ui->broadcastButton);
ui->broadcastButton->style()->polish(ui->broadcastButton);
ui->broadcastButton->setText(QTStr("Basic.Main.SetupBroadcast"));
}
void OBSBasic::SetupBroadcast()
{
#ifdef YOUTUBE_ENABLED
2021-09-18 05:25:10 +00:00
Auth *const auth = GetAuth();
if (IsYouTubeService(auth->service())) {
OBSYoutubeActions dialog(this, auth, broadcastReady);
connect(&dialog, &OBSYoutubeActions::ok, this,
&OBSBasic::YouTubeActionDialogOk);
int result = dialog.Valid() ? dialog.exec() : QDialog::Rejected;
if (result != QDialog::Accepted) {
if (!broadcastReady)
ui->broadcastButton->setChecked(false);
}
2021-06-27 22:30:00 +00:00
}
#endif
}
#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(bool force)
{
if (ui->profileMenu->isEnabled() || force) {
ui->profileMenu->setEnabled(false);
ui->autoConfigure->setEnabled(false);
App()->IncrementSleepInhibition();
UpdateProcessPriority();
TaskbarOverlaySetStatus(TaskbarOverlayStatusActive);
if (trayIcon && trayIcon->isVisible()) {
#ifdef __APPLE__
QIcon trayMask =
QIcon(":/res/images/tray_active_macos.svg");
trayMask.setIsMask(true);
trayIcon->setIcon(
QIcon::fromTheme("obs-tray", trayMask));
#else
2019-03-11 15:52:01 +00:00
trayIcon->setIcon(QIcon::fromTheme(
"obs-tray-active",
QIcon(":/res/images/tray_active.png")));
#endif
}
}
}
2015-06-30 14:58:29 +00:00
extern volatile bool recording_paused;
extern volatile bool replaybuf_active;
inline void OBSBasic::OnDeactivate()
{
if (!outputHandler->Active() && !ui->profileMenu->isEnabled()) {
ui->profileMenu->setEnabled(true);
ui->autoConfigure->setEnabled(true);
App()->DecrementSleepInhibition();
ClearProcessPriority();
TaskbarOverlaySetStatus(TaskbarOverlayStatusInactive);
if (trayIcon && trayIcon->isVisible()) {
#ifdef __APPLE__
QIcon trayIconFile =
QIcon(":/res/images/obs_macos.svg");
trayIconFile.setIsMask(true);
#else
QIcon trayIconFile = QIcon(":/res/images/obs.png");
#endif
trayIcon->setIcon(
QIcon::fromTheme("obs-tray", trayIconFile));
}
} else if (outputHandler->Active() && trayIcon &&
trayIcon->isVisible()) {
if (os_atomic_load_bool(&recording_paused)) {
#ifdef __APPLE__
QIcon trayIconFile =
QIcon(":/res/images/obs_paused_macos.svg");
trayIconFile.setIsMask(true);
#else
QIcon trayIconFile =
QIcon(":/res/images/obs_paused.png");
#endif
trayIcon->setIcon(QIcon::fromTheme("obs-tray-paused",
trayIconFile));
TaskbarOverlaySetStatus(TaskbarOverlayStatusPaused);
} else {
#ifdef __APPLE__
QIcon trayIconFile =
QIcon(":/res/images/tray_active_macos.svg");
trayIconFile.setIsMask(true);
#else
QIcon trayIconFile =
QIcon(":/res/images/tray_active.png");
#endif
trayIcon->setIcon(QIcon::fromTheme("obs-tray-active",
trayIconFile));
TaskbarOverlaySetStatus(TaskbarOverlayStatusActive);
}
2015-06-30 14:58:29 +00:00
}
}
void OBSBasic::StopStreaming()
{
SaveProject();
if (outputHandler->StreamingActive())
outputHandler->StopStreaming(streamingStopping);
2021-06-27 22:30:00 +00:00
// special case: force reset broadcast state if
// no autostart and no autostop selected
if (!autoStartBroadcast && !broadcastActive) {
broadcastActive = false;
autoStartBroadcast = true;
autoStopBroadcast = true;
broadcastReady = false;
2021-06-27 22:30:00 +00:00
}
if (autoStopBroadcast) {
2021-06-27 22:30:00 +00:00
broadcastActive = false;
broadcastReady = false;
}
2021-06-27 22:30:00 +00:00
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);
// special case: force reset broadcast state if
// no autostart and no autostop selected
if (!autoStartBroadcast && !broadcastActive) {
broadcastActive = false;
autoStartBroadcast = true;
autoStopBroadcast = true;
broadcastReady = false;
}
if (autoStopBroadcast) {
broadcastActive = false;
broadcastReady = false;
}
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);
ui->streamButton->setChecked(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);
ui->streamButton->setChecked(false);
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);
if (api)
api->on_event(OBS_FRONTEND_EVENT_STREAMING_STOPPING);
}
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->streamButton->setChecked(true);
ui->statusbar->StreamStarted(outputHandler->streamOutput);
if (sysTrayStream) {
sysTrayStream->setText(ui->streamButton->text());
sysTrayStream->setEnabled(true);
}
#ifdef YOUTUBE_ENABLED
if (!autoStartBroadcast) {
// get a current stream key
obs_service_t *service_obj = GetService();
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease settings =
obs_service_get_settings(service_obj);
std::string key = obs_data_get_string(settings, "stream_id");
if (!key.empty() && !youtubeStreamCheckThread) {
youtubeStreamCheckThread = CreateQThread(
[this, key] { YoutubeStreamCheck(key); });
youtubeStreamCheckThread->setObjectName(
"YouTubeStreamCheckThread");
youtubeStreamCheckThread->start();
}
}
#endif
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;
bool encode_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;
case OBS_OUTPUT_ENCODE_ERROR:
encode_error = true;
break;
case OBS_OUTPUT_HDR_DISABLED:
errorDescription = Str("Output.ConnectFail.HdrDisabled");
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);
ui->streamButton->setChecked(false);
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 (encode_error) {
QString msg =
last_error.isEmpty()
? QTStr("Output.StreamEncodeError.Msg")
: QTStr("Output.StreamEncodeError.Msg.LastError")
.arg(last_error);
OBSMessageBox::information(
this, QTStr("Output.StreamEncodeError.Title"), msg);
} else 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;
}
// Reset broadcast button state/text
if (!broadcastActive)
SetBroadcastFlowEnabled(auth && auth->broadcastFlow());
2014-04-14 09:22:09 +00:00
}
void OBSBasic::AutoRemux(QString input, bool no_show)
2017-05-08 11:53:35 +00:00
{
auto config = Config();
bool autoRemux = config_get_bool(config, "Video", "AutoRemux");
if (!autoRemux)
return;
bool isSimpleMode = false;
const char *mode = config_get_string(config, "Output", "Mode");
if (!mode) {
isSimpleMode = true;
} else {
isSimpleMode = strcmp(mode, "Simple") == 0;
}
if (!isSimpleMode) {
const char *recType =
config_get_string(config, "AdvOut", "RecType");
bool ffmpegOutput = astrcmpi(recType, "FFmpeg") == 0;
if (ffmpegOutput)
return;
}
if (input.isEmpty())
return;
QFileInfo fi(input);
QString suffix = fi.suffix();
/* do not remux if lossless */
if (suffix.compare("avi", Qt::CaseInsensitive) == 0) {
return;
}
QString path = fi.path();
QString output = input;
output.resize(output.size() - suffix.size());
const obs_encoder_t *videoEncoder =
obs_output_get_video_encoder(outputHandler->fileOutput);
const obs_encoder_t *audioEncoder =
obs_output_get_audio_encoder(outputHandler->fileOutput, 0);
const char *vCodecName = obs_encoder_get_codec(videoEncoder);
const char *aCodecName = obs_encoder_get_codec(audioEncoder);
2023-04-03 13:48:55 +00:00
const char *format = config_get_string(
config, isSimpleMode ? "SimpleOutput" : "AdvOut", "RecFormat2");
2023-05-03 10:36:41 +00:00
bool audio_is_pcm = strncmp(aCodecName, "pcm", 3) == 0;
/* FFmpeg <= 6.0 cannot remux AV1+PCM into any supported format. */
if (audio_is_pcm && !ff_supports_pcm_in_mp4() &&
strcmp(vCodecName, "av1") == 0)
return;
/* Retain original container for fMP4/fMOV */
2023-04-03 13:48:55 +00:00
if (strncmp(format, "fragmented", 10) == 0) {
output += "remuxed." + suffix;
} else if (strcmp(vCodecName, "prores") == 0 ||
2023-05-03 10:36:41 +00:00
(audio_is_pcm && !ff_supports_pcm_in_mp4())) {
output += "mov";
} else {
output += "mp4";
}
2017-05-08 11:53:35 +00:00
OBSRemux *remux = new OBSRemux(QT_TO_UTF8(path), this, true);
if (!no_show)
remux->show();
remux->AutoRemux(input, output);
2017-05-08 11:53:35 +00:00
}
void OBSBasic::StartRecording()
{
if (outputHandler->RecordingActive())
return;
if (disableOutputsRef)
return;
if (!OutputPathValid()) {
OutputPathInvalidMessage();
ui->recordButton->setChecked(false);
return;
}
if (LowDiskSpace()) {
DiskSpaceMessage();
ui->recordButton->setChecked(false);
return;
}
if (api)
api->on_event(OBS_FRONTEND_EVENT_RECORDING_STARTING);
SaveProject();
if (!outputHandler->StartRecording())
ui->recordButton->setChecked(false);
}
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"));
ui->recordButton->setChecked(true);
if (sysTrayRecord)
sysTrayRecord->setText(ui->recordButton->text());
recordingStopping = false;
if (api)
api->on_event(OBS_FRONTEND_EVENT_RECORDING_STARTED);
if (!diskFullTimer->isActive())
diskFullTimer->start(1000);
OnActivate();
UpdatePause();
blog(LOG_INFO, RECORDING_START);
2014-08-25 01:10:57 +00:00
}
void OBSBasic::RecordingStop(int code, QString last_error)
{
2014-08-25 01:10:57 +00:00
ui->statusbar->RecordingStopped();
ui->recordButton->setText(QTStr("Basic.Main.StartRecording"));
ui->recordButton->setChecked(false);
if (sysTrayRecord)
sysTrayRecord->setText(ui->recordButton->text());
blog(LOG_INFO, RECORDING_STOP);
if (code == OBS_OUTPUT_UNSUPPORTED && isVisible()) {
OBSMessageBox::critical(this, QTStr("Output.RecordFail.Title"),
QTStr("Output.RecordFail.Unsupported"));
2015-06-30 14:58:29 +00:00
} else if (code == OBS_OUTPUT_ENCODE_ERROR && isVisible()) {
QString msg =
last_error.isEmpty()
? QTStr("Output.RecordError.EncodeErrorMsg")
: QTStr("Output.RecordError.EncodeErrorMsg.LastError")
.arg(last_error);
OBSMessageBox::warning(this, QTStr("Output.RecordError.Title"),
msg);
} else if (code == OBS_OUTPUT_NO_SPACE && isVisible()) {
OBSMessageBox::warning(this,
QTStr("Output.RecordNoSpace.Title"),
QTStr("Output.RecordNoSpace.Msg"));
} else if (code != OBS_OUTPUT_SUCCESS && isVisible()) {
const char *errorDescription;
DStr errorMessage;
bool use_last_error = true;
errorDescription = Str("Output.RecordError.Msg");
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);
OBSMessageBox::critical(this, QTStr("Output.RecordError.Title"),
QT_UTF8(errorMessage));
} 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);
} else if (code == OBS_OUTPUT_SUCCESS) {
if (outputHandler) {
std::string path = outputHandler->lastRecordingPath;
QString str = QTStr("Basic.StatusBar.RecordingSavedTo");
ShowStatusBarMessage(str.arg(QT_UTF8(path.c_str())));
}
}
if (api)
api->on_event(OBS_FRONTEND_EVENT_RECORDING_STOPPED);
if (diskFullTimer->isActive())
diskFullTimer->stop();
AutoRemux(outputHandler->lastRecordingPath.c_str());
2017-05-08 11:53:35 +00:00
OnDeactivate();
UpdatePause(false);
}
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::RecordingFileChanged(QString lastRecordingPath)
{
QString str = QTStr("Basic.StatusBar.RecordingSavedTo");
ShowStatusBarMessage(str.arg(lastRecordingPath));
AutoRemux(lastRecordingPath, true);
}
void OBSBasic::ShowReplayBufferPauseWarning()
{
auto msgBox = []() {
QMessageBox msgbox(App()->GetMainWindow());
msgbox.setWindowTitle(QTStr("Output.ReplayBuffer."
"PauseWarning.Title"));
msgbox.setText(QTStr("Output.ReplayBuffer."
"PauseWarning.Text"));
msgbox.setIcon(QMessageBox::Icon::Information);
msgbox.addButton(QMessageBox::Ok);
QCheckBox *cb = new QCheckBox(QTStr("DoNotShowAgain"));
msgbox.setCheckBox(cb);
msgbox.exec();
if (cb->isChecked()) {
config_set_bool(App()->GlobalConfig(), "General",
"WarnedAboutReplayBufferPausing", true);
config_save_safe(App()->GlobalConfig(), "tmp", nullptr);
}
};
bool warned = config_get_bool(App()->GlobalConfig(), "General",
"WarnedAboutReplayBufferPausing");
if (!warned) {
QMetaObject::invokeMethod(App(), "Exec", Qt::QueuedConnection,
Q_ARG(VoidFunc, msgBox));
}
}
void OBSBasic::StartReplayBuffer()
{
if (!outputHandler || !outputHandler->replayBuffer)
return;
if (outputHandler->ReplayBufferActive())
return;
if (disableOutputsRef)
return;
if (!UIValidation::NoSourcesConfirmation(this)) {
replayBufferButton->first()->setChecked(false);
return;
}
if (!OutputPathValid()) {
OutputPathInvalidMessage();
replayBufferButton->first()->setChecked(false);
return;
}
if (LowDiskSpace()) {
DiskSpaceMessage();
replayBufferButton->first()->setChecked(false);
return;
}
if (api)
api->on_event(OBS_FRONTEND_EVENT_REPLAY_BUFFER_STARTING);
SaveProject();
if (!outputHandler->StartReplayBuffer()) {
replayBufferButton->first()->setChecked(false);
} else if (os_atomic_load_bool(&recording_paused)) {
ShowReplayBufferPauseWarning();
}
}
void OBSBasic::ReplayBufferStopping()
{
if (!outputHandler || !outputHandler->replayBuffer)
return;
replayBufferButton->first()->setText(
QTStr("Basic.Main.StoppingReplayBuffer"));
if (sysTrayReplayBuffer)
sysTrayReplayBuffer->setText(
replayBufferButton->first()->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->first()->setText(
QTStr("Basic.Main.StopReplayBuffer"));
replayBufferButton->first()->setChecked(true);
if (sysTrayReplayBuffer)
sysTrayReplayBuffer->setText(
replayBufferButton->first()->text());
replayBufferStopping = false;
if (api)
api->on_event(OBS_FRONTEND_EVENT_REPLAY_BUFFER_STARTED);
OnActivate();
UpdateReplayBuffer();
blog(LOG_INFO, REPLAY_BUFFER_START);
}
void OBSBasic::ReplayBufferSave()
{
if (!outputHandler || !outputHandler->replayBuffer)
return;
if (!outputHandler->ReplayBufferActive())
return;
calldata_t cd = {0};
proc_handler_t *ph =
obs_output_get_proc_handler(outputHandler->replayBuffer);
proc_handler_call(ph, "save", &cd);
calldata_free(&cd);
}
void OBSBasic::ReplayBufferSaved()
{
if (!outputHandler || !outputHandler->replayBuffer)
return;
if (!outputHandler->ReplayBufferActive())
return;
calldata_t cd = {0};
proc_handler_t *ph =
obs_output_get_proc_handler(outputHandler->replayBuffer);
proc_handler_call(ph, "get_last_replay", &cd);
std::string path = calldata_string(&cd, "path");
QString msg = QTStr("Basic.StatusBar.ReplayBufferSavedTo")
.arg(QT_UTF8(path.c_str()));
ShowStatusBarMessage(msg);
lastReplay = path;
calldata_free(&cd);
if (api)
api->on_event(OBS_FRONTEND_EVENT_REPLAY_BUFFER_SAVED);
AutoRemux(QT_UTF8(path.c_str()));
}
void OBSBasic::ReplayBufferStop(int code)
{
if (!outputHandler || !outputHandler->replayBuffer)
return;
replayBufferButton->first()->setText(
QTStr("Basic.Main.StartReplayBuffer"));
replayBufferButton->first()->setChecked(false);
if (sysTrayReplayBuffer)
sysTrayReplayBuffer->setText(
replayBufferButton->first()->text());
blog(LOG_INFO, REPLAY_BUFFER_STOP);
if (code == OBS_OUTPUT_UNSUPPORTED && isVisible()) {
OBSMessageBox::critical(this, QTStr("Output.RecordFail.Title"),
QTStr("Output.RecordFail.Unsupported"));
} else if (code == OBS_OUTPUT_NO_SPACE && isVisible()) {
OBSMessageBox::warning(this,
QTStr("Output.RecordNoSpace.Title"),
QTStr("Output.RecordNoSpace.Msg"));
} else if (code != OBS_OUTPUT_SUCCESS && isVisible()) {
OBSMessageBox::critical(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();
UpdateReplayBuffer(false);
}
void OBSBasic::StartVirtualCam()
{
if (!outputHandler || !outputHandler->virtualCam)
return;
if (outputHandler->VirtualCamActive())
return;
if (disableOutputsRef)
return;
SaveProject();
if (!outputHandler->StartVirtualCam()) {
vcamButton->first()->setChecked(false);
}
}
void OBSBasic::StopVirtualCam()
{
if (!outputHandler || !outputHandler->virtualCam)
return;
SaveProject();
if (outputHandler->VirtualCamActive())
outputHandler->StopVirtualCam();
OnDeactivate();
}
void OBSBasic::OnVirtualCamStart()
{
if (!outputHandler || !outputHandler->virtualCam)
return;
vcamButton->first()->setText(QTStr("Basic.Main.StopVirtualCam"));
if (sysTrayVirtualCam)
sysTrayVirtualCam->setText(QTStr("Basic.Main.StopVirtualCam"));
vcamButton->first()->setChecked(true);
if (api)
api->on_event(OBS_FRONTEND_EVENT_VIRTUALCAM_STARTED);
OnActivate();
blog(LOG_INFO, VIRTUAL_CAM_START);
}
void OBSBasic::OnVirtualCamStop(int)
{
if (!outputHandler || !outputHandler->virtualCam)
return;
vcamButton->first()->setText(QTStr("Basic.Main.StartVirtualCam"));
if (sysTrayVirtualCam)
sysTrayVirtualCam->setText(QTStr("Basic.Main.StartVirtualCam"));
vcamButton->first()->setChecked(false);
if (api)
api->on_event(OBS_FRONTEND_EVENT_VIRTUALCAM_STOPPED);
blog(LOG_INFO, VIRTUAL_CAM_STOP);
OnDeactivate();
if (!restartingVCam)
return;
/* Restarting needs to be delayed to make sure that the virtual camera
* implementation is stopped and avoid race condition. */
QTimer::singleShot(100, this, &OBSBasic::RestartingVirtualCam);
}
void OBSBasic::on_streamButton_clicked()
{
if (outputHandler->StreamingActive()) {
bool confirm = config_get_bool(GetGlobalConfig(), "BasicWindow",
"WarnBeforeStoppingStream");
#ifdef YOUTUBE_ENABLED
2021-06-27 22:30:00 +00:00
if (isVisible() && auth && IsYouTubeService(auth->service()) &&
autoStopBroadcast) {
QMessageBox::StandardButton button = OBSMessageBox::question(
this, QTStr("ConfirmStop.Title"),
QTStr("YouTube.Actions.AutoStopStreamingWarning"),
QMessageBox::Yes | QMessageBox::No,
QMessageBox::No);
if (button == QMessageBox::No) {
ui->streamButton->setChecked(true);
return;
}
confirm = false;
}
#endif
if (confirm && isVisible()) {
QMessageBox::StandardButton button =
OBSMessageBox::question(
this, QTStr("ConfirmStop.Title"),
QTStr("ConfirmStop.Text"),
QMessageBox::Yes | QMessageBox::No,
QMessageBox::No);
if (button == QMessageBox::No) {
ui->streamButton->setChecked(true);
return;
}
}
StopStreaming();
} else {
if (!UIValidation::NoSourcesConfirmation(this)) {
ui->streamButton->setChecked(false);
return;
}
2021-06-27 22:30:00 +00:00
Auth *auth = GetAuth();
auto action =
2021-06-27 22:30:00 +00:00
(auth && auth->external())
? StreamSettingsAction::ContinueStream
: UIValidation::StreamSettingsConfirmation(
this, service);
switch (action) {
case StreamSettingsAction::ContinueStream:
break;
case StreamSettingsAction::OpenSettings:
on_action_Settings_triggered();
ui->streamButton->setChecked(false);
return;
case StreamSettingsAction::Cancel:
ui->streamButton->setChecked(false);
return;
}
bool confirm = config_get_bool(GetGlobalConfig(), "BasicWindow",
"WarnBeforeStartingStream");
bool bwtest = false;
if (this->auth) {
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease settings =
obs_service_get_settings(service);
bwtest = obs_data_get_bool(settings, "bwtest");
// Disable confirmation if this is going to open broadcast setup
if (auth && auth->broadcastFlow() && !broadcastReady &&
!broadcastActive)
confirm = false;
}
if (bwtest && isVisible()) {
QMessageBox::StandardButton button =
OBSMessageBox::question(
this, QTStr("ConfirmBWTest.Title"),
QTStr("ConfirmBWTest.Text"));
if (button == QMessageBox::No) {
ui->streamButton->setChecked(false);
return;
}
} else if (confirm && isVisible()) {
QMessageBox::StandardButton button =
OBSMessageBox::question(
this, QTStr("ConfirmStart.Title"),
QTStr("ConfirmStart.Text"),
QMessageBox::Yes | QMessageBox::No,
QMessageBox::No);
if (button == QMessageBox::No) {
ui->streamButton->setChecked(false);
return;
}
}
StartStreaming();
}
}
void OBSBasic::on_recordButton_clicked()
{
if (outputHandler->RecordingActive()) {
bool confirm = config_get_bool(GetGlobalConfig(), "BasicWindow",
"WarnBeforeStoppingRecord");
if (confirm && isVisible()) {
QMessageBox::StandardButton button =
OBSMessageBox::question(
this, QTStr("ConfirmStopRecord.Title"),
QTStr("ConfirmStopRecord.Text"),
QMessageBox::Yes | QMessageBox::No,
QMessageBox::No);
if (button == QMessageBox::No) {
ui->recordButton->setChecked(true);
return;
}
}
StopRecording();
} else {
if (!UIValidation::NoSourcesConfirmation(this)) {
ui->recordButton->setChecked(false);
return;
}
StartRecording();
}
}
void OBSBasic::VCamButtonClicked()
{
if (outputHandler->VirtualCamActive()) {
StopVirtualCam();
} else {
if (!UIValidation::NoSourcesConfirmation(this)) {
vcamButton->first()->setChecked(false);
return;
}
StartVirtualCam();
}
}
void OBSBasic::VCamConfigButtonClicked()
{
OBSBasicVCamConfig dialog(vcamConfig, outputHandler->VirtualCamActive(),
this);
connect(&dialog, &OBSBasicVCamConfig::Accepted, this,
&OBSBasic::UpdateVirtualCamConfig);
connect(&dialog, &OBSBasicVCamConfig::AcceptedAndRestart, this,
&OBSBasic::RestartVirtualCam);
dialog.exec();
}
void OBSBasic::UpdateVirtualCamConfig(const VCamConfig &config)
{
vcamConfig = config;
outputHandler->UpdateVirtualCamOutputSource();
}
void OBSBasic::RestartVirtualCam(const VCamConfig &config)
{
restartingVCam = true;
StopVirtualCam();
vcamConfig = config;
}
void OBSBasic::RestartingVirtualCam()
{
if (!restartingVCam)
return;
outputHandler->UpdateVirtualCamOutputSource();
StartVirtualCam();
restartingVCam = 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_settingsButton_clicked()
2013-12-10 18:22:33 +00:00
{
on_action_Settings_triggered();
2013-12-10 18:22:33 +00:00
}
2018-01-05 21:20:39 +00:00
void OBSBasic::on_actionHelpPortal_triggered()
{
QUrl url = QUrl("https://obsproject.com/help", QUrl::TolerantMode);
QDesktopServices::openUrl(url);
}
void OBSBasic::on_actionWebsite_triggered()
{
QUrl url = QUrl("https://obsproject.com", QUrl::TolerantMode);
QDesktopServices::openUrl(url);
}
void OBSBasic::on_actionDiscord_triggered()
{
QUrl url = QUrl("https://obsproject.com/discord", QUrl::TolerantMode);
QDesktopServices::openUrl(url);
}
void OBSBasic::on_actionShowWhatsNew_triggered()
{
#ifdef WHATSNEW_ENABLED
if (introCheckThread && introCheckThread->isRunning())
return;
if (!cef)
return;
config_set_int(App()->GlobalConfig(), "General", "InfoIncrement", -1);
WhatsNewInfoThread *wnit = new WhatsNewInfoThread();
connect(wnit, &WhatsNewInfoThread::Result, this,
&OBSBasic::ReceivedIntroJson, Qt::QueuedConnection);
introCheckThread.reset(wnit);
introCheckThread->start();
#endif
}
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));
}
2018-06-02 16:45:01 +00:00
int OBSBasic::GetTopSelectedSourceItem()
{
2018-06-02 16:45:01 +00:00
QModelIndexList selectedItems =
ui->sources->selectionModel()->selectedIndexes();
return selectedItems.count() ? selectedItems[0].row() : -1;
}
QModelIndexList OBSBasic::GetAllSelectedSourceItems()
{
return ui->sources->selectionModel()->selectedIndexes();
}
void OBSBasic::on_preview_customContextMenuRequested()
{
CreateSourcePopupMenu(GetTopSelectedSourceItem(), true);
}
void OBSBasic::ProgramViewContextMenuRequested()
{
QMenu popup(this);
QPointer<QMenu> studioProgramProjector;
studioProgramProjector = new QMenu(QTStr("StudioProgramProjector"));
AddProjectorMenuMonitors(studioProgramProjector, this,
SLOT(OpenStudioProgramProjector()));
popup.addMenu(studioProgramProjector);
QAction *studioProgramWindow =
popup.addAction(QTStr("StudioProgramWindow"), this,
SLOT(OpenStudioProgramWindow()));
popup.addAction(studioProgramWindow);
popup.addAction(QTStr("Screenshot.StudioProgram"), this,
SLOT(ScreenshotProgram()));
popup.exec(QCursor::pos());
}
void OBSBasic::on_previewDisabledWidget_customContextMenuRequested()
{
QMenu popup(this);
delete previewProjectorMain;
QAction *action =
popup.addAction(QTStr("Basic.Main.PreviewConextMenu.Enable"),
this, SLOT(TogglePreview()));
action->setCheckable(true);
action->setChecked(obs_display_enabled(ui->preview->GetDisplay()));
previewProjectorMain = new QMenu(QTStr("PreviewProjector"));
AddProjectorMenuMonitors(previewProjectorMain, this,
SLOT(OpenPreviewProjector()));
QAction *previewWindow = popup.addAction(QTStr("PreviewWindow"), this,
SLOT(OpenPreviewWindow()));
popup.addMenu(previewProjectorMain);
popup.addAction(previewWindow);
popup.exec(QCursor::pos());
}
void OBSBasic::on_actionAlwaysOnTop_triggered()
{
#ifndef _WIN32
/* 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 */
CloseDialogs();
#endif
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 PAL") == 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, "50 PAL") == 0) {
num = 50;
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::UpdateEditMenu()
{
2022-01-03 15:48:40 +00:00
QModelIndexList items = GetAllSelectedSourceItems();
int count = items.count();
size_t filter_count = 0;
if (count == 1) {
OBSSceneItem sceneItem =
ui->sources->Get(GetTopSelectedSourceItem());
OBSSource source = obs_sceneitem_get_source(sceneItem);
filter_count = obs_source_filter_count(source);
}
bool allowPastingDuplicate = !!clipboard.size();
for (size_t i = clipboard.size(); i > 0; i--) {
const size_t idx = i - 1;
OBSWeakSource &weak = clipboard[idx].weak_source;
if (obs_weak_source_expired(weak)) {
clipboard.erase(clipboard.begin() + idx);
continue;
}
OBSSourceAutoRelease strong =
obs_weak_source_get_source(weak.Get());
if (allowPastingDuplicate &&
obs_source_get_output_flags(strong) &
OBS_SOURCE_DO_NOT_DUPLICATE)
allowPastingDuplicate = false;
}
ui->actionCopySource->setEnabled(count > 0);
ui->actionEditTransform->setEnabled(count == 1);
2022-01-03 15:48:40 +00:00
ui->actionCopyTransform->setEnabled(count == 1);
ui->actionPasteTransform->setEnabled(hasCopiedTransform && count > 0);
ui->actionCopyFilters->setEnabled(filter_count > 0);
ui->actionPasteFilters->setEnabled(
!obs_weak_source_expired(copyFiltersSource) && count > 0);
ui->actionPasteRef->setEnabled(!!clipboard.size());
ui->actionPasteDup->setEnabled(allowPastingDuplicate);
ui->actionMoveUp->setEnabled(count > 0);
ui->actionMoveDown->setEnabled(count > 0);
ui->actionMoveToTop->setEnabled(count > 0);
ui->actionMoveToBottom->setEnabled(count > 0);
bool canTransform = false;
for (int i = 0; i < count; i++) {
OBSSceneItem item = ui->sources->Get(items.value(i).row());
if (!obs_sceneitem_locked(item))
canTransform = true;
}
ui->actionResetTransform->setEnabled(canTransform);
ui->actionRotate90CW->setEnabled(canTransform);
ui->actionRotate90CCW->setEnabled(canTransform);
ui->actionRotate180->setEnabled(canTransform);
ui->actionFlipHorizontal->setEnabled(canTransform);
ui->actionFlipVertical->setEnabled(canTransform);
ui->actionFitToScreen->setEnabled(canTransform);
ui->actionStretchToScreen->setEnabled(canTransform);
ui->actionCenterToScreen->setEnabled(canTransform);
ui->actionVerticalCenter->setEnabled(canTransform);
ui->actionHorizontalCenter->setEnabled(canTransform);
}
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()
{
const auto item = GetCurrentSceneItem();
if (!item)
return;
CreateEditTransformWindow(item);
}
void OBSBasic::CreateEditTransformWindow(obs_sceneitem_t *item)
{
if (transformWindow)
transformWindow->close();
transformWindow = new OBSBasicTransform(item, this);
connect(ui->scenes, &QListWidget::currentItemChanged, transformWindow,
&OBSBasicTransform::OnSceneChanged);
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->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
}
void OBSBasic::on_actionCopyTransform_triggered()
{
2022-01-03 15:48:40 +00:00
OBSSceneItem item = GetCurrentSceneItem();
obs_sceneitem_get_info(item, &copiedTransformInfo);
obs_sceneitem_get_crop(item, &copiedCropInfo);
ui->actionPasteTransform->setEnabled(true);
2022-01-03 15:48:40 +00:00
hasCopiedTransform = true;
}
void undo_redo(const std::string &data)
{
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease dat = obs_data_create_from_json(data.c_str());
OBSSourceAutoRelease source =
2023-03-28 14:24:17 +00:00
obs_get_source_by_uuid(obs_data_get_string(dat, "scene_uuid"));
reinterpret_cast<OBSBasic *>(App()->GetMainWindow())
2021-11-26 09:25:39 +00:00
->SetCurrentScene(source.Get(), true);
obs_scene_load_transform_states(data.c_str());
}
2022-01-03 15:48:40 +00:00
void OBSBasic::on_actionPasteTransform_triggered()
{
OBSDataAutoRelease wrapper =
obs_scene_save_transform_states(GetCurrentScene(), false);
auto func = [](obs_scene_t *, obs_sceneitem_t *item, void *data) {
if (!obs_sceneitem_selected(item))
return true;
OBSBasic *main = reinterpret_cast<OBSBasic *>(data);
obs_sceneitem_defer_update_begin(item);
obs_sceneitem_set_info(item, &main->copiedTransformInfo);
obs_sceneitem_set_crop(item, &main->copiedCropInfo);
obs_sceneitem_defer_update_end(item);
return true;
};
obs_scene_enum_items(GetCurrentScene(), func, this);
OBSDataAutoRelease rwrapper =
obs_scene_save_transform_states(GetCurrentScene(), false);
std::string undo_data(obs_data_get_json(wrapper));
std::string redo_data(obs_data_get_json(rwrapper));
undo_s.add_action(
QTStr("Undo.Transform.Paste")
.arg(obs_source_get_name(GetCurrentSceneSource())),
undo_redo, undo_redo, undo_data, redo_data);
}
static bool reset_tr(obs_scene_t * /* scene */, obs_sceneitem_t *item, void *)
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_is_group(item))
obs_sceneitem_group_enum_items(item, reset_tr, nullptr);
if (!obs_sceneitem_selected(item))
return true;
if (obs_sceneitem_locked(item))
return 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
obs_sceneitem_defer_update_begin(item);
2016-03-31 17:15:20 +00:00
obs_transform_info info;
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);
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_sceneitem_crop crop = {};
obs_sceneitem_set_crop(item, &crop);
2016-03-31 17:15:20 +00:00
obs_sceneitem_defer_update_end(item);
2016-03-31 17:15:20 +00:00
return 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
void OBSBasic::on_actionResetTransform_triggered()
{
OBSScene scene = GetCurrentScene();
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease wrapper =
obs_scene_save_transform_states(scene, false);
obs_scene_enum_items(scene, reset_tr, nullptr);
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease rwrapper =
obs_scene_save_transform_states(scene, false);
std::string undo_data(obs_data_get_json(wrapper));
std::string redo_data(obs_data_get_json(rwrapper));
undo_s.add_action(
QTStr("Undo.Transform.Reset")
.arg(obs_source_get_name(obs_scene_get_source(scene))),
undo_redo, undo_redo, undo_data, redo_data);
obs_scene_enum_items(GetCurrentScene(), reset_tr, 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
}
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, 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_is_group(item))
obs_sceneitem_group_enum_items(item, RotateSelectedSources,
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;
if (obs_sceneitem_locked(item))
return 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
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
obs_sceneitem_force_update_transform(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
SetItemTL(item, tl);
return true;
};
void OBSBasic::on_actionRotate90CW_triggered()
{
float f90CW = 90.0f;
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease wrapper =
obs_scene_save_transform_states(GetCurrentScene(), false);
UI: Add scene editing So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
2014-06-15 07:54:48 +00:00
obs_scene_enum_items(GetCurrentScene(), RotateSelectedSources, &f90CW);
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease rwrapper =
obs_scene_save_transform_states(GetCurrentScene(), false);
std::string undo_data(obs_data_get_json(wrapper));
std::string redo_data(obs_data_get_json(rwrapper));
undo_s.add_action(QTStr("Undo.Transform.Rotate")
.arg(obs_source_get_name(obs_scene_get_source(
GetCurrentScene()))),
undo_redo, undo_redo, undo_data, redo_data);
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_actionRotate90CCW_triggered()
{
float f90CCW = -90.0f;
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease wrapper =
obs_scene_save_transform_states(GetCurrentScene(), false);
UI: Add scene editing So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
2014-06-15 07:54:48 +00:00
obs_scene_enum_items(GetCurrentScene(), RotateSelectedSources, &f90CCW);
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease rwrapper =
obs_scene_save_transform_states(GetCurrentScene(), false);
std::string undo_data(obs_data_get_json(wrapper));
std::string redo_data(obs_data_get_json(rwrapper));
undo_s.add_action(QTStr("Undo.Transform.Rotate")
.arg(obs_source_get_name(obs_scene_get_source(
GetCurrentScene()))),
undo_redo, undo_redo, undo_data, redo_data);
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_actionRotate180_triggered()
{
float f180 = 180.0f;
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease wrapper =
obs_scene_save_transform_states(GetCurrentScene(), false);
UI: Add scene editing So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
2014-06-15 07:54:48 +00:00
obs_scene_enum_items(GetCurrentScene(), RotateSelectedSources, &f180);
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease rwrapper =
obs_scene_save_transform_states(GetCurrentScene(), false);
std::string undo_data(obs_data_get_json(wrapper));
std::string redo_data(obs_data_get_json(rwrapper));
undo_s.add_action(QTStr("Undo.Transform.Rotate")
.arg(obs_source_get_name(obs_scene_get_source(
GetCurrentScene()))),
undo_redo, undo_redo, undo_data, redo_data);
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 MultiplySelectedItemScale(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
{
vec2 &mul = *reinterpret_cast<vec2 *>(param);
if (obs_sceneitem_is_group(item))
obs_sceneitem_group_enum_items(item, MultiplySelectedItemScale,
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;
if (obs_sceneitem_locked(item))
return 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
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
obs_sceneitem_force_update_transform(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
SetItemTL(item, 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
return true;
}
void OBSBasic::on_actionFlipHorizontal_triggered()
{
vec2 scale;
vec2_set(&scale, -1.0f, 1.0f);
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease wrapper =
obs_scene_save_transform_states(GetCurrentScene(), false);
UI: Add scene editing So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
2014-06-15 07:54:48 +00:00
obs_scene_enum_items(GetCurrentScene(), MultiplySelectedItemScale,
&scale);
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease rwrapper =
obs_scene_save_transform_states(GetCurrentScene(), false);
std::string undo_data(obs_data_get_json(wrapper));
std::string redo_data(obs_data_get_json(rwrapper));
undo_s.add_action(QTStr("Undo.Transform.HFlip")
.arg(obs_source_get_name(obs_scene_get_source(
GetCurrentScene()))),
undo_redo, undo_redo, undo_data, redo_data);
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_actionFlipVertical_triggered()
{
vec2 scale;
vec2_set(&scale, 1.0f, -1.0f);
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease wrapper =
obs_scene_save_transform_states(GetCurrentScene(), false);
UI: Add scene editing So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
2014-06-15 07:54:48 +00:00
obs_scene_enum_items(GetCurrentScene(), MultiplySelectedItemScale,
&scale);
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease rwrapper =
obs_scene_save_transform_states(GetCurrentScene(), false);
std::string undo_data(obs_data_get_json(wrapper));
std::string redo_data(obs_data_get_json(rwrapper));
undo_s.add_action(QTStr("Undo.Transform.VFlip")
.arg(obs_source_get_name(obs_scene_get_source(
GetCurrentScene()))),
undo_redo, undo_redo, undo_data, redo_data);
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 CenterAlignSelectedItems(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
{
obs_bounds_type boundsType =
*reinterpret_cast<obs_bounds_type *>(param);
if (obs_sceneitem_is_group(item))
obs_sceneitem_group_enum_items(item, CenterAlignSelectedItems,
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;
if (obs_sceneitem_locked(item))
return 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
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);
return true;
}
void OBSBasic::on_actionFitToScreen_triggered()
{
obs_bounds_type boundsType = OBS_BOUNDS_SCALE_INNER;
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease wrapper =
obs_scene_save_transform_states(GetCurrentScene(), false);
UI: Add scene editing So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
2014-06-15 07:54:48 +00:00
obs_scene_enum_items(GetCurrentScene(), CenterAlignSelectedItems,
&boundsType);
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease rwrapper =
obs_scene_save_transform_states(GetCurrentScene(), false);
std::string undo_data(obs_data_get_json(wrapper));
std::string redo_data(obs_data_get_json(rwrapper));
undo_s.add_action(QTStr("Undo.Transform.FitToScreen")
.arg(obs_source_get_name(obs_scene_get_source(
GetCurrentScene()))),
undo_redo, undo_redo, undo_data, redo_data);
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_actionStretchToScreen_triggered()
{
obs_bounds_type boundsType = OBS_BOUNDS_STRETCH;
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease wrapper =
obs_scene_save_transform_states(GetCurrentScene(), false);
UI: Add scene editing So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
2014-06-15 07:54:48 +00:00
obs_scene_enum_items(GetCurrentScene(), CenterAlignSelectedItems,
&boundsType);
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease rwrapper =
obs_scene_save_transform_states(GetCurrentScene(), false);
std::string undo_data(obs_data_get_json(wrapper));
std::string redo_data(obs_data_get_json(rwrapper));
undo_s.add_action(QTStr("Undo.Transform.StretchToScreen")
.arg(obs_source_get_name(obs_scene_get_source(
GetCurrentScene()))),
undo_redo, undo_redo, undo_data, redo_data);
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::CenterSelectedSceneItems(const CenterType &centerType)
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
{
QModelIndexList selectedItems = GetAllSelectedSourceItems();
if (!selectedItems.count())
return;
vector<OBSSceneItem> items;
// Filter out items that have no size
for (int x = 0; x < selectedItems.count(); x++) {
OBSSceneItem item = ui->sources->Get(selectedItems[x].row());
obs_transform_info oti;
obs_sceneitem_get_info(item, &oti);
obs_source_t *source = obs_sceneitem_get_source(item);
float width = float(obs_source_get_width(source)) * oti.scale.x;
float height =
float(obs_source_get_height(source)) * oti.scale.y;
if (width == 0.0f || height == 0.0f)
continue;
items.emplace_back(item);
}
if (!items.size())
return;
// Get center x, y coordinates of items
vec3 center;
float top = M_INFINITE;
float left = M_INFINITE;
float right = 0.0f;
float bottom = 0.0f;
for (auto &item : items) {
vec3 tl, br;
GetItemBox(item, tl, br);
left = (std::min)(tl.x, left);
top = (std::min)(tl.y, top);
right = (std::max)(br.x, right);
bottom = (std::max)(br.y, bottom);
}
center.x = (right + left) / 2.0f;
center.y = (top + bottom) / 2.0f;
center.z = 0.0f;
// Get coordinates of screen center
obs_video_info ovi;
obs_get_video_info(&ovi);
vec3 screenCenter;
vec3_set(&screenCenter, float(ovi.base_width), float(ovi.base_height),
0.0f);
vec3_mulf(&screenCenter, &screenCenter, 0.5f);
// Calculate difference between screen center and item center
vec3 offset;
vec3_sub(&offset, &screenCenter, &center);
// Shift items by offset
for (auto &item : items) {
vec3 tl, br;
GetItemBox(item, tl, br);
vec3_add(&tl, &tl, &offset);
vec3 itemTL = GetItemTL(item);
if (centerType == CenterType::Vertical)
tl.x = itemTL.x;
else if (centerType == CenterType::Horizontal)
tl.y = itemTL.y;
SetItemTL(item, tl);
}
}
void OBSBasic::on_actionCenterToScreen_triggered()
{
CenterType centerType = CenterType::Scene;
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease wrapper =
obs_scene_save_transform_states(GetCurrentScene(), false);
CenterSelectedSceneItems(centerType);
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease rwrapper =
obs_scene_save_transform_states(GetCurrentScene(), false);
std::string undo_data(obs_data_get_json(wrapper));
std::string redo_data(obs_data_get_json(rwrapper));
undo_s.add_action(QTStr("Undo.Transform.Center")
.arg(obs_source_get_name(obs_scene_get_source(
GetCurrentScene()))),
undo_redo, undo_redo, undo_data, redo_data);
}
void OBSBasic::on_actionVerticalCenter_triggered()
{
CenterType centerType = CenterType::Vertical;
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease wrapper =
obs_scene_save_transform_states(GetCurrentScene(), false);
CenterSelectedSceneItems(centerType);
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease rwrapper =
obs_scene_save_transform_states(GetCurrentScene(), false);
std::string undo_data(obs_data_get_json(wrapper));
std::string redo_data(obs_data_get_json(rwrapper));
undo_s.add_action(QTStr("Undo.Transform.VCenter")
.arg(obs_source_get_name(obs_scene_get_source(
GetCurrentScene()))),
undo_redo, undo_redo, undo_data, redo_data);
}
void OBSBasic::on_actionHorizontalCenter_triggered()
{
CenterType centerType = CenterType::Horizontal;
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease wrapper =
obs_scene_save_transform_states(GetCurrentScene(), false);
CenterSelectedSceneItems(centerType);
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease rwrapper =
obs_scene_save_transform_states(GetCurrentScene(), false);
std::string undo_data(obs_data_get_json(wrapper));
std::string redo_data(obs_data_get_json(rwrapper));
undo_s.add_action(QTStr("Undo.Transform.HCenter")
.arg(obs_source_get_name(obs_scene_get_source(
GetCurrentScene()))),
undo_redo, undo_redo, undo_data, redo_data);
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->previewDisabledWidget->setVisible(!enable);
}
void OBSBasic::TogglePreview()
{
previewEnabled = !previewEnabled;
EnablePreviewDisplay(previewEnabled);
}
2019-03-04 23:29:37 +00:00
void OBSBasic::EnablePreview()
{
if (previewProgramMode)
return;
previewEnabled = true;
EnablePreviewDisplay(true);
}
void OBSBasic::DisablePreview()
{
if (previewProgramMode)
return;
previewEnabled = false;
EnablePreviewDisplay(false);
}
static bool nudge_callback(obs_scene_t *, obs_sceneitem_t *item, void *param)
{
if (obs_sceneitem_locked(item))
return true;
struct vec2 &offset = *reinterpret_cast<struct vec2 *>(param);
struct vec2 pos;
if (!obs_sceneitem_selected(item)) {
2018-06-02 16:45:01 +00:00
if (obs_sceneitem_is_group(item)) {
struct vec3 offset3;
vec3_set(&offset3, offset.x, offset.y, 0.0f);
struct matrix4 matrix;
obs_sceneitem_get_draw_transform(item, &matrix);
vec4_set(&matrix.t, 0.0f, 0.0f, 0.0f, 1.0f);
matrix4_inv(&matrix, &matrix);
vec3_transform(&offset3, &offset3, &matrix);
struct vec2 new_offset;
vec2_set(&new_offset, offset3.x, offset3.y);
obs_sceneitem_group_enum_items(item, nudge_callback,
&new_offset);
}
return true;
}
obs_sceneitem_get_pos(item, &pos);
vec2_add(&pos, &pos, &offset);
obs_sceneitem_set_pos(item, &pos);
return true;
}
void OBSBasic::Nudge(int dist, MoveDir dir)
{
if (ui->preview->Locked())
return;
struct vec2 offset;
vec2_set(&offset, 0.0f, 0.0f);
switch (dir) {
case MoveDir::Up:
offset.y = (float)-dist;
break;
case MoveDir::Down:
offset.y = (float)dist;
break;
case MoveDir::Left:
offset.x = (float)-dist;
break;
case MoveDir::Right:
offset.x = (float)dist;
break;
}
if (!recent_nudge) {
recent_nudge = true;
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease wrapper = obs_scene_save_transform_states(
GetCurrentScene(), true);
std::string undo_data(obs_data_get_json(wrapper));
nudge_timer = new QTimer;
QObject::connect(
nudge_timer, &QTimer::timeout,
[this, &recent_nudge = recent_nudge, undo_data]() {
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease rwrapper =
obs_scene_save_transform_states(
GetCurrentScene(), true);
std::string redo_data(
obs_data_get_json(rwrapper));
undo_s.add_action(
QTStr("Undo.Transform")
.arg(obs_source_get_name(
GetCurrentSceneSource())),
undo_redo, undo_redo, undo_data,
redo_data);
recent_nudge = false;
});
connect(nudge_timer, &QTimer::timeout, nudge_timer,
&QTimer::deleteLater);
nudge_timer->setSingleShot(true);
}
if (nudge_timer) {
nudge_timer->stop();
nudge_timer->start(1000);
} else {
blog(LOG_ERROR, "No nudge timer!");
}
obs_scene_enum_items(GetCurrentScene(), nudge_callback, &offset);
}
void OBSBasic::DeleteProjector(OBSProjector *projector)
{
for (size_t i = 0; i < projectors.size(); i++) {
if (projectors[i] == projector) {
projectors[i]->deleteLater();
projectors.erase(projectors.begin() + i);
break;
}
}
}
2018-03-01 02:34:11 +00:00
OBSProjector *OBSBasic::OpenProjector(obs_source_t *source, int monitor,
ProjectorType type)
{
/* seriously? 10 monitors? */
if (monitor > 9 || monitor > QGuiApplication::screens().size() - 1)
2018-03-01 02:34:11 +00:00
return nullptr;
bool closeProjectors = config_get_bool(GetGlobalConfig(), "BasicWindow",
"CloseExistingProjectors");
if (closeProjectors && monitor > -1) {
for (size_t i = projectors.size(); i > 0; i--) {
size_t idx = i - 1;
if (projectors[idx]->GetMonitor() == monitor)
DeleteProjector(projectors[idx]);
}
}
2018-03-01 02:34:11 +00:00
OBSProjector *projector =
new OBSProjector(nullptr, source, monitor, type);
projectors.emplace_back(projector);
2018-03-01 02:34:11 +00:00
return projector;
}
void OBSBasic::OpenStudioProgramProjector()
{
int monitor = sender()->property("monitor").toInt();
OpenProjector(nullptr, monitor, ProjectorType::StudioProgram);
}
void OBSBasic::OpenPreviewProjector()
{
int monitor = sender()->property("monitor").toInt();
OpenProjector(nullptr, monitor, ProjectorType::Preview);
}
void OBSBasic::OpenSourceProjector()
{
int monitor = sender()->property("monitor").toInt();
OBSSceneItem item = GetCurrentSceneItem();
if (!item)
return;
OpenProjector(obs_sceneitem_get_source(item), monitor,
2018-03-01 02:34:11 +00:00
ProjectorType::Source);
}
void OBSBasic::OpenMultiviewProjector()
{
int monitor = sender()->property("monitor").toInt();
OpenProjector(nullptr, monitor, ProjectorType::Multiview);
}
void OBSBasic::OpenSceneProjector()
{
int monitor = sender()->property("monitor").toInt();
OBSScene scene = GetCurrentScene();
if (!scene)
return;
OpenProjector(obs_scene_get_source(scene), monitor,
ProjectorType::Scene);
}
void OBSBasic::OpenStudioProgramWindow()
{
OpenProjector(nullptr, -1, ProjectorType::StudioProgram);
}
void OBSBasic::OpenPreviewWindow()
{
OpenProjector(nullptr, -1, ProjectorType::Preview);
}
void OBSBasic::OpenSourceWindow()
{
OBSSceneItem item = GetCurrentSceneItem();
if (!item)
return;
OBSSource source = obs_sceneitem_get_source(item);
2018-03-01 02:34:11 +00:00
OpenProjector(obs_sceneitem_get_source(item), -1,
2018-03-01 02:34:11 +00:00
ProjectorType::Source);
}
void OBSBasic::OpenSceneWindow()
{
OBSScene scene = GetCurrentScene();
if (!scene)
return;
OBSSource source = obs_scene_get_source(scene);
2018-03-01 02:34:11 +00:00
OpenProjector(obs_scene_get_source(scene), -1, ProjectorType::Scene);
}
void OBSBasic::OpenSavedProjectors()
{
for (SavedProjectorInfo *info : savedProjectorsArray) {
OpenSavedProjector(info);
}
}
void OBSBasic::OpenSavedProjector(SavedProjectorInfo *info)
{
if (info) {
2018-03-01 05:10:32 +00:00
OBSProjector *projector = nullptr;
switch (info->type) {
2018-03-01 05:10:32 +00:00
case ProjectorType::Source:
case ProjectorType::Scene: {
2021-11-26 09:25:39 +00:00
OBSSourceAutoRelease source =
obs_get_source_by_name(info->name.c_str());
if (!source)
return;
projector = OpenProjector(source, info->monitor,
2018-03-01 05:10:32 +00:00
info->type);
break;
}
default: {
2018-03-01 05:10:32 +00:00
projector = OpenProjector(nullptr, info->monitor,
info->type);
break;
}
}
2018-03-01 05:10:32 +00:00
if (projector && !info->geometry.empty() && info->monitor < 0) {
2018-03-01 05:10:32 +00:00
QByteArray byteArray = QByteArray::fromBase64(
QByteArray(info->geometry.c_str()));
projector->restoreGeometry(byteArray);
2018-03-01 05:10:32 +00:00
if (!WindowPositionValid(projector->normalGeometry())) {
QRect rect = QGuiApplication::primaryScreen()
->geometry();
2018-03-01 05:10:32 +00:00
projector->setGeometry(QStyle::alignedRect(
Qt::LeftToRight, Qt::AlignCenter,
size(), rect));
}
if (info->alwaysOnTopOverridden)
projector->SetIsAlwaysOnTop(info->alwaysOnTop,
true);
}
}
}
void OBSBasic::on_actionFullscreenInterface_triggered()
{
2019-10-21 20:17:26 +00:00
if (!isFullScreen())
showFullScreen();
else
showNormal();
}
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(false);
2023-03-13 02:09:52 +00:00
if (safe_mode)
name << " (SAFE MODE)";
if (App()->IsPortableMode())
2023-05-03 10:57:21 +00:00
name << " - " << Str("TitleBar.PortableMode");
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_resetDocks_triggered(bool force)
{
/* prune deleted extra docks */
for (int i = oldExtraDocks.size() - 1; i >= 0; i--) {
if (!oldExtraDocks[i]) {
oldExtraDocks.removeAt(i);
oldExtraDockNames.removeAt(i);
}
}
#ifdef BROWSER_AVAILABLE
if ((oldExtraDocks.size() || extraDocks.size() ||
extraCustomDocks.size() || extraBrowserDocks.size()) &&
!force) {
#else
if ((oldExtraDocks.size() || extraDocks.size() ||
extraCustomDocks.size()) &&
!force) {
#endif
QMessageBox::StandardButton button = QMessageBox::question(
this, QTStr("ResetUIWarning.Title"),
QTStr("ResetUIWarning.Text"));
if (button == QMessageBox::No)
return;
}
/* undock/hide/center extra docks */
for (int i = oldExtraDocks.size() - 1; i >= 0; i--) {
if (oldExtraDocks[i]) {
oldExtraDocks[i]->setVisible(true);
oldExtraDocks[i]->setFloating(true);
oldExtraDocks[i]->move(
frameGeometry().topLeft() + rect().center() -
oldExtraDocks[i]->rect().center());
oldExtraDocks[i]->setVisible(false);
}
}
#define RESET_DOCKLIST(dockList) \
for (int i = dockList.size() - 1; i >= 0; i--) { \
dockList[i]->setVisible(true); \
dockList[i]->setFloating(true); \
dockList[i]->move(frameGeometry().topLeft() + \
rect().center() - \
dockList[i]->rect().center()); \
dockList[i]->setVisible(false); \
}
RESET_DOCKLIST(extraDocks)
RESET_DOCKLIST(extraCustomDocks)
#ifdef BROWSER_AVAILABLE
RESET_DOCKLIST(extraBrowserDocks)
#endif
#undef RESET_DOCKLIST
restoreState(startingDockLayout);
int cx = width();
int cy = height();
int cx22_5 = cx * 225 / 1000;
int cx5 = cx * 5 / 100;
int cx21 = cx * 21 / 100;
cy = cy * 225 / 1000;
int mixerSize = cx - (cx22_5 * 2 + cx5 + cx21);
QList<QDockWidget *> docks{ui->scenesDock, ui->sourcesDock,
ui->mixerDock, ui->transitionsDock,
ui->controlsDock};
QList<int> sizes{cx22_5, cx22_5, mixerSize, cx5, cx21};
ui->scenesDock->setVisible(true);
ui->sourcesDock->setVisible(true);
ui->mixerDock->setVisible(true);
ui->transitionsDock->setVisible(true);
ui->controlsDock->setVisible(true);
statsDock->setVisible(false);
statsDock->setFloating(true);
resizeDocks(docks, {cy, cy, cy, cy, cy}, Qt::Vertical);
resizeDocks(docks, sizes, Qt::Horizontal);
activateWindow();
}
void OBSBasic::on_lockDocks_toggled(bool lock)
{
QDockWidget::DockWidgetFeatures features =
lock ? QDockWidget::NoDockWidgetFeatures
: (QDockWidget::DockWidgetClosable |
QDockWidget::DockWidgetMovable |
QDockWidget::DockWidgetFloatable);
QDockWidget::DockWidgetFeatures mainFeatures = features;
mainFeatures &= ~QDockWidget::QDockWidget::DockWidgetClosable;
ui->scenesDock->setFeatures(mainFeatures);
ui->sourcesDock->setFeatures(mainFeatures);
ui->mixerDock->setFeatures(mainFeatures);
ui->transitionsDock->setFeatures(mainFeatures);
ui->controlsDock->setFeatures(mainFeatures);
statsDock->setFeatures(features);
for (int i = extraDocks.size() - 1; i >= 0; i--)
extraDocks[i]->setFeatures(features);
for (int i = extraCustomDocks.size() - 1; i >= 0; i--)
extraCustomDocks[i]->setFeatures(features);
#ifdef BROWSER_AVAILABLE
for (int i = extraBrowserDocks.size() - 1; i >= 0; i--)
extraBrowserDocks[i]->setFeatures(features);
#endif
for (int i = oldExtraDocks.size() - 1; i >= 0; i--) {
if (!oldExtraDocks[i]) {
oldExtraDocks.removeAt(i);
oldExtraDockNames.removeAt(i);
} else {
oldExtraDocks[i]->setFeatures(features);
}
}
}
void OBSBasic::on_sideDocks_toggled(bool side)
{
if (side) {
setCorner(Qt::TopLeftCorner, Qt::LeftDockWidgetArea);
setCorner(Qt::TopRightCorner, Qt::RightDockWidgetArea);
setCorner(Qt::BottomLeftCorner, Qt::LeftDockWidgetArea);
setCorner(Qt::BottomRightCorner, Qt::RightDockWidgetArea);
} else {
setCorner(Qt::TopLeftCorner, Qt::TopDockWidgetArea);
setCorner(Qt::TopRightCorner, Qt::TopDockWidgetArea);
setCorner(Qt::BottomLeftCorner, Qt::BottomDockWidgetArea);
setCorner(Qt::BottomRightCorner, Qt::BottomDockWidgetArea);
}
}
void OBSBasic::on_resetUI_triggered()
{
on_resetDocks_triggered();
ui->toggleListboxToolbars->setChecked(true);
ui->toggleContextBar->setChecked(true);
ui->toggleSourceIcons->setChecked(true);
ui->toggleStatusBar->setChecked(true);
ui->scenes->SetGridMode(false);
ui->actionSceneListMode->setChecked(true);
}
2022-10-04 12:48:17 +00:00
void OBSBasic::on_multiviewProjectorWindowed_triggered()
{
OpenProjector(nullptr, -1, ProjectorType::Multiview);
}
void OBSBasic::on_toggleListboxToolbars_toggled(bool visible)
{
ui->sourcesToolbar->setVisible(visible);
ui->scenesToolbar->setVisible(visible);
ui->mixerToolbar->setVisible(visible);
config_set_bool(App()->GlobalConfig(), "BasicWindow",
"ShowListboxToolbars", visible);
}
void OBSBasic::ShowContextBar()
{
on_toggleContextBar_toggled(true);
ui->toggleContextBar->setChecked(true);
}
void OBSBasic::HideContextBar()
{
on_toggleContextBar_toggled(false);
ui->toggleContextBar->setChecked(false);
}
void OBSBasic::on_toggleContextBar_toggled(bool visible)
{
config_set_bool(App()->GlobalConfig(), "BasicWindow",
"ShowContextToolbars", visible);
this->ui->contextContainer->setVisible(visible);
UpdateContextBar(true);
}
void OBSBasic::on_toggleStatusBar_toggled(bool visible)
{
ui->statusbar->setVisible(visible);
config_set_bool(App()->GlobalConfig(), "BasicWindow", "ShowStatusBar",
visible);
}
void OBSBasic::on_toggleSourceIcons_toggled(bool visible)
{
ui->sources->SetIconsVisible(visible);
if (advAudioWindow != nullptr)
advAudioWindow->SetIconsVisible(visible);
config_set_bool(App()->GlobalConfig(), "BasicWindow", "ShowSourceIcons",
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(0, this, SLOT(hide()));
if (previewEnabled)
EnablePreviewDisplay(false);
#ifdef __APPLE__
EnableOSXDockIcon(false);
#endif
} else if (showing && !isVisible()) {
if (showHide)
showHide->setText(QTStr("Basic.SystemTray.Hide"));
QTimer::singleShot(0, this, SLOT(show()));
if (previewEnabled)
EnablePreviewDisplay(true);
#ifdef __APPLE__
EnableOSXDockIcon(true);
#endif
/* raise and activate window to ensure it is on top */
raise();
activateWindow();
/* 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()
{
#ifdef __APPLE__
QIcon trayIconFile = QIcon(":/res/images/obs_macos.svg");
trayIconFile.setIsMask(true);
#else
QIcon trayIconFile = QIcon(":/res/images/obs.png");
#endif
2019-03-11 15:52:01 +00:00
trayIcon.reset(new QSystemTrayIcon(
QIcon::fromTheme("obs-tray", trayIconFile), this));
trayIcon->setToolTip("OBS Studio");
showHide = new QAction(QTStr("Basic.SystemTray.Show"), trayIcon.data());
sysTrayStream = new QAction(
StreamingActive() ? QTStr("Basic.Main.StopStreaming")
: QTStr("Basic.Main.StartStreaming"),
trayIcon.data());
sysTrayRecord = new QAction(
RecordingActive() ? QTStr("Basic.Main.StopRecording")
: QTStr("Basic.Main.StartRecording"),
trayIcon.data());
sysTrayReplayBuffer = new QAction(
ReplayBufferActive() ? QTStr("Basic.Main.StopReplayBuffer")
: QTStr("Basic.Main.StartReplayBuffer"),
trayIcon.data());
sysTrayVirtualCam = new QAction(
VirtualCamActive() ? QTStr("Basic.Main.StopVirtualCam")
: QTStr("Basic.Main.StartVirtualCam"),
trayIcon.data());
exit = new QAction(QTStr("Exit"), trayIcon.data());
trayMenu = new QMenu;
previewProjector = new QMenu(QTStr("PreviewProjector"));
studioProgramProjector = new QMenu(QTStr("StudioProgramProjector"));
AddProjectorMenuMonitors(previewProjector, this,
SLOT(OpenPreviewProjector()));
AddProjectorMenuMonitors(studioProgramProjector, this,
SLOT(OpenStudioProgramProjector()));
trayMenu->addAction(showHide);
trayMenu->addSeparator();
trayMenu->addMenu(previewProjector);
trayMenu->addMenu(studioProgramProjector);
trayMenu->addSeparator();
trayMenu->addAction(sysTrayStream);
trayMenu->addAction(sysTrayRecord);
trayMenu->addAction(sysTrayReplayBuffer);
trayMenu->addAction(sysTrayVirtualCam);
trayMenu->addSeparator();
trayMenu->addAction(exit);
trayIcon->setContextMenu(trayMenu);
trayIcon->show();
if (outputHandler && !outputHandler->replayBuffer)
sysTrayReplayBuffer->setEnabled(false);
sysTrayVirtualCam->setEnabled(vcamEnabled);
if (Active())
OnActivate(true);
connect(trayIcon.data(),
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(sysTrayVirtualCam.data(), &QAction::triggered, this,
&OBSBasic::VCamButtonClicked);
connect(exit, SIGNAL(triggered()), this, SLOT(close()));
}
void OBSBasic::IconActivated(QSystemTrayIcon::ActivationReason reason)
{
// Refresh projector list
previewProjector->clear();
studioProgramProjector->clear();
AddProjectorMenuMonitors(previewProjector, this,
SLOT(OpenPreviewProjector()));
AddProjectorMenuMonitors(studioProgramProjector, this,
SLOT(OpenStudioProgramProjector()));
2021-01-30 08:13:17 +00:00
#ifdef __APPLE__
UNUSED_PARAMETER(reason);
#else
if (reason == QSystemTrayIcon::Trigger) {
EnablePreviewDisplay(previewEnabled && !isVisible());
ToggleShowHide();
}
#endif
}
void OBSBasic::SysTrayNotify(const QString &text,
QSystemTrayIcon::MessageIcon n)
{
if (trayIcon && trayIcon->isVisible() &&
QSystemTrayIcon::supportsMessages()) {
QSystemTrayIcon::MessageIcon icon =
QSystemTrayIcon::MessageIcon(n);
trayIcon->showMessage("OBS Studio", text, icon, 10000);
}
}
void OBSBasic::SystemTray(bool firstStarted)
{
if (!QSystemTrayIcon::isSystemTrayAvailable())
return;
2019-05-04 14:23:21 +00:00
if (!trayIcon && !firstStarted)
return;
bool sysTrayWhenStarted = config_get_bool(
GetGlobalConfig(), "BasicWindow", "SysTrayWhenStarted");
bool sysTrayEnabled = config_get_bool(GetGlobalConfig(), "BasicWindow",
"SysTrayEnabled");
if (firstStarted)
SystemTrayInit();
if (!sysTrayEnabled) {
trayIcon->hide();
} else {
trayIcon->show();
if (firstStarted && (sysTrayWhenStarted || opt_minimize_tray)) {
EnablePreviewDisplay(false);
#ifdef __APPLE__
EnableOSXDockIcon(false);
#endif
2017-01-11 19:19:17 +00:00
opt_minimize_tray = false;
}
}
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_actionMainUndo_triggered()
{
undo_s.undo();
}
void OBSBasic::on_actionMainRedo_triggered()
{
undo_s.redo();
}
void OBSBasic::on_actionCopySource_triggered()
{
clipboard.clear();
2018-06-02 16:45:01 +00:00
for (auto &selectedSource : GetAllSelectedSourceItems()) {
OBSSceneItem item = ui->sources->Get(selectedSource.row());
if (!item)
continue;
OBSSource source = obs_sceneitem_get_source(item);
SourceCopyInfo copyInfo;
copyInfo.weak_source = OBSGetWeakRef(source);
obs_sceneitem_get_info(item, &copyInfo.transform);
obs_sceneitem_get_crop(item, &copyInfo.crop);
copyInfo.blend_method = obs_sceneitem_get_blending_method(item);
copyInfo.blend_mode = obs_sceneitem_get_blending_mode(item);
copyInfo.visible = obs_sceneitem_visible(item);
clipboard.push_back(copyInfo);
}
UpdateEditMenu();
}
void OBSBasic::on_actionPasteRef_triggered()
{
2021-05-13 05:07:40 +00:00
OBSSource scene_source = GetCurrentSceneSource();
OBSData undo_data = BackupScene(scene_source);
OBSScene scene = GetCurrentScene();
2021-05-13 05:07:40 +00:00
undo_s.push_disabled();
for (size_t i = clipboard.size(); i > 0; i--) {
SourceCopyInfo &copyInfo = clipboard[i - 1];
OBSSource source = OBSGetStrongRef(copyInfo.weak_source);
if (!source)
continue;
const char *name = obs_source_get_name(source);
/* do not allow duplicate refs of the same group in the same
* scene */
if (!!obs_scene_get_group(scene, name)) {
continue;
}
OBSBasicSourceSelect::SourcePaste(copyInfo, false);
}
2021-05-13 05:07:40 +00:00
undo_s.pop_disabled();
QString action_name = QTStr("Undo.PasteSourceRef");
const char *scene_name = obs_source_get_name(scene_source);
OBSData redo_data = BackupScene(scene_source);
CreateSceneUndoRedoAction(action_name.arg(scene_name), undo_data,
redo_data);
}
void OBSBasic::on_actionPasteDup_triggered()
{
2021-05-13 05:07:40 +00:00
OBSSource scene_source = GetCurrentSceneSource();
OBSData undo_data = BackupScene(scene_source);
undo_s.push_disabled();
for (size_t i = clipboard.size(); i > 0; i--) {
SourceCopyInfo &copyInfo = clipboard[i - 1];
OBSBasicSourceSelect::SourcePaste(copyInfo, true);
}
2021-05-13 05:07:40 +00:00
undo_s.pop_disabled();
QString action_name = QTStr("Undo.PasteSource");
const char *scene_name = obs_source_get_name(scene_source);
OBSData redo_data = BackupScene(scene_source);
CreateSceneUndoRedoAction(action_name.arg(scene_name), undo_data,
redo_data);
}
void OBSBasic::AudioMixerCopyFilters()
{
QAction *action = reinterpret_cast<QAction *>(sender());
VolControl *vol = action->property("volControl").value<VolControl *>();
obs_source_t *source = vol->GetSource();
copyFiltersSource = obs_source_get_weak_source(source);
}
void OBSBasic::AudioMixerPasteFilters()
{
QAction *action = reinterpret_cast<QAction *>(sender());
VolControl *vol = action->property("volControl").value<VolControl *>();
obs_source_t *dstSource = vol->GetSource();
2021-11-26 09:25:39 +00:00
OBSSourceAutoRelease source =
obs_weak_source_get_source(copyFiltersSource);
if (source == dstSource)
return;
obs_source_copy_filters(dstSource, source);
}
void OBSBasic::SceneCopyFilters()
{
copyFiltersSource = obs_source_get_weak_source(GetCurrentSceneSource());
}
void OBSBasic::ScenePasteFilters()
{
2021-11-26 09:25:39 +00:00
OBSSourceAutoRelease source =
obs_weak_source_get_source(copyFiltersSource);
OBSSource dstSource = GetCurrentSceneSource();
if (source == dstSource)
return;
obs_source_copy_filters(dstSource, source);
}
void OBSBasic::on_actionCopyFilters_triggered()
{
OBSSceneItem item = GetCurrentSceneItem();
if (!item)
return;
OBSSource source = obs_sceneitem_get_source(item);
copyFiltersSource = obs_source_get_weak_source(source);
ui->actionPasteFilters->setEnabled(true);
}
void OBSBasic::CreateFilterPasteUndoRedoAction(const QString &text,
obs_source_t *source,
obs_data_array_t *undo_array,
obs_data_array_t *redo_array)
{
auto undo_redo = [this](const std::string &json) {
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease data =
obs_data_create_from_json(json.c_str());
OBSDataArrayAutoRelease array =
obs_data_get_array(data, "array");
2023-03-28 14:24:17 +00:00
OBSSourceAutoRelease source = obs_get_source_by_uuid(
obs_data_get_string(data, "uuid"));
obs_source_restore_filters(source, array);
if (filters)
filters->UpdateSource(source);
};
2023-03-28 14:24:17 +00:00
const char *uuid = obs_source_get_uuid(source);
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease undo_data = obs_data_create();
OBSDataAutoRelease redo_data = obs_data_create();
obs_data_set_array(undo_data, "array", undo_array);
obs_data_set_array(redo_data, "array", redo_array);
2023-03-28 14:24:17 +00:00
obs_data_set_string(undo_data, "uuid", uuid);
obs_data_set_string(redo_data, "uuid", uuid);
undo_s.add_action(text, undo_redo, undo_redo,
obs_data_get_json(undo_data),
obs_data_get_json(redo_data));
}
void OBSBasic::on_actionPasteFilters_triggered()
{
2021-11-26 09:25:39 +00:00
OBSSourceAutoRelease source =
obs_weak_source_get_source(copyFiltersSource);
OBSSceneItem sceneItem = GetCurrentSceneItem();
OBSSource dstSource = obs_sceneitem_get_source(sceneItem);
if (source == dstSource)
return;
2021-11-26 09:25:39 +00:00
OBSDataArrayAutoRelease undo_array =
obs_source_backup_filters(dstSource);
obs_source_copy_filters(dstSource, source);
2021-11-26 09:25:39 +00:00
OBSDataArrayAutoRelease redo_array =
obs_source_backup_filters(dstSource);
const char *srcName = obs_source_get_name(source);
const char *dstName = obs_source_get_name(dstSource);
QString text =
QTStr("Undo.Filters.Paste.Multiple").arg(srcName, dstName);
CreateFilterPasteUndoRedoAction(text, dstSource, undo_array,
redo_array);
}
static void ConfirmColor(SourceTree *sources, const QColor &color,
QModelIndexList selectedItems)
{
for (int x = 0; x < selectedItems.count(); x++) {
SourceTreeItem *treeItem =
sources->GetItemWidget(selectedItems[x].row());
treeItem->setStyleSheet("background: " +
color.name(QColor::HexArgb));
treeItem->style()->unpolish(treeItem);
treeItem->style()->polish(treeItem);
OBSSceneItem sceneItem = sources->Get(selectedItems[x].row());
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease privData =
obs_sceneitem_get_private_settings(sceneItem);
obs_data_set_int(privData, "color-preset", 1);
obs_data_set_string(privData, "color",
QT_TO_UTF8(color.name(QColor::HexArgb)));
}
}
void OBSBasic::ColorChange()
{
QModelIndexList selectedItems =
ui->sources->selectionModel()->selectedIndexes();
QAction *action = qobject_cast<QAction *>(sender());
QPushButton *colorButton = qobject_cast<QPushButton *>(sender());
if (selectedItems.count() == 0)
return;
if (colorButton) {
int preset = colorButton->property("bgColor").value<int>();
for (int x = 0; x < selectedItems.count(); x++) {
SourceTreeItem *treeItem = ui->sources->GetItemWidget(
selectedItems[x].row());
treeItem->setStyleSheet("");
treeItem->setProperty("bgColor", preset);
treeItem->style()->unpolish(treeItem);
treeItem->style()->polish(treeItem);
OBSSceneItem sceneItem =
ui->sources->Get(selectedItems[x].row());
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease privData =
obs_sceneitem_get_private_settings(sceneItem);
obs_data_set_int(privData, "color-preset", preset + 1);
obs_data_set_string(privData, "color", "");
}
for (int i = 1; i < 9; i++) {
stringstream button;
button << "preset" << i;
QPushButton *cButton =
colorButton->parentWidget()
->findChild<QPushButton *>(
button.str().c_str());
cButton->setStyleSheet("border: 1px solid black");
}
colorButton->setStyleSheet("border: 2px solid black");
} else if (action) {
int preset = action->property("bgColor").value<int>();
if (preset == 1) {
OBSSceneItem curSceneItem = GetCurrentSceneItem();
SourceTreeItem *curTreeItem =
GetItemWidgetFromSceneItem(curSceneItem);
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease curPrivData =
obs_sceneitem_get_private_settings(
curSceneItem);
int oldPreset =
obs_data_get_int(curPrivData, "color-preset");
const QString oldSheet = curTreeItem->styleSheet();
auto liveChangeColor = [=](const QColor &color) {
if (color.isValid()) {
curTreeItem->setStyleSheet(
"background: " +
color.name(QColor::HexArgb));
}
};
auto changedColor = [=](const QColor &color) {
if (color.isValid()) {
ConfirmColor(ui->sources, color,
selectedItems);
}
};
auto rejected = [=]() {
if (oldPreset == 1) {
curTreeItem->setStyleSheet(oldSheet);
curTreeItem->setProperty("bgColor", 0);
} else if (oldPreset == 0) {
curTreeItem->setStyleSheet(
"background: none");
curTreeItem->setProperty("bgColor", 0);
} else {
curTreeItem->setStyleSheet("");
curTreeItem->setProperty("bgColor",
oldPreset - 1);
}
curTreeItem->style()->unpolish(curTreeItem);
curTreeItem->style()->polish(curTreeItem);
};
QColorDialog::ColorDialogOptions options =
QColorDialog::ShowAlphaChannel;
const char *oldColor =
obs_data_get_string(curPrivData, "color");
const char *customColor = *oldColor != 0 ? oldColor
: "#55FF0000";
2023-01-25 14:11:59 +00:00
#ifdef __linux__
// TODO: Revisit hang on Ubuntu with native dialog
options |= QColorDialog::DontUseNativeDialog;
#endif
QColorDialog *colorDialog = new QColorDialog(this);
colorDialog->setOptions(options);
colorDialog->setCurrentColor(QColor(customColor));
connect(colorDialog, &QColorDialog::currentColorChanged,
liveChangeColor);
connect(colorDialog, &QColorDialog::colorSelected,
changedColor);
connect(colorDialog, &QColorDialog::rejected, rejected);
colorDialog->open();
} else {
for (int x = 0; x < selectedItems.count(); x++) {
SourceTreeItem *treeItem =
ui->sources->GetItemWidget(
selectedItems[x].row());
treeItem->setStyleSheet("background: none");
treeItem->setProperty("bgColor", preset);
treeItem->style()->unpolish(treeItem);
treeItem->style()->polish(treeItem);
OBSSceneItem sceneItem = ui->sources->Get(
selectedItems[x].row());
2021-11-26 09:25:39 +00:00
OBSDataAutoRelease privData =
obs_sceneitem_get_private_settings(
sceneItem);
obs_data_set_int(privData, "color-preset",
preset);
obs_data_set_string(privData, "color", "");
}
}
}
}
SourceTreeItem *OBSBasic::GetItemWidgetFromSceneItem(obs_sceneitem_t *sceneItem)
{
int i = 0;
SourceTreeItem *treeItem = ui->sources->GetItemWidget(i);
OBSSceneItem item = ui->sources->Get(i);
int64_t id = obs_sceneitem_get_id(sceneItem);
while (treeItem && obs_sceneitem_get_id(item) != id) {
i++;
treeItem = ui->sources->GetItemWidget(i);
item = ui->sources->Get(i);
}
if (treeItem)
return treeItem;
return nullptr;
}
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;
}
2018-08-18 06:13:20 +00:00
void OBSBasic::on_actionShowAbout_triggered()
{
if (about)
about->close();
about = new OBSAbout(this);
about->show();
about->setAttribute(Qt::WA_DeleteOnClose, true);
}
void OBSBasic::ResizeOutputSizeOfSource()
{
if (obs_video_active())
return;
QMessageBox resize_output(this);
resize_output.setText(QTStr("ResizeOutputSizeOfSource.Text") + "\n\n" +
QTStr("ResizeOutputSizeOfSource.Continue"));
QAbstractButton *Yes =
resize_output.addButton(QTStr("Yes"), QMessageBox::YesRole);
resize_output.addButton(QTStr("No"), QMessageBox::NoRole);
resize_output.setIcon(QMessageBox::Warning);
resize_output.setWindowTitle(QTStr("ResizeOutputSizeOfSource"));
resize_output.exec();
if (resize_output.clickedButton() != Yes)
return;
OBSSource source = obs_sceneitem_get_source(GetCurrentSceneItem());
int width = obs_source_get_width(source);
int height = obs_source_get_height(source);
config_set_uint(basicConfig, "Video", "BaseCX", width);
config_set_uint(basicConfig, "Video", "BaseCY", height);
config_set_uint(basicConfig, "Video", "OutputCX", width);
config_set_uint(basicConfig, "Video", "OutputCY", height);
ResetVideo();
ResetOutputs();
config_save_safe(basicConfig, "tmp", nullptr);
on_actionFitToScreen_triggered();
}
QAction *OBSBasic::AddDockWidget(QDockWidget *dock)
{
// Prevent the object name from being changed
connect(dock, &QObject::objectNameChanged, this,
&OBSBasic::RepairOldExtraDockName);
#ifdef BROWSER_AVAILABLE
QAction *action = new QAction(dock->windowTitle(), ui->menuDocks);
if (!extraBrowserMenuDocksSeparator.isNull())
ui->menuDocks->insertAction(extraBrowserMenuDocksSeparator,
action);
else
ui->menuDocks->addAction(action);
#else
QAction *action = ui->menuDocks->addAction(dock->windowTitle());
#endif
action->setCheckable(true);
assignDockToggle(dock, action);
oldExtraDocks.push_back(dock);
oldExtraDockNames.push_back(dock->objectName());
bool lock = ui->lockDocks->isChecked();
QDockWidget::DockWidgetFeatures features =
lock ? QDockWidget::NoDockWidgetFeatures
: (QDockWidget::DockWidgetClosable |
QDockWidget::DockWidgetMovable |
QDockWidget::DockWidgetFloatable);
dock->setFeatures(features);
/* prune deleted docks */
for (int i = oldExtraDocks.size() - 1; i >= 0; i--) {
if (!oldExtraDocks[i]) {
oldExtraDocks.removeAt(i);
oldExtraDockNames.removeAt(i);
}
}
return action;
}
void OBSBasic::RepairOldExtraDockName()
{
QDockWidget *dock = reinterpret_cast<QDockWidget *>(sender());
int idx = oldExtraDocks.indexOf(dock);
QSignalBlocker block(dock);
if (idx == -1) {
blog(LOG_WARNING, "A dock got its object name changed");
return;
}
blog(LOG_WARNING, "The dock '%s' got its object name restored",
QT_TO_UTF8(oldExtraDockNames[idx]));
dock->setObjectName(oldExtraDockNames[idx]);
}
void OBSBasic::AddDockWidget(QDockWidget *dock, Qt::DockWidgetArea area,
bool extraBrowser)
{
if (dock->objectName().isEmpty())
return;
bool lock = ui->lockDocks->isChecked();
QDockWidget::DockWidgetFeatures features =
lock ? QDockWidget::NoDockWidgetFeatures
: (QDockWidget::DockWidgetClosable |
QDockWidget::DockWidgetMovable |
QDockWidget::DockWidgetFloatable);
setupDockAction(dock);
dock->setFeatures(features);
addDockWidget(area, dock);
#ifdef BROWSER_AVAILABLE
if (extraBrowser && extraBrowserMenuDocksSeparator.isNull())
extraBrowserMenuDocksSeparator = ui->menuDocks->addSeparator();
if (!extraBrowser && !extraBrowserMenuDocksSeparator.isNull())
ui->menuDocks->insertAction(extraBrowserMenuDocksSeparator,
dock->toggleViewAction());
else
ui->menuDocks->addAction(dock->toggleViewAction());
if (extraBrowser)
return;
#else
UNUSED_PARAMETER(extraBrowser);
ui->menuDocks->addAction(dock->toggleViewAction());
#endif
extraDockNames.push_back(dock->objectName());
extraDocks.push_back(QSharedPointer<QDockWidget>(dock));
}
void OBSBasic::RemoveDockWidget(const QString &name)
{
if (extraDockNames.contains(name)) {
int idx = extraDockNames.indexOf(name);
extraDockNames.removeAt(idx);
extraDocks[idx].clear();
extraDocks.removeAt(idx);
} else if (extraCustomDockNames.contains(name)) {
int idx = extraCustomDockNames.indexOf(name);
extraCustomDockNames.removeAt(idx);
removeDockWidget(extraCustomDocks[idx]);
extraCustomDocks.removeAt(idx);
}
}
bool OBSBasic::IsDockObjectNameUsed(const QString &name)
{
QStringList list;
list << "scenesDock"
<< "sourcesDock"
<< "mixerDock"
<< "transitionsDock"
<< "controlsDock"
<< "statsDock";
list << oldExtraDockNames;
list << extraDockNames;
list << extraCustomDockNames;
return list.contains(name);
}
void OBSBasic::AddCustomDockWidget(QDockWidget *dock)
{
// Prevent the object name from being changed
connect(dock, &QObject::objectNameChanged, this,
&OBSBasic::RepairCustomExtraDockName);
bool lock = ui->lockDocks->isChecked();
QDockWidget::DockWidgetFeatures features =
lock ? QDockWidget::NoDockWidgetFeatures
: (QDockWidget::DockWidgetClosable |
QDockWidget::DockWidgetMovable |
QDockWidget::DockWidgetFloatable);
dock->setFeatures(features);
addDockWidget(Qt::RightDockWidgetArea, dock);
extraCustomDockNames.push_back(dock->objectName());
extraCustomDocks.push_back(dock);
}
void OBSBasic::RepairCustomExtraDockName()
{
QDockWidget *dock = reinterpret_cast<QDockWidget *>(sender());
int idx = extraCustomDocks.indexOf(dock);
QSignalBlocker block(dock);
if (idx == -1) {
blog(LOG_WARNING, "A custom dock got its object name changed");
return;
}
blog(LOG_WARNING, "The custom dock '%s' got its object name restored",
QT_TO_UTF8(extraCustomDockNames[idx]));
dock->setObjectName(extraCustomDockNames[idx]);
}
OBSBasic *OBSBasic::Get()
{
return reinterpret_cast<OBSBasic *>(App()->GetMainWindow());
}
bool OBSBasic::StreamingActive()
{
if (!outputHandler)
return false;
return outputHandler->StreamingActive();
}
bool OBSBasic::RecordingActive()
{
if (!outputHandler)
return false;
return outputHandler->RecordingActive();
}
bool OBSBasic::ReplayBufferActive()
{
if (!outputHandler)
return false;
return outputHandler->ReplayBufferActive();
}
bool OBSBasic::VirtualCamActive()
{
if (!outputHandler)
return false;
return outputHandler->VirtualCamActive();
}
SceneRenameDelegate::SceneRenameDelegate(QObject *parent)
: QStyledItemDelegate(parent)
{
}
void SceneRenameDelegate::setEditorData(QWidget *editor,
const QModelIndex &index) const
{
QStyledItemDelegate::setEditorData(editor, index);
QLineEdit *lineEdit = qobject_cast<QLineEdit *>(editor);
if (lineEdit)
lineEdit->selectAll();
}
bool SceneRenameDelegate::eventFilter(QObject *editor, QEvent *event)
{
if (event->type() == QEvent::KeyPress) {
QKeyEvent *keyEvent = static_cast<QKeyEvent *>(event);
if (keyEvent->key() == Qt::Key_Escape) {
QLineEdit *lineEdit = qobject_cast<QLineEdit *>(editor);
if (lineEdit)
lineEdit->undo();
}
}
return QStyledItemDelegate::eventFilter(editor, event);
}
void OBSBasic::UpdatePatronJson(const QString &text, const QString &error)
{
if (!error.isEmpty())
return;
patronJson = QT_TO_UTF8(text);
}
void OBSBasic::PauseRecording()
{
if (!pause || !outputHandler || !outputHandler->fileOutput ||
os_atomic_load_bool(&recording_paused))
return;
obs_output_t *output = outputHandler->fileOutput;
if (obs_output_pause(output, true)) {
2019-08-20 11:37:22 +00:00
pause->setAccessibleName(QTStr("Basic.Main.UnpauseRecording"));
pause->setToolTip(QTStr("Basic.Main.UnpauseRecording"));
pause->blockSignals(true);
pause->setChecked(true);
pause->blockSignals(false);
ui->statusbar->RecordingPaused();
TaskbarOverlaySetStatus(TaskbarOverlayStatusPaused);
if (trayIcon && trayIcon->isVisible()) {
#ifdef __APPLE__
QIcon trayIconFile =
QIcon(":/res/images/obs_paused_macos.svg");
trayIconFile.setIsMask(true);
#else
QIcon trayIconFile =
QIcon(":/res/images/obs_paused.png");
#endif
trayIcon->setIcon(QIcon::fromTheme("obs-tray-paused",
trayIconFile));
}
os_atomic_set_bool(&recording_paused, true);
auto replay = replayBufferButton ? replayBufferButton->second()
: nullptr;
if (replay)
replay->setEnabled(false);
if (api)
api->on_event(OBS_FRONTEND_EVENT_RECORDING_PAUSED);
if (os_atomic_load_bool(&replaybuf_active))
ShowReplayBufferPauseWarning();
}
}
void OBSBasic::UnpauseRecording()
{
if (!pause || !outputHandler || !outputHandler->fileOutput ||
!os_atomic_load_bool(&recording_paused))
return;
obs_output_t *output = outputHandler->fileOutput;
if (obs_output_pause(output, false)) {
2019-08-20 11:37:22 +00:00
pause->setAccessibleName(QTStr("Basic.Main.PauseRecording"));
pause->setToolTip(QTStr("Basic.Main.PauseRecording"));
pause->blockSignals(true);
pause->setChecked(false);
pause->blockSignals(false);
ui->statusbar->RecordingUnpaused();
TaskbarOverlaySetStatus(TaskbarOverlayStatusActive);
if (trayIcon && trayIcon->isVisible()) {
#ifdef __APPLE__
QIcon trayIconFile =
QIcon(":/res/images/tray_active_macos.svg");
trayIconFile.setIsMask(true);
#else
QIcon trayIconFile =
QIcon(":/res/images/tray_active.png");
#endif
trayIcon->setIcon(QIcon::fromTheme("obs-tray-active",
trayIconFile));
}
os_atomic_set_bool(&recording_paused, false);
auto replay = replayBufferButton ? replayBufferButton->second()
: nullptr;
if (replay)
replay->setEnabled(true);
if (api)
api->on_event(OBS_FRONTEND_EVENT_RECORDING_UNPAUSED);
}
}
void OBSBasic::PauseToggled()
{
if (!pause || !outputHandler || !outputHandler->fileOutput)
return;
obs_output_t *output = outputHandler->fileOutput;
bool enable = !obs_output_paused(output);
2019-08-20 11:37:48 +00:00
if (enable)
PauseRecording();
else
UnpauseRecording();
}
void OBSBasic::UpdatePause(bool activate)
{
if (!activate || !outputHandler || !outputHandler->RecordingActive()) {
pause.reset();
return;
}
const char *mode = config_get_string(basicConfig, "Output", "Mode");
bool adv = astrcmpi(mode, "Advanced") == 0;
bool shared;
if (adv) {
const char *recType =
config_get_string(basicConfig, "AdvOut", "RecType");
if (astrcmpi(recType, "FFmpeg") == 0) {
shared = config_get_bool(basicConfig, "AdvOut",
"FFOutputToFile");
} else {
const char *recordEncoder = config_get_string(
basicConfig, "AdvOut", "RecEncoder");
shared = astrcmpi(recordEncoder, "none") == 0;
}
} else {
const char *quality = config_get_string(
basicConfig, "SimpleOutput", "RecQuality");
shared = strcmp(quality, "Stream") == 0;
}
if (!shared) {
pause.reset(new QPushButton());
pause->setAccessibleName(QTStr("Basic.Main.PauseRecording"));
pause->setToolTip(QTStr("Basic.Main.PauseRecording"));
pause->setCheckable(true);
pause->setChecked(false);
pause->setProperty("themeID",
QVariant(QStringLiteral("pauseIconSmall")));
QSizePolicy sp;
sp.setHeightForWidth(true);
pause->setSizePolicy(sp);
connect(pause.data(), &QAbstractButton::clicked, this,
&OBSBasic::PauseToggled);
ui->recordingLayout->addWidget(pause.data());
} else {
pause.reset();
}
}
void OBSBasic::UpdateReplayBuffer(bool activate)
{
if (!activate || !outputHandler ||
!outputHandler->ReplayBufferActive()) {
replayBufferButton->removeIcon();
return;
}
replayBufferButton->addIcon(QTStr("Basic.Main.SaveReplay"),
QStringLiteral("replayIconSmall"),
&OBSBasic::ReplayBufferSave);
}
#define MBYTE (1024ULL * 1024ULL)
#define MBYTES_LEFT_STOP_REC 50ULL
#define MAX_BYTES_LEFT (MBYTES_LEFT_STOP_REC * MBYTE)
const char *OBSBasic::GetCurrentOutputPath()
{
const char *path = nullptr;
const char *mode = config_get_string(Config(), "Output", "Mode");
if (strcmp(mode, "Advanced") == 0) {
const char *advanced_mode =
config_get_string(Config(), "AdvOut", "RecType");
if (strcmp(advanced_mode, "FFmpeg") == 0) {
path = config_get_string(Config(), "AdvOut",
"FFFilePath");
} else {
path = config_get_string(Config(), "AdvOut",
"RecFilePath");
}
} else {
path = config_get_string(Config(), "SimpleOutput", "FilePath");
}
return path;
}
void OBSBasic::OutputPathInvalidMessage()
{
blog(LOG_ERROR, "Recording stopped because of bad output path");
OBSMessageBox::critical(this, QTStr("Output.BadPath.Title"),
QTStr("Output.BadPath.Text"));
}
bool OBSBasic::OutputPathValid()
{
const char *mode = config_get_string(Config(), "Output", "Mode");
if (strcmp(mode, "Advanced") == 0) {
const char *advanced_mode =
config_get_string(Config(), "AdvOut", "RecType");
if (strcmp(advanced_mode, "FFmpeg") == 0) {
bool is_local = config_get_bool(Config(), "AdvOut",
"FFOutputToFile");
if (!is_local)
return true;
}
}
const char *path = GetCurrentOutputPath();
return path && *path && QDir(path).exists();
}
void OBSBasic::DiskSpaceMessage()
{
blog(LOG_ERROR, "Recording stopped because of low disk space");
OBSMessageBox::critical(this, QTStr("Output.RecordNoSpace.Title"),
QTStr("Output.RecordNoSpace.Msg"));
}
bool OBSBasic::LowDiskSpace()
{
const char *path;
path = GetCurrentOutputPath();
if (!path)
return false;
uint64_t num_bytes = os_get_free_disk_space(path);
if (num_bytes < (MAX_BYTES_LEFT))
return true;
else
return false;
}
void OBSBasic::CheckDiskSpaceRemaining()
{
if (LowDiskSpace()) {
StopRecording();
StopReplayBuffer();
DiskSpaceMessage();
}
}
void OBSBasic::ScenesReordered()
{
OBSProjector::UpdateMultiviewProjectors();
}
2019-10-16 04:20:35 +00:00
void OBSBasic::ResetStatsHotkey()
{
QList<OBSBasicStats *> list = findChildren<OBSBasicStats *>();
foreach(OBSBasicStats * s, list) s->Reset();
}
void OBSBasic::on_OBSBasic_customContextMenuRequested(const QPoint &pos)
{
QWidget *widget = childAt(pos);
const char *className = nullptr;
QString objName;
if (widget != nullptr) {
className = widget->metaObject()->className();
objName = widget->objectName();
}
QPoint globalPos = mapToGlobal(pos);
if (className && strstr(className, "Dock") != nullptr &&
!objName.isEmpty()) {
if (objName.compare("scenesDock") == 0) {
ui->scenes->customContextMenuRequested(globalPos);
} else if (objName.compare("sourcesDock") == 0) {
ui->sources->customContextMenuRequested(globalPos);
} else if (objName.compare("mixerDock") == 0) {
StackedMixerAreaContextMenuRequested();
}
} else if (!className) {
ui->menuDocks->exec(globalPos);
}
}
2020-06-14 02:00:55 +00:00
void OBSBasic::UpdateProjectorHideCursor()
{
for (size_t i = 0; i < projectors.size(); i++)
projectors[i]->SetHideCursor();
}
void OBSBasic::UpdateProjectorAlwaysOnTop(bool top)
{
for (size_t i = 0; i < projectors.size(); i++)
SetAlwaysOnTop(projectors[i], top);
}
void OBSBasic::ResetProjectors()
{
2021-11-26 09:25:39 +00:00
OBSDataArrayAutoRelease savedProjectorList = SaveProjectors();
ClearProjectors();
LoadSavedProjectors(savedProjectorList);
OpenSavedProjectors();
}
void OBSBasic::on_sourcePropertiesButton_clicked()
{
on_actionSourceProperties_triggered();
}
void OBSBasic::on_sourceFiltersButton_clicked()
{
OpenFilters();
}
void OBSBasic::on_actionSceneFilters_triggered()
{
OBSSource sceneSource = GetCurrentSceneSource();
if (sceneSource)
OpenFilters(sceneSource);
}
void OBSBasic::on_sourceInteractButton_clicked()
{
on_actionInteract_triggered();
}
void OBSBasic::ShowStatusBarMessage(const QString &message)
{
ui->statusbar->clearMessage();
ui->statusbar->showMessage(message, 10000);
}
void OBSBasic::UpdatePreviewSafeAreas()
{
drawSafeAreas = config_get_bool(App()->GlobalConfig(), "BasicWindow",
"ShowSafeAreas");
}
void OBSBasic::UpdatePreviewOverflowSettings()
{
bool hidden = config_get_bool(App()->GlobalConfig(), "BasicWindow",
"OverflowHidden");
bool select = config_get_bool(App()->GlobalConfig(), "BasicWindow",
"OverflowSelectionHidden");
bool always = config_get_bool(App()->GlobalConfig(), "BasicWindow",
"OverflowAlwaysVisible");
ui->preview->SetOverflowHidden(hidden);
ui->preview->SetOverflowSelectionHidden(select);
ui->preview->SetOverflowAlwaysVisible(always);
}
void OBSBasic::SetDisplayAffinity(QWindow *window)
{
if (!SetDisplayAffinitySupported())
return;
bool hideFromCapture = config_get_bool(App()->GlobalConfig(),
"BasicWindow",
"HideOBSWindowsFromCapture");
// Don't hide projectors, those are designed to be visible / captured
if (window->property("isOBSProjectorWindow") == true)
return;
#ifdef _WIN32
HWND hwnd = (HWND)window->winId();
DWORD curAffinity;
if (GetWindowDisplayAffinity(hwnd, &curAffinity)) {
if (hideFromCapture && curAffinity != WDA_EXCLUDEFROMCAPTURE)
SetWindowDisplayAffinity(hwnd, WDA_EXCLUDEFROMCAPTURE);
else if (!hideFromCapture && curAffinity != WDA_NONE)
SetWindowDisplayAffinity(hwnd, WDA_NONE);
}
#else
// TODO: Implement for other platforms if possible. Don't forget to
// implement SetDisplayAffinitySupported too!
UNUSED_PARAMETER(hideFromCapture);
#endif
}
static inline QColor color_from_int(long long val)
{
return QColor(val & 0xff, (val >> 8) & 0xff, (val >> 16) & 0xff,
(val >> 24) & 0xff);
}
QColor OBSBasic::GetSelectionColor() const
{
if (config_get_bool(GetGlobalConfig(), "Accessibility",
"OverrideColors")) {
return color_from_int(config_get_int(
GetGlobalConfig(), "Accessibility", "SelectRed"));
} else {
return QColor::fromRgb(255, 0, 0);
}
}
QColor OBSBasic::GetCropColor() const
{
if (config_get_bool(GetGlobalConfig(), "Accessibility",
"OverrideColors")) {
return color_from_int(config_get_int(
GetGlobalConfig(), "Accessibility", "SelectGreen"));
} else {
return QColor::fromRgb(0, 255, 0);
}
}
QColor OBSBasic::GetHoverColor() const
{
if (config_get_bool(GetGlobalConfig(), "Accessibility",
"OverrideColors")) {
return color_from_int(config_get_int(
GetGlobalConfig(), "Accessibility", "SelectBlue"));
} else {
return QColor::fromRgb(0, 127, 255);
}
}
void OBSBasic::UpdatePreviewSpacingHelpers()
{
drawSpacingHelpers = config_get_bool(
App()->GlobalConfig(), "BasicWindow", "SpacingHelpersEnabled");
}
float OBSBasic::GetDevicePixelRatio()
{
return dpi;
}
void OBSBasic::ThemeChanged()
{
/* Since volume/media sliders are using QProxyStyle, they are not
* updated when themes are changed, so re-initialize them. */
vector<OBSSource> sources;
for (size_t i = 0; i != volumes.size(); i++)
sources.emplace_back(volumes[i]->GetSource());
ClearVolumeControls();
for (const auto &source : sources)
ActivateAudioSource(source);
UpdateContextBar(true);
if (api)
api->on_event(OBS_FRONTEND_EVENT_THEME_CHANGED);
}