SceneSwitcher/plugins/base/macro-action-scene-order.cpp
WarmUpTill 7d0332dd0e Restructure library and plugins
The "core" macro conditions and actions have been extracted out to the
"base" plugin.

The library now mostly contains functionality which is required across
all plugins and (e.g. definitions for macro segments).

The goal is to reduce the complexity and cross-dependencies and group
the source files in a better way.

This should relsove the "library limit of 65535 objects exceeded" build
issue occuring in some Windows build environments.
2024-01-27 14:10:34 +01:00

253 lines
6.6 KiB
C++

#include "macro-action-scene-order.hpp"
#include "utility.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