This allows, for example, disconnected devices for dshow/avcapture to
be listed (and to stay selected in the user config) while making them
unavailable for selection in new sources
The 'initialize' callback is used before the encoders/output start up so
it can adjust encoder settings to required values if needed.
Also added the function 'obs_encoder_active' that returns true or false
depending on whether that encoder is active or not.
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.
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.
There are a ridiculous number of features related to scaling and
positioning due to requests by a number of people who complained that
they hated the way that OBS1 would always resize their sources when the
source's base size changed. There were also people who wanted more
control for how the resizing was handled, or the ability to completely
prevent resizing entirely if desired. So I made it so that you can
optionally use a 'bounds' system, which allows you to specify different
styles of controlling resizing.
If disabled, the source will always automatically resize and only the
base scale is applied. If enabled, you have a variety of different ways
to limit/control how it can resize within the bounds, or make it so it
can't resize at all. You can also control alignment within that
bounding box, so you can make it so that a source always aligns to a
side or corner of the box.
I also added an alignment value which changes how the source is oriented
relative to the position of the scene item. For example, setting
bottom-right alignment will make it so that the position of the item is
the bottom right corner of the source. When the source resizies, it
will resize leftward and upward in that case, which solves the problem
of how a source resizes relative to a desired position.
I encountered a situation where I wanted to delete a callback for a
signal while inside of that signal. However it would hard lock, and
even after that, it would mess up the loop for the callback list.
So, change the mutex of the individual signals to a recursive-style
mutex, and then if a callback of a signal is deleted while currently in
that signal, just mark it for deletion, which will happen after the
signal is complete.
This replaces the older code which simply queried the max volume level
value for any given audio.
I'm still not 100% sure on if this is how I want to approach the
problem, particularly, whether this should be done in obs_source or in
audio_line, but it can always be moved later if needed.
This uses the calculations by the awesome Bill Hamilton that OBS1 used
for its volume levels. It calculates the current max (level),
magnitude, and current peak. This data then can be used to create
awesome volume meter controls later on.
NOTE: Will probably need optimization, does one float at a time right
now.
Also, change some of the naming conventions. I actually need to change
a lot of the naming conventions in general so that all words are
separated by underscores. Kind of a bad practice there on my part.
There was a fundamental flaw with the string type conversion functions
where the sizes were not being properly accounted for. They were using
the 'len' value as a value for the output rather than only for the
input, which was bad because the output could have more or less
characters than the input.
When a source's private data is being created by a module, it wasn't
able to call most source functions because most functions rely on the
obs_source_info part of the context to be set. This fixes that issue.
It was strange that this wasn't already the case because the other
context types already did the same thing.
This uses the reverse planar YUV 4:2:0 conversion shader to output a YUV
texture without having to convert it via CPU. Again, this will reduce
video upload bandwidth usage to 37.5% of the original rate. I suspect
this will be particularly useful for when an FFmpeg or libav input
plugin for playing videos is made.
NOTE: There's an issue with certain texture sizes right now I haven't
been able to identify, if the full size of texture data divided by the
base texture width is an uneven number, the V chroma plane seems like it
can potentially shift, though I only had this happen with 160x90
resolution C920. Almost all resolutions tend to be even. Needs further
testing with more devices that support planar YUV 4:2:0 output.
This adds button support to properties, which will allow a properties
pane to let the user click a button to activate something with a
particular obs context. When pressed, the button will execute the
callback given, with the context's private data as a parameter.
Character conversion functions did not previously ask for a maximum
buffer size for their 'dst' parameter, it's unsafe to assume some given
destination buffer may have enough size to accommodate a conversion.
Added github gist API uploading to the help menu to help make problems a
bit easier to debug in the future. It's somewhat vital that this
functionality be implemented before any release in order to analyze any
given problem a user may be experiencing.
This fixes an issue reported by valgrind where overlapping memory
was copied with memcpy.
This also removes a redundant assignment where the array size was
explicitly set to zero when it was already zero.
This doesn't add FLV file output to the user interface yet, but we'll
get around to that eventually. This just adds an FLV output type.
Also, removed ftello/fseeko because off_t is a really annoying data
type, and I'd rather have a firm int64_t for large sizes, so I named it
to os_fseeki64 and os_ftelli64 instead, and changed the file size
function to return an int64_t.
Not entirely sure how this happened but I *think* that a null source was
somehow being added to the list of user sources for one particular user,
and then I noticed this code does not check to see whether the source is
null or not.
Just use platform-nix.c code for general stuff that mac is compliant
with, and put a define around everything else. Take that code out of
platform-cocoa.m.
Added os_opendir, os_readdir, and os_closedir to be able to query
available files within a directory.