obs-studio/libobs/obs-scene.c

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/******************************************************************************
Copyright (C) 2013-2015 by Hugh Bailey <obs.jim@gmail.com>
Philippe Groarke <philippe.groarke@gmail.com>
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This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/
#include "util/threading.h"
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#include "graphics/math-defs.h"
#include "obs-scene.h"
static const char *obs_scene_signals[] = {
"void item_add(ptr scene, ptr item)",
"void item_remove(ptr scene, ptr item)",
"void reorder(ptr scene)",
"void item_visible(ptr scene, ptr item, bool visible)",
"void item_select(ptr scene, ptr item)",
"void item_deselect(ptr scene, ptr item)",
"void item_transform(ptr scene, ptr item)",
NULL
};
static inline void signal_item_remove(struct obs_scene_item *item)
{
struct calldata params = {0};
calldata_set_ptr(&params, "scene", item->parent);
calldata_set_ptr(&params, "item", item);
signal_handler_signal(item->parent->source->context.signals,
"item_remove", &params);
calldata_free(&params);
}
static const char *scene_getname(void)
{
/* TODO: locale */
return "Scene";
}
static void *scene_create(obs_data_t *settings, struct obs_source *source)
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{
pthread_mutexattr_t attr;
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struct obs_scene *scene = bmalloc(sizeof(struct obs_scene));
scene->source = source;
scene->first_item = NULL;
signal_handler_add_array(obs_source_get_signal_handler(source),
obs_scene_signals);
if (pthread_mutexattr_init(&attr) != 0)
goto fail;
if (pthread_mutexattr_settype(&attr, PTHREAD_MUTEX_RECURSIVE) != 0)
goto fail;
if (pthread_mutex_init(&scene->mutex, &attr) != 0) {
blog(LOG_ERROR, "scene_create: Couldn't initialize mutex");
goto fail;
}
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UNUSED_PARAMETER(settings);
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return scene;
fail:
pthread_mutexattr_destroy(&attr);
bfree(scene);
return NULL;
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}
static void remove_all_items(struct obs_scene *scene)
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{
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struct obs_scene_item *item;
pthread_mutex_lock(&scene->mutex);
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item = scene->first_item;
while (item) {
struct obs_scene_item *del_item = item;
item = item->next;
obs_sceneitem_remove(del_item);
}
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pthread_mutex_unlock(&scene->mutex);
}
static void scene_destroy(void *data)
{
struct obs_scene *scene = data;
remove_all_items(scene);
pthread_mutex_destroy(&scene->mutex);
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bfree(scene);
}
static void scene_enum_sources(void *data,
obs_source_enum_proc_t enum_callback,
void *param)
{
struct obs_scene *scene = data;
struct obs_scene_item *item;
pthread_mutex_lock(&scene->mutex);
item = scene->first_item;
while (item) {
struct obs_scene_item *next = item->next;
obs_sceneitem_addref(item);
enum_callback(scene->source, item->source, param);
obs_sceneitem_release(item);
item = next;
}
pthread_mutex_unlock(&scene->mutex);
}
static inline void detach_sceneitem(struct obs_scene_item *item)
{
if (item->prev)
item->prev->next = item->next;
else
item->parent->first_item = item->next;
if (item->next)
item->next->prev = item->prev;
item->parent = NULL;
}
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static inline void attach_sceneitem(struct obs_scene *parent,
struct obs_scene_item *item, struct obs_scene_item *prev)
{
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item->prev = prev;
item->parent = parent;
if (prev) {
item->next = prev->next;
if (prev->next)
prev->next->prev = item;
prev->next = item;
} else {
item->next = parent->first_item;
if (parent->first_item)
parent->first_item->prev = item;
parent->first_item = item;
}
}
static void add_alignment(struct vec2 *v, uint32_t align, int cx, int cy)
{
if (align & OBS_ALIGN_RIGHT)
v->x += (float)cx;
else if ((align & OBS_ALIGN_LEFT) == 0)
v->x += (float)(cx / 2);
if (align & OBS_ALIGN_BOTTOM)
v->y += (float)cy;
else if ((align & OBS_ALIGN_TOP) == 0)
v->y += (float)(cy / 2);
}
static void calculate_bounds_data(struct obs_scene_item *item,
struct vec2 *origin, struct vec2 *scale,
uint32_t *cx, uint32_t *cy)
{
UI: Add scene editing So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
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float width = (float)(*cx) * fabsf(scale->x);
float height = (float)(*cy) * fabsf(scale->y);
float item_aspect = width / height;
float bounds_aspect = item->bounds.x / item->bounds.y;
uint32_t bounds_type = item->bounds_type;
float width_diff, height_diff;
if (item->bounds_type == OBS_BOUNDS_MAX_ONLY)
if (width > item->bounds.x || height > item->bounds.y)
bounds_type = OBS_BOUNDS_SCALE_INNER;
if (bounds_type == OBS_BOUNDS_SCALE_INNER ||
bounds_type == OBS_BOUNDS_SCALE_OUTER) {
bool use_width = (bounds_aspect < item_aspect);
float mul;
if (item->bounds_type == OBS_BOUNDS_SCALE_OUTER)
use_width = !use_width;
mul = use_width ?
item->bounds.x / width :
item->bounds.y / height;
vec2_mulf(scale, scale, mul);
UI: Add scene editing So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
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} else if (bounds_type == OBS_BOUNDS_SCALE_TO_WIDTH) {
vec2_mulf(scale, scale, item->bounds.x / width);
UI: Add scene editing So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
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} else if (bounds_type == OBS_BOUNDS_SCALE_TO_HEIGHT) {
vec2_mulf(scale, scale, item->bounds.y / height);
UI: Add scene editing So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
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} else if (bounds_type == OBS_BOUNDS_STRETCH) {
scale->x = item->bounds.x / (float)(*cx);
scale->y = item->bounds.y / (float)(*cy);
}
width = (float)(*cx) * scale->x;
height = (float)(*cy) * scale->y;
width_diff = item->bounds.x - width;
height_diff = item->bounds.y - height;
*cx = (uint32_t)item->bounds.x;
*cy = (uint32_t)item->bounds.y;
add_alignment(origin, item->bounds_align,
(int)-width_diff, (int)-height_diff);
}
static void update_item_transform(struct obs_scene_item *item)
{
uint32_t width = obs_source_get_width(item->source);
uint32_t height = obs_source_get_height(item->source);
uint32_t cx = width;
uint32_t cy = height;
struct vec2 base_origin;
struct vec2 origin;
struct vec2 scale = item->scale;
struct calldata params = {0};
vec2_zero(&base_origin);
vec2_zero(&origin);
/* ----------------------- */
if (item->bounds_type != OBS_BOUNDS_NONE) {
calculate_bounds_data(item, &origin, &scale, &cx, &cy);
} else {
cx = (uint32_t)((float)cx * scale.x);
cy = (uint32_t)((float)cy * scale.y);
}
add_alignment(&origin, item->align, (int)cx, (int)cy);
matrix4_identity(&item->draw_transform);
matrix4_scale3f(&item->draw_transform, &item->draw_transform,
scale.x, scale.y, 1.0f);
matrix4_translate3f(&item->draw_transform, &item->draw_transform,
-origin.x, -origin.y, 0.0f);
matrix4_rotate_aa4f(&item->draw_transform, &item->draw_transform,
0.0f, 0.0f, 1.0f, RAD(item->rot));
matrix4_translate3f(&item->draw_transform, &item->draw_transform,
item->pos.x, item->pos.y, 0.0f);
/* ----------------------- */
if (item->bounds_type != OBS_BOUNDS_NONE) {
vec2_copy(&scale, &item->bounds);
} else {
scale.x = (float)width * item->scale.x;
scale.y = (float)height * item->scale.y;
}
add_alignment(&base_origin, item->align, (int)scale.x, (int)scale.y);
matrix4_identity(&item->box_transform);
matrix4_scale3f(&item->box_transform, &item->box_transform,
scale.x, scale.y, 1.0f);
matrix4_translate3f(&item->box_transform, &item->box_transform,
-base_origin.x, -base_origin.y, 0.0f);
matrix4_rotate_aa4f(&item->box_transform, &item->box_transform,
0.0f, 0.0f, 1.0f, RAD(item->rot));
matrix4_translate3f(&item->box_transform, &item->box_transform,
item->pos.x, item->pos.y, 0.0f);
/* ----------------------- */
item->last_width = width;
item->last_height = height;
calldata_set_ptr(&params, "scene", item->parent);
calldata_set_ptr(&params, "item", item);
signal_handler_signal(item->parent->source->context.signals,
"item_transform", &params);
calldata_free(&params);
}
static inline bool source_size_changed(struct obs_scene_item *item)
{
uint32_t width = obs_source_get_width(item->source);
uint32_t height = obs_source_get_height(item->source);
return item->last_width != width || item->last_height != height;
}
static void scene_video_render(void *data, gs_effect_t *effect)
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{
struct obs_scene *scene = data;
struct obs_scene_item *item;
pthread_mutex_lock(&scene->mutex);
item = scene->first_item;
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gs_blend_state_push();
gs_reset_blend_state();
while (item) {
if (obs_source_removed(item->source)) {
struct obs_scene_item *del_item = item;
item = item->next;
obs_sceneitem_remove(del_item);
continue;
}
if (source_size_changed(item))
update_item_transform(item);
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if (item->visible) {
gs_matrix_push();
gs_matrix_mul(&item->draw_transform);
obs_source_video_render(item->source);
gs_matrix_pop();
}
item = item->next;
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}
gs_blend_state_pop();
pthread_mutex_unlock(&scene->mutex);
UNUSED_PARAMETER(effect);
}
static void scene_load_item(struct obs_scene *scene, obs_data_t *item_data)
{
const char *name = obs_data_get_string(item_data, "name");
obs_source_t *source = obs_get_source_by_name(name);
struct obs_scene_item *item;
if (!source) {
blog(LOG_WARNING, "[scene_load_item] Source %s not found!",
name);
return;
}
item = obs_scene_add(scene, source);
if (!item) {
blog(LOG_WARNING, "[scene_load_item] Could not add source '%s' "
"to scene '%s'!",
name, obs_source_get_name(scene->source));
obs_source_release(source);
return;
}
obs_data_set_default_int(item_data, "align",
OBS_ALIGN_TOP | OBS_ALIGN_LEFT);
item->rot = (float)obs_data_get_double(item_data, "rot");
item->align = (uint32_t)obs_data_get_int(item_data, "align");
item->visible = obs_data_get_bool(item_data, "visible");
obs_data_get_vec2(item_data, "pos", &item->pos);
obs_data_get_vec2(item_data, "scale", &item->scale);
item->bounds_type =
(enum obs_bounds_type)obs_data_get_int(item_data,
"bounds_type");
item->bounds_align =
(uint32_t)obs_data_get_int(item_data, "bounds_align");
obs_data_get_vec2(item_data, "bounds", &item->bounds);
obs_source_release(source);
update_item_transform(item);
}
static void scene_load(void *scene, obs_data_t *settings)
{
obs_data_array_t *items = obs_data_get_array(settings, "items");
size_t count, i;
remove_all_items(scene);
if (!items) return;
count = obs_data_array_count(items);
for (i = 0; i < count; i++) {
obs_data_t *item_data = obs_data_array_item(items, i);
scene_load_item(scene, item_data);
obs_data_release(item_data);
}
obs_data_array_release(items);
}
static void scene_save_item(obs_data_array_t *array,
struct obs_scene_item *item)
{
obs_data_t *item_data = obs_data_create();
const char *name = obs_source_get_name(item->source);
obs_data_set_string(item_data, "name", name);
obs_data_set_bool (item_data, "visible", item->visible);
obs_data_set_double(item_data, "rot", item->rot);
obs_data_set_vec2 (item_data, "pos", &item->pos);
obs_data_set_vec2 (item_data, "scale", &item->scale);
obs_data_set_int (item_data, "align", (int)item->align);
obs_data_set_int (item_data, "bounds_type", (int)item->bounds_type);
obs_data_set_int (item_data, "bounds_align", (int)item->bounds_align);
obs_data_set_vec2 (item_data, "bounds", &item->bounds);
obs_data_array_push_back(array, item_data);
obs_data_release(item_data);
}
static void scene_save(void *data, obs_data_t *settings)
{
struct obs_scene *scene = data;
obs_data_array_t *array = obs_data_array_create();
struct obs_scene_item *item;
pthread_mutex_lock(&scene->mutex);
item = scene->first_item;
while (item) {
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scene_save_item(array, item);
item = item->next;
}
pthread_mutex_unlock(&scene->mutex);
obs_data_set_array(settings, "items", array);
obs_data_array_release(array);
}
static uint32_t scene_getwidth(void *data)
{
UNUSED_PARAMETER(data);
return obs->video.base_width;
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}
static uint32_t scene_getheight(void *data)
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{
UNUSED_PARAMETER(data);
return obs->video.base_height;
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}
const struct obs_source_info scene_info =
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{
.id = "scene",
.type = OBS_SOURCE_TYPE_INPUT,
.output_flags = OBS_SOURCE_VIDEO | OBS_SOURCE_CUSTOM_DRAW,
.get_name = scene_getname,
.create = scene_create,
.destroy = scene_destroy,
.video_render = scene_video_render,
.get_width = scene_getwidth,
.get_height = scene_getheight,
.load = scene_load,
.save = scene_save,
.enum_sources = scene_enum_sources
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};
obs_scene_t *obs_scene_create(const char *name)
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{
struct obs_source *source =
obs_source_create(OBS_SOURCE_TYPE_INPUT, "scene", name, NULL,
NULL);
return source->context.data;
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}
void obs_scene_addref(obs_scene_t *scene)
{
if (scene)
obs_source_addref(scene->source);
}
void obs_scene_release(obs_scene_t *scene)
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{
if (scene)
obs_source_release(scene->source);
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}
obs_source_t *obs_scene_get_source(const obs_scene_t *scene)
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{
return scene ? scene->source : NULL;
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}
obs_scene_t *obs_scene_from_source(const obs_source_t *source)
{
if (!source || source->info.id != scene_info.id)
return NULL;
return source->context.data;
}
obs_sceneitem_t *obs_scene_find_source(obs_scene_t *scene, const char *name)
{
struct obs_scene_item *item;
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if (!scene)
return NULL;
pthread_mutex_lock(&scene->mutex);
item = scene->first_item;
while (item) {
if (strcmp(item->source->context.name, name) == 0)
break;
item = item->next;
}
pthread_mutex_unlock(&scene->mutex);
return item;
}
void obs_scene_enum_items(obs_scene_t *scene,
bool (*callback)(obs_scene_t*, obs_sceneitem_t*, void*),
void *param)
{
struct obs_scene_item *item;
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if (!scene || !callback)
return;
pthread_mutex_lock(&scene->mutex);
item = scene->first_item;
while (item) {
struct obs_scene_item *next = item->next;
obs_sceneitem_addref(item);
if (!callback(scene, item, param)) {
obs_sceneitem_release(item);
break;
}
obs_sceneitem_release(item);
item = next;
}
pthread_mutex_unlock(&scene->mutex);
}
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static obs_sceneitem_t *sceneitem_get_ref(obs_sceneitem_t *si)
{
long owners = si->ref;
while (owners > 0) {
if (os_atomic_compare_swap_long(&si->ref, owners, owners + 1))
return si;
owners = si->ref;
}
return NULL;
}
static bool hotkey_show_sceneitem(void *data, obs_hotkey_pair_id id,
obs_hotkey_t *hotkey, bool pressed)
{
UNUSED_PARAMETER(id);
UNUSED_PARAMETER(hotkey);
obs_sceneitem_t *si = sceneitem_get_ref(data);
if (pressed && si && !si->visible) {
obs_sceneitem_set_visible(si, true);
obs_sceneitem_release(si);
return true;
}
obs_sceneitem_release(si);
return false;
}
static bool hotkey_hide_sceneitem(void *data, obs_hotkey_pair_id id,
obs_hotkey_t *hotkey, bool pressed)
{
UNUSED_PARAMETER(id);
UNUSED_PARAMETER(hotkey);
obs_sceneitem_t *si = sceneitem_get_ref(data);
if (pressed && si && si->visible) {
obs_sceneitem_set_visible(si, false);
obs_sceneitem_release(si);
return true;
}
obs_sceneitem_release(si);
return false;
}
static void init_hotkeys(obs_scene_t *scene, obs_sceneitem_t *item,
const char *name)
{
struct dstr show = {0};
struct dstr hide = {0};
struct dstr show_desc = {0};
struct dstr hide_desc = {0};
dstr_copy(&show, "libobs.show_scene_item.%1");
dstr_replace(&show, "%1", name);
dstr_copy(&hide, "libobs.hide_scene_item.%1");
dstr_replace(&hide, "%1", name);
dstr_copy(&show_desc, obs->hotkeys.sceneitem_show);
dstr_replace(&show_desc, "%1", name);
dstr_copy(&hide_desc, obs->hotkeys.sceneitem_hide);
dstr_replace(&hide_desc, "%1", name);
item->toggle_visibility = obs_hotkey_pair_register_source(scene->source,
show.array, show_desc.array,
hide.array, hide_desc.array,
hotkey_show_sceneitem, hotkey_hide_sceneitem,
item, item);
dstr_free(&show);
dstr_free(&hide);
dstr_free(&show_desc);
dstr_free(&hide_desc);
}
obs_sceneitem_t *obs_scene_add(obs_scene_t *scene, obs_source_t *source)
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{
struct obs_scene_item *last;
struct obs_scene_item *item;
struct calldata params = {0};
if (!scene)
return NULL;
if (!source) {
blog(LOG_ERROR, "Tried to add a NULL source to a scene");
return NULL;
}
if (!obs_source_add_child(scene->source, source)) {
blog(LOG_WARNING, "Failed to add source to scene due to "
"infinite source recursion");
return NULL;
}
item = bzalloc(sizeof(struct obs_scene_item));
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item->source = source;
item->visible = true;
item->parent = scene;
item->ref = 1;
item->align = OBS_ALIGN_TOP | OBS_ALIGN_LEFT;
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vec2_set(&item->scale, 1.0f, 1.0f);
matrix4_identity(&item->draw_transform);
matrix4_identity(&item->box_transform);
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obs_source_addref(source);
pthread_mutex_lock(&scene->mutex);
last = scene->first_item;
if (!last) {
scene->first_item = item;
} else {
while (last->next)
last = last->next;
last->next = item;
item->prev = last;
}
pthread_mutex_unlock(&scene->mutex);
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init_hotkeys(scene, item, obs_source_get_name(source));
calldata_set_ptr(&params, "scene", scene);
calldata_set_ptr(&params, "item", item);
signal_handler_signal(scene->source->context.signals, "item_add",
&params);
calldata_free(&params);
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return item;
}
static void obs_sceneitem_destroy(obs_sceneitem_t *item)
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{
if (item) {
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obs_hotkey_pair_unregister(item->toggle_visibility);
if (item->source)
obs_source_release(item->source);
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bfree(item);
}
}
void obs_sceneitem_addref(obs_sceneitem_t *item)
{
if (item)
os_atomic_inc_long(&item->ref);
}
void obs_sceneitem_release(obs_sceneitem_t *item)
{
if (!item)
return;
if (os_atomic_dec_long(&item->ref) == 0)
obs_sceneitem_destroy(item);
}
void obs_sceneitem_remove(obs_sceneitem_t *item)
{
obs_scene_t *scene;
if (!item)
return;
scene = item->parent;
if (scene)
pthread_mutex_lock(&scene->mutex);
if (item->removed) {
if (scene)
pthread_mutex_unlock(&scene->mutex);
return;
}
item->removed = true;
assert(scene != NULL);
assert(scene->source != NULL);
obs_source_remove_child(scene->source, item->source);
signal_item_remove(item);
detach_sceneitem(item);
pthread_mutex_unlock(&scene->mutex);
obs_sceneitem_release(item);
}
obs_scene_t *obs_sceneitem_get_scene(const obs_sceneitem_t *item)
{
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return item ? item->parent : NULL;
}
obs_source_t *obs_sceneitem_get_source(const obs_sceneitem_t *item)
{
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return item ? item->source : NULL;
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}
void obs_sceneitem_select(obs_sceneitem_t *item, bool select)
{
struct calldata params = {0};
const char *command = select ? "item_select" : "item_deselect";
if (!item || item->selected == select)
return;
item->selected = select;
calldata_set_ptr(&params, "scene", item->parent);
calldata_set_ptr(&params, "item", item);
signal_handler_signal(item->parent->source->context.signals,
command, &params);
calldata_free(&params);
}
bool obs_sceneitem_selected(const obs_sceneitem_t *item)
{
return item ? item->selected : false;
}
void obs_sceneitem_set_pos(obs_sceneitem_t *item, const struct vec2 *pos)
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{
if (item) {
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vec2_copy(&item->pos, pos);
update_item_transform(item);
}
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}
void obs_sceneitem_set_rot(obs_sceneitem_t *item, float rot)
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{
if (item) {
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item->rot = rot;
update_item_transform(item);
}
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}
void obs_sceneitem_set_scale(obs_sceneitem_t *item, const struct vec2 *scale)
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{
if (item) {
vec2_copy(&item->scale, scale);
update_item_transform(item);
}
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}
void obs_sceneitem_set_alignment(obs_sceneitem_t *item, uint32_t alignment)
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{
if (item) {
item->align = alignment;
update_item_transform(item);
}
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}
static inline void signal_reorder(struct obs_scene_item *item)
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{
const char *command = NULL;
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struct calldata params = {0};
command = "reorder";
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calldata_set_ptr(&params, "scene", item->parent);
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signal_handler_signal(item->parent->source->context.signals,
command, &params);
calldata_free(&params);
}
void obs_sceneitem_set_order(obs_sceneitem_t *item,
enum obs_order_movement movement)
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{
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if (!item) return;
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struct obs_scene_item *next, *prev;
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struct obs_scene *scene = item->parent;
obs_scene_addref(scene);
pthread_mutex_lock(&scene->mutex);
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next = item->next;
prev = item->prev;
detach_sceneitem(item);
if (movement == OBS_ORDER_MOVE_DOWN) {
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attach_sceneitem(scene, item, prev ? prev->prev : NULL);
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} else if (movement == OBS_ORDER_MOVE_UP) {
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attach_sceneitem(scene, item, next ? next : prev);
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} else if (movement == OBS_ORDER_MOVE_TOP) {
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struct obs_scene_item *last = next;
if (!last) {
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last = prev;
} else {
while (last->next)
last = last->next;
}
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attach_sceneitem(scene, item, last);
} else if (movement == OBS_ORDER_MOVE_BOTTOM) {
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attach_sceneitem(scene, item, NULL);
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}
signal_reorder(item);
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pthread_mutex_unlock(&scene->mutex);
obs_scene_release(scene);
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}
void obs_sceneitem_set_order_position(obs_sceneitem_t *item,
int position)
{
if (!item) return;
struct obs_scene *scene = item->parent;
struct obs_scene_item *next;
obs_scene_addref(scene);
pthread_mutex_lock(&scene->mutex);
detach_sceneitem(item);
next = scene->first_item;
if (position == 0) {
attach_sceneitem(scene, item, NULL);
} else {
for (int i = position; i > 1; --i) {
if (next->next == NULL)
break;
next = next->next;
}
attach_sceneitem(scene, item, next);
}
signal_reorder(item);
pthread_mutex_unlock(&scene->mutex);
obs_scene_release(scene);
}
void obs_sceneitem_set_bounds_type(obs_sceneitem_t *item,
enum obs_bounds_type type)
{
if (item) {
item->bounds_type = type;
update_item_transform(item);
}
}
void obs_sceneitem_set_bounds_alignment(obs_sceneitem_t *item,
uint32_t alignment)
{
if (item) {
item->bounds_align = alignment;
update_item_transform(item);
}
}
void obs_sceneitem_set_bounds(obs_sceneitem_t *item, const struct vec2 *bounds)
{
if (item) {
item->bounds = *bounds;
update_item_transform(item);
}
}
void obs_sceneitem_get_pos(const obs_sceneitem_t *item, struct vec2 *pos)
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{
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if (item)
vec2_copy(pos, &item->pos);
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}
float obs_sceneitem_get_rot(const obs_sceneitem_t *item)
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{
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return item ? item->rot : 0.0f;
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}
void obs_sceneitem_get_scale(const obs_sceneitem_t *item, struct vec2 *scale)
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{
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if (item)
vec2_copy(scale, &item->scale);
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}
uint32_t obs_sceneitem_get_alignment(const obs_sceneitem_t *item)
{
return item ? item->align : 0;
}
enum obs_bounds_type obs_sceneitem_get_bounds_type(const obs_sceneitem_t *item)
{
return item ? item->bounds_type : OBS_BOUNDS_NONE;
}
uint32_t obs_sceneitem_get_bounds_alignment(const obs_sceneitem_t *item)
{
return item ? item->bounds_align : 0;
}
void obs_sceneitem_get_bounds(const obs_sceneitem_t *item, struct vec2 *bounds)
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{
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if (item)
*bounds = item->bounds;
}
void obs_sceneitem_get_info(const obs_sceneitem_t *item,
struct obs_transform_info *info)
{
if (item && info) {
info->pos = item->pos;
info->rot = item->rot;
info->scale = item->scale;
info->alignment = item->align;
info->bounds_type = item->bounds_type;
info->bounds_alignment = item->bounds_align;
info->bounds = item->bounds;
}
}
void obs_sceneitem_set_info(obs_sceneitem_t *item,
const struct obs_transform_info *info)
{
if (item && info) {
item->pos = info->pos;
item->rot = info->rot;
item->scale = info->scale;
item->align = info->alignment;
item->bounds_type = info->bounds_type;
item->bounds_align = info->bounds_alignment;
item->bounds = info->bounds;
update_item_transform(item);
}
}
void obs_sceneitem_get_draw_transform(const obs_sceneitem_t *item,
struct matrix4 *transform)
{
if (item)
matrix4_copy(transform, &item->draw_transform);
}
void obs_sceneitem_get_box_transform(const obs_sceneitem_t *item,
struct matrix4 *transform)
{
if (item)
matrix4_copy(transform, &item->box_transform);
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}
bool obs_sceneitem_visible(const obs_sceneitem_t *item)
{
return item ? item->visible : false;
}
void obs_sceneitem_set_visible(obs_sceneitem_t *item, bool visible)
{
struct calldata cd = {0};
if (!item)
return;
item->visible = visible;
if (!item->parent)
return;
calldata_set_ptr(&cd, "scene", item->parent);
calldata_set_ptr(&cd, "item", item);
calldata_set_bool(&cd, "visible", visible);
signal_handler_signal(item->parent->source->context.signals,
"item_visible", &cd);
calldata_free(&cd);
}