SceneSwitcher/plugins/base/macro-action-scene-order.cpp
2024-01-27 14:10:34 +01:00

253 lines
6.6 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<SceneOrderAction, std::string> actionTypes = {
{SceneOrderAction::MOVE_UP,
"AdvSceneSwitcher.action.sceneOrder.type.moveUp"},
{SceneOrderAction::MOVE_DOWN,
"AdvSceneSwitcher.action.sceneOrder.type.moveDown"},
{SceneOrderAction::MOVE_TOP,
"AdvSceneSwitcher.action.sceneOrder.type.moveTop"},
{SceneOrderAction::MOVE_BOTTOM,
"AdvSceneSwitcher.action.sceneOrder.type.moveBottom"},
{SceneOrderAction::POSITION,
"AdvSceneSwitcher.action.sceneOrder.type.movePosition"},
};
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);
}
}
bool MacroActionSceneOrder::PerformAction()
{
auto items = _source.GetSceneItems(_scene);
switch (_action) {
case SceneOrderAction::MOVE_UP:
moveSceneItemsUp(items);
break;
case SceneOrderAction::MOVE_DOWN:
moveSceneItemsDown(items);
break;
case SceneOrderAction::MOVE_TOP:
moveSceneItemsTop(items);
break;
case SceneOrderAction::MOVE_BOTTOM:
moveSceneItemsBottom(items);
break;
case SceneOrderAction::POSITION:
moveSceneItemsPos(items, _position);
break;
default:
break;
}
return true;
}
void MacroActionSceneOrder::LogAction() const
{
auto it = actionTypes.find(_action);
if (it != actionTypes.end()) {
vblog(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);
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);
_action =
static_cast<SceneOrderAction>(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();
}
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(window(), true, false, false, true);
_sources = new SceneItemSelectionWidget(parent);
_actions = new QComboBox();
_position = new QSpinBox();
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(_sources,
SIGNAL(SceneItemChanged(const SceneItemSelection &)),
this, SLOT(SourceChanged(const SceneItemSelection &)));
QWidget::connect(_position, SIGNAL(valueChanged(int)), this,
SLOT(PositionChanged(int)));
QHBoxLayout *mainLayout = new QHBoxLayout;
std::unordered_map<std::string, QWidget *> widgetPlaceholders = {
{"{{scenes}}", _scenes},
{"{{sources}}", _sources},
{"{{actions}}", _actions},
{"{{position}}", _position},
};
PlaceWidgets(
obs_module_text("AdvSceneSwitcher.action.sceneOrder.entry"),
mainLayout, widgetPlaceholders);
setLayout(mainLayout);
_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);
_position->setValue(_entryData->_position);
_position->setVisible(_entryData->_action ==
SceneOrderAction::POSITION);
}
void MacroActionSceneOrderEdit::SceneChanged(const SceneSelection &s)
{
if (_loading || !_entryData) {
return;
}
auto lock = LockContext();
_entryData->_scene = s;
}
void MacroActionSceneOrderEdit::SourceChanged(const SceneItemSelection &item)
{
if (_loading || !_entryData) {
return;
}
auto lock = LockContext();
_entryData->_source = item;
emit HeaderInfoChanged(
QString::fromStdString(_entryData->GetShortDesc()));
adjustSize();
updateGeometry();
}
void MacroActionSceneOrderEdit::ActionChanged(int value)
{
if (_loading || !_entryData) {
return;
}
auto lock = LockContext();
_entryData->_action = static_cast<SceneOrderAction>(value);
_position->setVisible(_entryData->_action ==
SceneOrderAction::POSITION);
}
void MacroActionSceneOrderEdit::PositionChanged(int value)
{
if (_loading || !_entryData) {
return;
}
auto lock = LockContext();
_entryData->_position = value;
}
} // namespace advss