Add option to set transition when changing scene item visibility

This commit is contained in:
WarmUpTill
2026-01-24 14:35:55 +01:00
committed by WarmUpTill
parent 718a899a98
commit 7ea721f9f1
10 changed files with 225 additions and 17 deletions

View File

@@ -1,5 +1,6 @@
#include "macro-action-scene-visibility.hpp"
#include "layout-helpers.hpp"
#include "transition-helpers.hpp"
namespace advss {
@@ -21,9 +22,74 @@ const static std::map<MacroActionSceneVisibility::Action, std::string>
"AdvSceneSwitcher.action.sceneVisibility.type.toggle"},
};
namespace {
struct TransitionRestoreContext {
obs_sceneitem_t *item;
bool wasVisible;
bool restoreTransition;
OBSSource originalTransition;
bool restoreDuration;
uint32_t originalDuration;
signal_handler_t *sh = nullptr;
~TransitionRestoreContext()
{
if (!sh) {
return;
}
signal_handler_disconnect(
sh, "transition_stop",
&TransitionRestoreContext::ResetSceneItemTransition,
this);
}
static void ResetSceneItemTransition(void *param, calldata_t *)
{
auto *ctx = static_cast<TransitionRestoreContext *>(param);
SetSceneItemTransition(ctx->item, ctx->originalTransition,
!ctx->wasVisible);
obs_sceneitem_set_transition_duration(
ctx->item, !ctx->wasVisible, ctx->originalDuration);
delete ctx;
}
};
} // namespace
static void setSceneItemVisibility(obs_sceneitem_t *item,
const bool setTransition,
const OBSWeakSource &transitionWeak,
const bool setDuration,
const Duration &duration,
MacroActionSceneVisibility::Action action)
{
const OBSSourceAutoRelease transition = OBSGetStrongRef(transitionWeak);
const bool itemIsVisible = obs_sceneitem_visible(item);
const OBSSource currentTransition =
obs_sceneitem_get_transition(item, !itemIsVisible);
const uint32_t currentTransitionDuration =
obs_sceneitem_get_transition_duration(item, !itemIsVisible);
obs_source_t *privateTransitionSource = nullptr;
if (setTransition) {
privateTransitionSource = SetSceneItemTransition(
item, transition, !itemIsVisible);
} else {
privateTransitionSource =
obs_sceneitem_get_transition(item, !itemIsVisible);
}
if (setDuration) {
obs_sceneitem_set_transition_duration(item, !itemIsVisible,
duration.Milliseconds());
}
switch (action) {
case MacroActionSceneVisibility::Action::SHOW:
obs_sceneitem_set_visible(item, true);
@@ -32,16 +98,48 @@ static void setSceneItemVisibility(obs_sceneitem_t *item,
obs_sceneitem_set_visible(item, false);
break;
case MacroActionSceneVisibility::Action::TOGGLE:
obs_sceneitem_set_visible(item, !obs_sceneitem_visible(item));
obs_sceneitem_set_visible(item, !itemIsVisible);
break;
}
if (!privateTransitionSource) {
if (setTransition) {
SetSceneItemTransition(item, currentTransition,
!itemIsVisible);
}
if (setDuration) {
obs_sceneitem_set_transition_duration(
item, !itemIsVisible,
currentTransitionDuration);
}
return;
}
auto sh = obs_source_get_signal_handler(privateTransitionSource);
if (!sh) {
return;
}
auto ctx = new TransitionRestoreContext{item,
itemIsVisible,
setTransition,
currentTransition,
setDuration,
currentTransitionDuration,
sh};
signal_handler_connect(
sh, "transition_stop",
&TransitionRestoreContext::ResetSceneItemTransition, ctx);
}
bool MacroActionSceneVisibility::PerformAction()
{
auto items = _source.GetSceneItems(_scene);
for (const auto &item : items) {
setSceneItemVisibility(item, _action);
setSceneItemVisibility(item, _updateTransition,
_transition.GetTransition(),
_updateDuration, _duration, _action);
}
return true;
}
@@ -66,6 +164,10 @@ bool MacroActionSceneVisibility::Save(obs_data_t *obj) const
MacroAction::Save(obj);
_scene.Save(obj);
_source.Save(obj);
obs_data_set_bool(obj, "updateTransition", _updateTransition);
_transition.Save(obj);
obs_data_set_bool(obj, "updateDuration", _updateDuration);
_duration.Save(obj);
obs_data_set_int(obj, "action", static_cast<int>(_action));
return true;
}
@@ -82,6 +184,10 @@ bool MacroActionSceneVisibility::Load(obs_data_t *obj)
MacroAction::Load(obj);
_scene.Load(obj);
_source.Load(obj);
_updateTransition = obs_data_get_bool(obj, "updateTransition");
_transition.Load(obj);
_updateDuration = obs_data_get_bool(obj, "updateDuration");
_duration.Load(obj);
_action = static_cast<MacroActionSceneVisibility::Action>(
obs_data_get_int(obj, "action"));
@@ -141,10 +247,17 @@ MacroActionSceneVisibilityEdit::MacroActionSceneVisibilityEdit(
SceneItemSelection::Type::ALL,
},
SceneItemSelectionWidget::NameClashMode::ALL)),
_updateTransition(new QCheckBox(this)),
_transitions(new TransitionSelectionWidget(this, false, false)),
_updateDuration(new QCheckBox(this)),
_duration(new DurationSelection(this, false)),
_durationLayout(new QHBoxLayout),
_actions(new QComboBox())
{
populateActionSelection(_actions);
_duration->SpinBox()->setSpecialValueText("-");
QWidget::connect(_actions, SIGNAL(currentIndexChanged(int)), this,
SLOT(ActionChanged(int)));
QWidget::connect(_scenes, SIGNAL(SceneChanged(const SceneSelection &)),
@@ -154,18 +267,49 @@ MacroActionSceneVisibilityEdit::MacroActionSceneVisibilityEdit(
QWidget::connect(_sources,
SIGNAL(SceneItemChanged(const SceneItemSelection &)),
this, SLOT(SourceChanged(const SceneItemSelection &)));
QWidget::connect(_updateTransition, SIGNAL(stateChanged(int)), this,
SLOT(UpdateTransitionChanged(int)));
QWidget::connect(_transitions,
SIGNAL(TransitionChanged(const TransitionSelection &)),
this,
SLOT(TransitionChanged(const TransitionSelection &)));
QWidget::connect(_updateDuration, SIGNAL(stateChanged(int)), this,
SLOT(UpdateDurationChanged(int)));
QWidget::connect(_duration, SIGNAL(DurationChanged(const Duration &)),
this, SLOT(DurationChanged(const Duration &)));
auto layout = new QHBoxLayout;
auto sceneItemLayout = new QHBoxLayout;
PlaceWidgets(obs_module_text(
"AdvSceneSwitcher.action.sceneVisibility.entry"),
layout,
"AdvSceneSwitcher.action.sceneVisibility.layout"),
sceneItemLayout,
{{"{{scenes}}", _scenes},
{"{{sources}}", _sources},
{"{{actions}}", _actions}});
auto transitionLayout = new QHBoxLayout;
PlaceWidgets(
obs_module_text(
"AdvSceneSwitcher.action.sceneVisibility.layout.transition"),
transitionLayout,
{{"{{updateTransition}}", _updateTransition},
{"{{transitions}}", _transitions}});
PlaceWidgets(
obs_module_text(
"AdvSceneSwitcher.action.sceneVisibility.layout.duration"),
_durationLayout,
{{"{{updateDuration}}", _updateDuration},
{"{{duration}}", _duration}});
auto layout = new QVBoxLayout;
layout->addLayout(sceneItemLayout);
layout->addLayout(transitionLayout);
layout->addLayout(_durationLayout);
setLayout(layout);
_entryData = entryData;
UpdateEntryData();
SetWidgetVisibility();
_loading = false;
}
@@ -177,7 +321,11 @@ void MacroActionSceneVisibilityEdit::UpdateEntryData()
_actions->setCurrentIndex(static_cast<int>(_entryData->_action));
_scenes->SetScene(_entryData->_scene);
_sources->SetSceneItem((_entryData->_source));
_sources->SetSceneItem(_entryData->_source);
_updateTransition->setChecked(_entryData->_updateTransition);
_transitions->SetTransition(_entryData->_transition);
_updateDuration->setChecked(_entryData->_updateDuration);
_duration->SetDuration(_entryData->_duration);
}
void MacroActionSceneVisibilityEdit::SceneChanged(const SceneSelection &s)
@@ -197,6 +345,33 @@ void MacroActionSceneVisibilityEdit::SourceChanged(
updateGeometry();
}
void MacroActionSceneVisibilityEdit::UpdateTransitionChanged(int state)
{
GUARD_LOADING_AND_LOCK();
_entryData->_updateTransition = state;
SetWidgetVisibility();
}
void MacroActionSceneVisibilityEdit::TransitionChanged(
const TransitionSelection &t)
{
GUARD_LOADING_AND_LOCK();
_entryData->_transition = t;
SetWidgetVisibility();
}
void MacroActionSceneVisibilityEdit::UpdateDurationChanged(int state)
{
GUARD_LOADING_AND_LOCK();
_entryData->_updateDuration = state;
}
void MacroActionSceneVisibilityEdit::DurationChanged(const Duration &dur)
{
GUARD_LOADING_AND_LOCK();
_entryData->_duration = dur;
}
void MacroActionSceneVisibilityEdit::ActionChanged(int value)
{
GUARD_LOADING_AND_LOCK();
@@ -204,4 +379,20 @@ void MacroActionSceneVisibilityEdit::ActionChanged(int value)
static_cast<MacroActionSceneVisibility::Action>(value);
}
void MacroActionSceneVisibilityEdit::SetWidgetVisibility()
{
const bool hideDurationSelection =
_entryData->_updateTransition &&
IsFixedLengthTransition(
_entryData->_transition.GetTransition());
SetLayoutVisible(_durationLayout, !hideDurationSelection);
_transitions->setEnabled(_entryData->_updateTransition);
_duration->setEnabled(_entryData->_updateDuration);
adjustSize();
updateGeometry();
}
} // namespace advss