322 lines
9.1 KiB
C++
322 lines
9.1 KiB
C++
/********************************************************************************
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Copyright (C) 2012 Hugh Bailey <obs.jim@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307, USA.
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********************************************************************************/
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#include "OBSApi.h"
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SceneItem::~SceneItem()
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{
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delete source;
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}
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void SceneItem::SetName(CTSTR lpNewName)
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{
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element->SetName(lpNewName);
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}
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void SceneItem::SetRender(bool render)
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{
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element->SetInt(TEXT("render"), (int)((render)?1:0));
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bRender = render;
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}
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void SceneItem::Update()
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{
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pos = Vect2(element->GetFloat(TEXT("x")), element->GetFloat(TEXT("y")));
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size = Vect2(element->GetFloat(TEXT("cx"), 100.0f), element->GetFloat(TEXT("cy"), 100.0f));
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//just reset the size if configuration changed, that way the user doesn't have to screw with the size
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//if(source) size = source->GetSize();
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/*element->SetInt(TEXT("cx"), int(size.x));
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element->SetInt(TEXT("cy"), int(size.y));*/
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}
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void SceneItem::MoveUp()
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{
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SceneItem *thisItem = this;
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UINT id = parent->sceneItems.FindValueIndex(thisItem);
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assert(id != INVALID);
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if(id > 0)
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{
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API->EnterSceneMutex();
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parent->sceneItems.SwapValues(id, id-1);
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GetElement()->MoveUp();
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API->LeaveSceneMutex();
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}
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}
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void SceneItem::MoveDown()
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{
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SceneItem *thisItem = this;
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UINT id = parent->sceneItems.FindValueIndex(thisItem);
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assert(id != INVALID);
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if(id < (parent->sceneItems.Num()-1))
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{
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API->EnterSceneMutex();
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parent->sceneItems.SwapValues(id, id+1);
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GetElement()->MoveDown();
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API->LeaveSceneMutex();
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}
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}
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void SceneItem::MoveToTop()
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{
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SceneItem *thisItem = this;
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UINT id = parent->sceneItems.FindValueIndex(thisItem);
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assert(id != INVALID);
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if(id > 0)
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{
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API->EnterSceneMutex();
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parent->sceneItems.Remove(id);
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parent->sceneItems.Insert(0, this);
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GetElement()->MoveToTop();
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API->LeaveSceneMutex();
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}
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}
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void SceneItem::MoveToBottom()
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{
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SceneItem *thisItem = this;
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UINT id = parent->sceneItems.FindValueIndex(thisItem);
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assert(id != INVALID);
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if(id < (parent->sceneItems.Num()-1))
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{
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API->EnterSceneMutex();
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parent->sceneItems.Remove(id);
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parent->sceneItems << this;
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GetElement()->MoveToBottom();
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API->LeaveSceneMutex();
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}
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}
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//====================================================================================
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Scene::~Scene()
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{
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for(UINT i=0; i<sceneItems.Num(); i++)
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delete sceneItems[i];
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}
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SceneItem* Scene::AddImageSource(XElement *sourceElement)
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{
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return InsertImageSource(sceneItems.Num(), sourceElement);
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}
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SceneItem* Scene::InsertImageSource(UINT pos, XElement *sourceElement)
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{
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if(GetSceneItem(sourceElement->GetName()) != NULL)
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{
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AppWarning(TEXT("Scene source '%s' already in scene. actually, no one should get this error. if you do send it to jim immidiately."), sourceElement->GetName());
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return NULL;
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}
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if(pos > sceneItems.Num())
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{
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AppWarning(TEXT("Scene::InsertImageSource: pos >= sceneItems.Num()"));
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pos = sceneItems.Num();
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}
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CTSTR lpClass = sourceElement->GetString(TEXT("class"));
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ImageSource *source = NULL;
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if(!lpClass)
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AppWarning(TEXT("No class for source '%s' in scene '%s'"), sourceElement->GetName(), API->GetSceneElement()->GetName());
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else
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{
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source = API->CreateImageSource(lpClass, sourceElement->GetElement(TEXT("data")));
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if(!source)
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AppWarning(TEXT("Could not create image source '%s' in scene '%s'"), sourceElement->GetName(), API->GetSceneElement()->GetName());
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}
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float x = sourceElement->GetFloat(TEXT("x"));
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float y = sourceElement->GetFloat(TEXT("y"));
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float cx = sourceElement->GetFloat(TEXT("cx"), 100);
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float cy = sourceElement->GetFloat(TEXT("cy"), 100);
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bool render = sourceElement->GetInt(TEXT("render"), 1) > 0;
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SceneItem *item = new SceneItem;
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item->element = sourceElement;
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item->parent = this;
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item->source = source;
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item->pos = Vect2(x, y);
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item->size = Vect2(cx, cy);
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item->crop.w = sourceElement->GetFloat(TEXT("crop.right"));
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item->crop.x = sourceElement->GetFloat(TEXT("crop.left"));
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item->crop.y = sourceElement->GetFloat(TEXT("crop.top"));
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item->crop.z = sourceElement->GetFloat(TEXT("crop.bottom"));
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item->SetRender(render);
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API->EnterSceneMutex();
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if(bSceneStarted && source) source->BeginScene();
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sceneItems.Insert(pos, item);
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API->LeaveSceneMutex();
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if(!source)
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bMissingSources = true;
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return item;
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}
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void Scene::RemoveImageSource(SceneItem *item)
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{
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if(bSceneStarted) item->source->EndScene();
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item->GetElement()->GetParent()->RemoveElement(item->GetElement());
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sceneItems.RemoveItem(item);
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delete item;
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}
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void Scene::RemoveImageSource(CTSTR lpName)
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{
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for(UINT i=0; i<sceneItems.Num(); i++)
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{
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if(scmpi(sceneItems[i]->GetName(), lpName) == 0)
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{
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RemoveImageSource(sceneItems[i]);
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return;
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}
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}
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}
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void Scene::Preprocess()
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{
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for(UINT i=0; i<sceneItems.Num(); i++)
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{
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SceneItem *item = sceneItems[i];
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if(item->source && item->bRender)
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item->source->Preprocess();
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}
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}
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void Scene::Tick(float fSeconds)
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{
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for(UINT i=0; i<sceneItems.Num(); i++)
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{
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SceneItem *item = sceneItems[i];
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if(item->source)
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item->source->Tick(fSeconds);
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}
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}
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void Scene::Render()
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{
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GS->ClearColorBuffer();
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for(int i=sceneItems.Num()-1; i>=0; i--)
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{
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SceneItem *item = sceneItems[i];
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if(item->source && item->bRender)
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{
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GS->SetCropping (item->crop.x, item->crop.y, item->crop.w, item->crop.z);
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item->source->Render(item->pos, item->size);
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GS->SetCropping (0.0f, 0.0f, 0.0f, 0.0f);
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}
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}
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}
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void Scene::RenderSelections(Shader *solidPixelShader)
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{
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for(UINT i=0; i<sceneItems.Num(); i++)
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{
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SceneItem *item = sceneItems[i];
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if(item->bSelected)
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{
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Vect2 pos = API->MapFrameToWindowPos(item->GetPos())+1.0f;
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Vect2 scale = API->GetFrameToWindowScale();
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pos.x += item->GetCrop().x * scale.x;
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pos.y += item->GetCrop().y * scale.y;
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Vect2 size = API->MapFrameToWindowSize(item->GetSize())-2.0f;
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size.x -= (item->GetCrop().x + item->GetCrop().w) * scale.x;
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size.y -= (item->GetCrop().y + item->GetCrop().z) * scale.y;
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Vect2 selectBoxSize = Vect2(10.0f, 10.0f);
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DrawBox(pos, selectBoxSize);
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DrawBox((pos+size)-selectBoxSize, selectBoxSize);
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DrawBox(pos+Vect2(size.x-selectBoxSize.x, 0.0f), selectBoxSize);
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DrawBox(pos+Vect2(0.0f, size.y-selectBoxSize.y), selectBoxSize);
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// Top
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if (CloseFloat(item->crop.y, 0.0f)) solidPixelShader->SetColor(solidPixelShader->GetParameter(0), 0xFF0000);
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else solidPixelShader->SetColor(solidPixelShader->GetParameter(0), 0x00FF00);
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DrawBox(pos, Vect2(size.x, 0.0f));
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// Left
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if (CloseFloat(item->crop.x, 0.0f)) solidPixelShader->SetColor(solidPixelShader->GetParameter(0), 0xFF0000);
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else solidPixelShader->SetColor(solidPixelShader->GetParameter(0), 0x00FF00);
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DrawBox(pos, Vect2(0.0f, size.y));
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// Right
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if (CloseFloat(item->crop.w, 0.0f)) solidPixelShader->SetColor(solidPixelShader->GetParameter(0), 0xFF0000);
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else solidPixelShader->SetColor(solidPixelShader->GetParameter(0), 0x00FF00);
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DrawBox(pos+Vect2(size.x, 0.0f), Vect2(0.0f, size.y));
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// Bottom
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if (CloseFloat(item->crop.z, 0.0f)) solidPixelShader->SetColor(solidPixelShader->GetParameter(0), 0xFF0000);
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else solidPixelShader->SetColor(solidPixelShader->GetParameter(0), 0x00FF00);
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DrawBox(pos+Vect2(0.0f, size.y), Vect2(size.x, 0.0f));
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}
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}
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}
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void Scene::BeginScene()
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{
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if(bSceneStarted)
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return;
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for(UINT i=0; i<sceneItems.Num(); i++)
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{
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SceneItem *item = sceneItems[i];
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if(item->source)
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item->source->BeginScene();
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}
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bSceneStarted = true;
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}
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void Scene::EndScene()
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{
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if(!bSceneStarted)
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return;
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for(UINT i=0; i<sceneItems.Num(); i++)
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{
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SceneItem *item = sceneItems[i];
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if(item->source)
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item->source->EndScene();
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}
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bSceneStarted = false;
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}
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