obs-studio/UI/display-helpers.hpp

146 lines
4.5 KiB
C++

/******************************************************************************
Copyright (C) 2014 by Hugh Bailey <obs.jim@gmail.com>
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
(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/>.
******************************************************************************/
#pragma once
#include <graphics/vec4.h>
#include <graphics/matrix4.h>
static inline void GetScaleAndCenterPos(int baseCX, int baseCY, int windowCX,
int windowCY, int &x, int &y,
float &scale)
{
double windowAspect, baseAspect;
int newCX, newCY;
windowAspect = double(windowCX) / double(windowCY);
baseAspect = double(baseCX) / double(baseCY);
if (windowAspect > baseAspect) {
scale = float(windowCY) / float(baseCY);
newCX = int(double(windowCY) * baseAspect);
newCY = windowCY;
} else {
scale = float(windowCX) / float(baseCX);
newCX = windowCX;
newCY = int(float(windowCX) / baseAspect);
}
x = windowCX / 2 - newCX / 2;
y = windowCY / 2 - newCY / 2;
}
static inline void GetCenterPosFromFixedScale(int baseCX, int baseCY,
int windowCX, int windowCY,
int &x, int &y, float scale)
{
x = (float(windowCX) - float(baseCX) * scale) / 2.0f;
y = (float(windowCY) - float(baseCY) * scale) / 2.0f;
}
static inline QSize GetPixelSize(QWidget *widget)
{
return widget->size() * widget->devicePixelRatioF();
}
#define OUTLINE_COLOR 0xFFD0D0D0
#define LINE_LENGTH 0.1f
// Rec. ITU-R BT.1848-1 / EBU R 95
#define ACTION_SAFE_PERCENT 0.035f // 3.5%
#define GRAPHICS_SAFE_PERCENT 0.05f // 5.0%
#define FOURBYTHREE_SAFE_PERCENT 0.1625f // 16.25%
static inline void InitSafeAreas(gs_vertbuffer_t **actionSafeMargin,
gs_vertbuffer_t **graphicsSafeMargin,
gs_vertbuffer_t **fourByThreeSafeMargin,
gs_vertbuffer_t **leftLine,
gs_vertbuffer_t **topLine,
gs_vertbuffer_t **rightLine)
{
obs_enter_graphics();
// All essential action should be placed inside this area
gs_render_start(true);
gs_vertex2f(ACTION_SAFE_PERCENT, ACTION_SAFE_PERCENT);
gs_vertex2f(ACTION_SAFE_PERCENT, 1 - ACTION_SAFE_PERCENT);
gs_vertex2f(1 - ACTION_SAFE_PERCENT, 1 - ACTION_SAFE_PERCENT);
gs_vertex2f(1 - ACTION_SAFE_PERCENT, ACTION_SAFE_PERCENT);
gs_vertex2f(ACTION_SAFE_PERCENT, ACTION_SAFE_PERCENT);
*actionSafeMargin = gs_render_save();
// All graphics should be placed inside this area
gs_render_start(true);
gs_vertex2f(GRAPHICS_SAFE_PERCENT, GRAPHICS_SAFE_PERCENT);
gs_vertex2f(GRAPHICS_SAFE_PERCENT, 1 - GRAPHICS_SAFE_PERCENT);
gs_vertex2f(1 - GRAPHICS_SAFE_PERCENT, 1 - GRAPHICS_SAFE_PERCENT);
gs_vertex2f(1 - GRAPHICS_SAFE_PERCENT, GRAPHICS_SAFE_PERCENT);
gs_vertex2f(GRAPHICS_SAFE_PERCENT, GRAPHICS_SAFE_PERCENT);
*graphicsSafeMargin = gs_render_save();
// 4:3 safe area for widescreen
gs_render_start(true);
gs_vertex2f(FOURBYTHREE_SAFE_PERCENT, GRAPHICS_SAFE_PERCENT);
gs_vertex2f(1 - FOURBYTHREE_SAFE_PERCENT, GRAPHICS_SAFE_PERCENT);
gs_vertex2f(1 - FOURBYTHREE_SAFE_PERCENT, 1 - GRAPHICS_SAFE_PERCENT);
gs_vertex2f(FOURBYTHREE_SAFE_PERCENT, 1 - GRAPHICS_SAFE_PERCENT);
gs_vertex2f(FOURBYTHREE_SAFE_PERCENT, GRAPHICS_SAFE_PERCENT);
*fourByThreeSafeMargin = gs_render_save();
gs_render_start(true);
gs_vertex2f(0.0f, 0.5f);
gs_vertex2f(LINE_LENGTH, 0.5f);
*leftLine = gs_render_save();
gs_render_start(true);
gs_vertex2f(0.5f, 0.0f);
gs_vertex2f(0.5f, LINE_LENGTH);
*topLine = gs_render_save();
gs_render_start(true);
gs_vertex2f(1.0f, 0.5f);
gs_vertex2f(1 - LINE_LENGTH, 0.5f);
*rightLine = gs_render_save();
obs_leave_graphics();
}
static inline void RenderSafeAreas(gs_vertbuffer_t *vb, int cx, int cy)
{
if (!vb)
return;
matrix4 transform;
matrix4_identity(&transform);
transform.x.x = cx;
transform.y.y = cy;
gs_load_vertexbuffer(vb);
gs_matrix_push();
gs_matrix_mul(&transform);
gs_effect_t *solid = obs_get_base_effect(OBS_EFFECT_SOLID);
gs_eparam_t *color = gs_effect_get_param_by_name(solid, "color");
gs_effect_set_color(color, OUTLINE_COLOR);
while (gs_effect_loop(solid, "Solid"))
gs_draw(GS_LINESTRIP, 0, 0);
gs_matrix_pop();
}