9 Commits

Author SHA1 Message Date
Palana
1759d28ee2 Fix scene editing for device pixel ratios ≠ 1
Fixes #177
2014-07-16 02:29:13 +02:00
jp9000
07b2fd5972 Do not visually select audio-only sources 2014-07-04 10:58:03 -07:00
jp9000
dbb9124bf6 Remove 'effect' param from effect param funcs
Similar to the shader functions, the effect parameter functions take
the effect as a parameter.  However, the effect parameter is pretty
pointless, because the effect parameter.. parameter stores the effect
pointer interally.
2014-06-25 22:24:27 -07:00
jp9000
21665430d6 Fix 'multiple copy constructors' warning 2014-06-25 02:12:30 -07:00
jp9000
31fcbd893f UI: Fix a few more warnings 2014-06-25 01:54:34 -07:00
jp9000
1ac859f5ed Do not clamp aspect by default when using bounds
If the scene item has a bounding box set up for it, do not make it use
aspect ratio clamping by default.

Instead, make it so that shift will turn on aspect ratio, and make it
also apply to all types of bounding box modes.

The only time where aspect ratio clamping should apply by default is
when bounds are not in use (i.e. when a source is just created).  Some
will disagree with me just because that's how photoshop does it, but
we're not photoshop, and I feel that the majority of users will have
more trouble with it disabled by default than enabled by default.

So to sum it up:

If bounds inactive, clamp aspect ratio by default, because scene items
start out with it inactive, and it directly affects the scale.

If bounds active, do not clamp aspect ratio by default, because clamping
to aspect ratio doesn't particularly have an effect for mode bounds
modes except for "stretch to bounds".
2014-06-22 23:53:39 -07:00
jp9000
ed5b4f590c Fix a number of warnings
Structures with anonymous unions would a warning when you do a brace
assignment on them.

Also fixed some unused parameters and removed some unused variables.
2014-06-16 17:55:48 -07:00
jp9000
f937d66fab UI: Allow editing outside of inner preview bounds 2014-06-16 15:38:43 -07:00
jp9000
452e0695f4 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.
2014-06-15 20:33:13 -07:00