mirror of
https://github.com/WarmUpTill/SceneSwitcher.git
synced 2026-03-22 01:44:49 -05:00
269 lines
7.0 KiB
C++
269 lines
7.0 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<SceneOrderAction, std::string> actionTypes = {
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{SceneOrderAction::MOVE_UP,
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"AdvSceneSwitcher.action.sceneOrder.type.moveUp"},
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{SceneOrderAction::MOVE_DOWN,
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"AdvSceneSwitcher.action.sceneOrder.type.moveDown"},
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{SceneOrderAction::MOVE_TOP,
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"AdvSceneSwitcher.action.sceneOrder.type.moveTop"},
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{SceneOrderAction::MOVE_BOTTOM,
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"AdvSceneSwitcher.action.sceneOrder.type.moveBottom"},
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{SceneOrderAction::POSITION,
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"AdvSceneSwitcher.action.sceneOrder.type.movePosition"},
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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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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 SceneOrderAction::MOVE_UP:
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moveSceneItemsUp(items);
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break;
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case SceneOrderAction::MOVE_DOWN:
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moveSceneItemsDown(items);
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break;
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case SceneOrderAction::MOVE_TOP:
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moveSceneItemsTop(items);
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break;
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case SceneOrderAction::MOVE_BOTTOM:
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moveSceneItemsBottom(items);
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break;
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case SceneOrderAction::POSITION:
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moveSceneItemsPos(items, _position);
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break;
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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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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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_action =
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static_cast<SceneOrderAction>(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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{
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_scenes = new SceneSelectionWidget(window(), true, false, false, true);
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_sources = new SceneItemSelectionWidget(parent);
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_actions = new QComboBox();
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_position = new QSpinBox();
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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(_sources,
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SIGNAL(SceneItemChanged(const SceneItemSelection &)),
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this, SLOT(SourceChanged(const SceneItemSelection &)));
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QWidget::connect(_position, SIGNAL(valueChanged(int)), this,
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SLOT(PositionChanged(int)));
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QHBoxLayout *mainLayout = new QHBoxLayout;
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std::unordered_map<std::string, QWidget *> widgetPlaceholders = {
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{"{{scenes}}", _scenes},
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{"{{sources}}", _sources},
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{"{{actions}}", _actions},
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{"{{position}}", _position},
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};
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PlaceWidgets(
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obs_module_text("AdvSceneSwitcher.action.sceneOrder.entry"),
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mainLayout, widgetPlaceholders);
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setLayout(mainLayout);
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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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_position->setValue(_entryData->_position);
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_position->setVisible(_entryData->_action ==
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SceneOrderAction::POSITION);
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}
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void MacroActionSceneOrderEdit::SceneChanged(const SceneSelection &s)
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{
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if (_loading || !_entryData) {
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return;
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}
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auto lock = LockContext();
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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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if (_loading || !_entryData) {
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return;
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}
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auto lock = LockContext();
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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::ActionChanged(int value)
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{
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if (_loading || !_entryData) {
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return;
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}
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auto lock = LockContext();
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_entryData->_action = static_cast<SceneOrderAction>(value);
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_position->setVisible(_entryData->_action ==
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SceneOrderAction::POSITION);
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}
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void MacroActionSceneOrderEdit::PositionChanged(int value)
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{
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if (_loading || !_entryData) {
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return;
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}
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auto lock = LockContext();
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_entryData->_position = value;
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}
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} // namespace advss
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