SceneSwitcher/plugins/base/macro-action-scene-order.cpp
WarmUpTill 39327be88e
Some checks failed
debian-build / build (push) Has been cancelled
Check locale / ubuntu64 (push) Has been cancelled
Push to master / Check Formatting 🔍 (push) Has been cancelled
Push to master / Build Project 🧱 (push) Has been cancelled
Push to master / Create Release 🛫 (push) Has been cancelled
Add option to move scene item above / below specified scene item
2024-10-21 20:46:27 +02:00

383 lines
10 KiB
C++

#include "macro-action-scene-order.hpp"
#include "layout-helpers.hpp"
namespace advss {
const std::string MacroActionSceneOrder::id = "scene_order";
bool MacroActionSceneOrder::_registered = MacroActionFactory::Register(
MacroActionSceneOrder::id,
{MacroActionSceneOrder::Create, MacroActionSceneOrderEdit::Create,
"AdvSceneSwitcher.action.sceneOrder"});
const static std::map<MacroActionSceneOrder::Action, std::string> actionTypes = {
{MacroActionSceneOrder::Action::MOVE_UP,
"AdvSceneSwitcher.action.sceneOrder.type.moveUp"},
{MacroActionSceneOrder::Action::MOVE_DOWN,
"AdvSceneSwitcher.action.sceneOrder.type.moveDown"},
{MacroActionSceneOrder::Action::MOVE_TOP,
"AdvSceneSwitcher.action.sceneOrder.type.moveTop"},
{MacroActionSceneOrder::Action::MOVE_BOTTOM,
"AdvSceneSwitcher.action.sceneOrder.type.moveBottom"},
{MacroActionSceneOrder::Action::POSITION,
"AdvSceneSwitcher.action.sceneOrder.type.movePosition"},
{MacroActionSceneOrder::Action::ABOVE,
"AdvSceneSwitcher.action.sceneOrder.type.above"},
{MacroActionSceneOrder::Action::BELOW,
"AdvSceneSwitcher.action.sceneOrder.type.below"},
};
static void moveSceneItemsUp(std::vector<OBSSceneItem> &items)
{
// In the case of the same source being in two sequential positions
// moving the sources up will cause the sources to swap positions due to
// the order scene items are being iterated over, which is most likely
// not the desired effect.
// Instead we reverse the order of the scene items so all scene items
// will be moved up.
std::reverse(items.begin(), items.end());
for (const auto &i : items) {
obs_sceneitem_set_order(i, OBS_ORDER_MOVE_UP);
}
}
static void moveSceneItemsDown(std::vector<OBSSceneItem> &items)
{
for (const auto &i : items) {
obs_sceneitem_set_order(i, OBS_ORDER_MOVE_DOWN);
}
}
static void moveSceneItemsTop(std::vector<OBSSceneItem> &items)
{
for (const auto &i : items) {
obs_sceneitem_set_order(i, OBS_ORDER_MOVE_TOP);
}
}
static void moveSceneItemsBottom(std::vector<OBSSceneItem> &items)
{
for (const auto &i : items) {
obs_sceneitem_set_order(i, OBS_ORDER_MOVE_BOTTOM);
}
}
static void moveSceneItemsPos(std::vector<OBSSceneItem> &items, int pos)
{
for (const auto &i : items) {
obs_sceneitem_set_order_position(i, pos);
}
}
namespace {
struct PositionData {
obs_scene_item *item = nullptr;
bool found = false;
int position = 0;
};
} // namespace
static bool getSceneItemPositionHelper(obs_scene_t *, obs_sceneitem_t *item,
void *data)
{
auto positionData = reinterpret_cast<PositionData *>(data);
if (obs_sceneitem_is_group(item)) {
obs_scene_t *scene = obs_sceneitem_group_get_scene(item);
obs_scene_enum_items(scene, getSceneItemPositionHelper, data);
}
if (positionData->item == item) {
positionData->found = true;
return false;
}
positionData->position += 1;
return true;
}
static std::optional<int> getSceneItemPosition(const OBSSceneItem &item,
const SceneSelection &scene)
{
auto sceneSource = OBSGetStrongRef(scene.GetScene());
auto obsScene = obs_scene_from_source(sceneSource);
PositionData data{item};
obs_scene_enum_items(obsScene, getSceneItemPositionHelper, &data);
if (!data.found) {
return {};
}
return data.position;
}
static void moveItemFromToHelper(MacroActionSceneOrder::Action action,
const OBSSceneItem &itemToMove,
int currentPosition, int targetPosition)
{
if (action == MacroActionSceneOrder::Action::ABOVE) {
if (currentPosition > targetPosition) {
obs_sceneitem_set_order_position(itemToMove,
targetPosition + 1);
} else {
obs_sceneitem_set_order_position(itemToMove,
targetPosition);
}
} else if (action == MacroActionSceneOrder::Action::BELOW) {
if (currentPosition > targetPosition) {
obs_sceneitem_set_order_position(itemToMove,
targetPosition);
} else {
obs_sceneitem_set_order_position(itemToMove,
targetPosition - 1);
}
}
}
static void moveItemToItemHelper(MacroActionSceneOrder::Action action,
const std::vector<OBSSceneItem> &itemsToMove,
const SceneItemSelection &target,
const SceneSelection &scene)
{
auto targetItems = target.GetSceneItems(scene);
if (targetItems.empty()) {
return;
}
auto targetItem = targetItems.at(0);
for (const auto &item : itemsToMove) {
if (item == targetItem) {
continue;
}
auto targetPosition = getSceneItemPosition(targetItem, scene);
if (!targetPosition) {
continue;
}
auto currentPosition = getSceneItemPosition(item, scene);
if (!currentPosition) {
continue;
}
moveItemFromToHelper(action, item, *currentPosition,
*targetPosition);
}
}
bool MacroActionSceneOrder::PerformAction()
{
auto items = _source.GetSceneItems(_scene);
switch (_action) {
case Action::MOVE_UP:
moveSceneItemsUp(items);
break;
case Action::MOVE_DOWN:
moveSceneItemsDown(items);
break;
case Action::MOVE_TOP:
moveSceneItemsTop(items);
break;
case Action::MOVE_BOTTOM:
moveSceneItemsBottom(items);
break;
case Action::POSITION:
moveSceneItemsPos(items, _position);
break;
case Action::ABOVE:
case Action::BELOW: {
moveItemToItemHelper(_action, items, _source2, _scene);
break;
}
default:
break;
}
return true;
}
void MacroActionSceneOrder::LogAction() const
{
auto it = actionTypes.find(_action);
if (it != actionTypes.end()) {
ablog(LOG_INFO,
"performed order action \"%s\" for source \"%s\" on scene \"%s\"",
it->second.c_str(), _source.ToString(true).c_str(),
_scene.ToString(true).c_str());
} else {
blog(LOG_WARNING, "ignored unknown scene order action %d",
static_cast<int>(_action));
}
}
bool MacroActionSceneOrder::Save(obs_data_t *obj) const
{
MacroAction::Save(obj);
_scene.Save(obj);
_source.Save(obj);
_source2.Save(obj, "sceneItemSelection2");
obs_data_set_int(obj, "action", static_cast<int>(_action));
obs_data_set_int(obj, "position", _position);
return true;
}
bool MacroActionSceneOrder::Load(obs_data_t *obj)
{
// Convert old data format
// TODO: Remove in future version
if (obs_data_has_user_value(obj, "source")) {
auto sourceName = obs_data_get_string(obj, "source");
obs_data_set_string(obj, "sceneItem", sourceName);
}
MacroAction::Load(obj);
_scene.Load(obj);
_source.Load(obj);
_source2.Load(obj, "sceneItemSelection2");
_action = static_cast<Action>(obs_data_get_int(obj, "action"));
_position = obs_data_get_int(obj, "position");
return true;
}
std::string MacroActionSceneOrder::GetShortDesc() const
{
if (_source.ToString().empty()) {
return "";
}
return _scene.ToString() + " - " + _source.ToString();
}
std::shared_ptr<MacroAction> MacroActionSceneOrder::Create(Macro *m)
{
return std::make_shared<MacroActionSceneOrder>(m);
}
std::shared_ptr<MacroAction> MacroActionSceneOrder::Copy() const
{
return std::make_shared<MacroActionSceneOrder>(*this);
}
void MacroActionSceneOrder::ResolveVariablesToFixedValues()
{
_scene.ResolveVariables();
_source.ResolveVariables();
}
static inline void populateActionSelection(QComboBox *list)
{
for (const auto &entry : actionTypes) {
list->addItem(obs_module_text(entry.second.c_str()));
}
}
MacroActionSceneOrderEdit::MacroActionSceneOrderEdit(
QWidget *parent, std::shared_ptr<MacroActionSceneOrder> entryData)
: QWidget(parent),
_scenes(new SceneSelectionWidget(this, true, false, false, true)),
_sources(new SceneItemSelectionWidget(this)),
_sources2(new SceneItemSelectionWidget(this)),
_actions(new QComboBox(this)),
_position(new QSpinBox(this))
{
populateActionSelection(_actions);
QWidget::connect(_actions, SIGNAL(currentIndexChanged(int)), this,
SLOT(ActionChanged(int)));
QWidget::connect(_scenes, SIGNAL(SceneChanged(const SceneSelection &)),
this, SLOT(SceneChanged(const SceneSelection &)));
QWidget::connect(_scenes, SIGNAL(SceneChanged(const SceneSelection &)),
_sources, SLOT(SceneChanged(const SceneSelection &)));
QWidget::connect(_scenes, SIGNAL(SceneChanged(const SceneSelection &)),
_sources2, SLOT(SceneChanged(const SceneSelection &)));
QWidget::connect(_sources,
SIGNAL(SceneItemChanged(const SceneItemSelection &)),
this, SLOT(SourceChanged(const SceneItemSelection &)));
QWidget::connect(_sources2,
SIGNAL(SceneItemChanged(const SceneItemSelection &)),
this,
SLOT(Source2Changed(const SceneItemSelection &)));
QWidget::connect(_position, SIGNAL(valueChanged(int)), this,
SLOT(PositionChanged(int)));
auto layout = new QHBoxLayout;
PlaceWidgets(
obs_module_text("AdvSceneSwitcher.action.sceneOrder.entry"),
layout,
{{"{{scenes}}", _scenes},
{"{{sources}}", _sources},
{"{{sources2}}", _sources2},
{"{{actions}}", _actions},
{"{{position}}", _position}});
setLayout(layout);
_entryData = entryData;
UpdateEntryData();
_loading = false;
}
void MacroActionSceneOrderEdit::UpdateEntryData()
{
if (!_entryData) {
return;
}
_actions->setCurrentIndex(static_cast<int>(_entryData->_action));
_scenes->SetScene(_entryData->_scene);
_sources->SetSceneItem(_entryData->_source);
_sources2->SetSceneItem(_entryData->_source2);
_position->setValue(_entryData->_position);
SetWidgetVisibility();
}
void MacroActionSceneOrderEdit::SceneChanged(const SceneSelection &s)
{
GUARD_LOADING_AND_LOCK();
_entryData->_scene = s;
}
void MacroActionSceneOrderEdit::SourceChanged(const SceneItemSelection &item)
{
GUARD_LOADING_AND_LOCK();
_entryData->_source = item;
emit HeaderInfoChanged(
QString::fromStdString(_entryData->GetShortDesc()));
adjustSize();
updateGeometry();
}
void MacroActionSceneOrderEdit::Source2Changed(const SceneItemSelection &item)
{
GUARD_LOADING_AND_LOCK();
_entryData->_source2 = item;
adjustSize();
updateGeometry();
}
void MacroActionSceneOrderEdit::ActionChanged(int value)
{
GUARD_LOADING_AND_LOCK();
_entryData->_action = static_cast<MacroActionSceneOrder::Action>(value);
SetWidgetVisibility();
}
void MacroActionSceneOrderEdit::PositionChanged(int value)
{
GUARD_LOADING_AND_LOCK();
_entryData->_position = value;
}
void MacroActionSceneOrderEdit::SetWidgetVisibility()
{
_position->setVisible(_entryData->_action ==
MacroActionSceneOrder::Action::POSITION);
_sources2->setVisible(
_entryData->_action == MacroActionSceneOrder::Action::ABOVE ||
_entryData->_action == MacroActionSceneOrder::Action::BELOW);
adjustSize();
updateGeometry();
}
} // namespace advss