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