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obs-studio/obs/window-basic-transform.cpp

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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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#include "window-basic-transform.hpp"
#include "window-basic-main.hpp"
Q_DECLARE_METATYPE(OBSSceneItem);
static OBSSceneItem FindASelectedItem(OBSScene scene)
{
auto func = [] (obs_scene_t scene, obs_sceneitem_t item, void *param)
{
OBSSceneItem &dst = *reinterpret_cast<OBSSceneItem*>(param);
if (obs_sceneitem_selected(item)) {
dst = item;
return false;
}
UNUSED_PARAMETER(scene);
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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return true;
};
OBSSceneItem item;
obs_scene_enum_items(scene, func, &item);
return item;
}
void OBSBasicTransform::HookWidget(QWidget *widget, const char *signal,
const char *slot)
{
QObject::connect(widget, signal, this, slot);
}
#define COMBO_CHANGED SIGNAL(currentIndexChanged(int))
#define DSCROLL_CHANGED SIGNAL(valueChanged(double))
OBSBasicTransform::OBSBasicTransform(OBSBasic *parent)
: QDialog (parent),
ui (new Ui::OBSBasicTransform),
main (parent)
{
setAttribute(Qt::WA_DeleteOnClose);
ui->setupUi(this);
HookWidget(ui->positionX, DSCROLL_CHANGED, SLOT(OnControlChanged()));
HookWidget(ui->positionY, DSCROLL_CHANGED, SLOT(OnControlChanged()));
HookWidget(ui->rotation, DSCROLL_CHANGED, SLOT(OnControlChanged()));
HookWidget(ui->sizeX, DSCROLL_CHANGED, SLOT(OnControlChanged()));
HookWidget(ui->sizeY, DSCROLL_CHANGED, SLOT(OnControlChanged()));
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 09:54:48 +02:00
HookWidget(ui->align, COMBO_CHANGED, SLOT(OnControlChanged()));
HookWidget(ui->boundsType, COMBO_CHANGED, SLOT(OnBoundsType(int)));
HookWidget(ui->boundsAlign, COMBO_CHANGED, SLOT(OnControlChanged()));
HookWidget(ui->boundsWidth, DSCROLL_CHANGED, SLOT(OnControlChanged()));
HookWidget(ui->boundsHeight, DSCROLL_CHANGED, SLOT(OnControlChanged()));
OBSScene curScene = main->GetCurrentScene();
SetScene(curScene);
SetItem(FindASelectedItem(curScene));
channelChangedSignal.Connect(obs_signalhandler(), "channel_change",
OBSChannelChanged, this);
}
void OBSBasicTransform::SetScene(OBSScene scene)
{
transformSignal.Disconnect();
selectSignal.Disconnect();
deselectSignal.Disconnect();
removeSignal.Disconnect();
if (scene) {
OBSSource source = obs_scene_getsource(scene);
signal_handler_t signal = obs_source_signalhandler(source);
transformSignal.Connect(signal, "item_transform",
OBSSceneItemTransform, this);
removeSignal.Connect(signal, "item_remove",
OBSSceneItemRemoved, this);
selectSignal.Connect(signal, "item_select",
OBSSceneItemSelect, this);
deselectSignal.Connect(signal, "item_deselect",
OBSSceneItemDeselect, this);
}
}
void OBSBasicTransform::SetItem(OBSSceneItem newItem)
{
QMetaObject::invokeMethod(this, "SetItemQt",
Q_ARG(OBSSceneItem, OBSSceneItem(newItem)));
}
void OBSBasicTransform::SetItemQt(OBSSceneItem newItem)
{
item = newItem;
if (item)
RefreshControls();
setEnabled(!!item);
}
void OBSBasicTransform::OBSChannelChanged(void *param, calldata_t data)
{
OBSBasicTransform *window = reinterpret_cast<OBSBasicTransform*>(param);
uint32_t channel = (uint32_t)calldata_int(data, "channel");
OBSSource source = (obs_source_t)calldata_ptr(data, "source");
if (channel == 0) {
OBSScene scene = obs_scene_fromsource(source);
window->SetScene(scene);
if (!scene)
window->SetItem(nullptr);
else
window->SetItem(FindASelectedItem(scene));
}
}
void OBSBasicTransform::OBSSceneItemTransform(void *param, calldata_t data)
{
OBSBasicTransform *window = reinterpret_cast<OBSBasicTransform*>(param);
OBSSceneItem item = (obs_sceneitem_t)calldata_ptr(data, "item");
if (item == window->item && !window->ignoreTransformSignal)
QMetaObject::invokeMethod(window, "RefreshControls");
}
void OBSBasicTransform::OBSSceneItemRemoved(void *param, calldata_t data)
{
OBSBasicTransform *window = reinterpret_cast<OBSBasicTransform*>(param);
OBSScene scene = (obs_scene_t)calldata_ptr(data, "scene");
OBSSceneItem item = (obs_sceneitem_t)calldata_ptr(data, "item");
if (item == window->item)
window->SetItem(FindASelectedItem(scene));
}
void OBSBasicTransform::OBSSceneItemSelect(void *param, calldata_t data)
{
OBSBasicTransform *window = reinterpret_cast<OBSBasicTransform*>(param);
OBSSceneItem item = (obs_sceneitem_t)calldata_ptr(data, "item");
if (item != window->item)
window->SetItem(item);
}
void OBSBasicTransform::OBSSceneItemDeselect(void *param, calldata_t data)
{
OBSBasicTransform *window = reinterpret_cast<OBSBasicTransform*>(param);
OBSScene scene = (obs_scene_t)calldata_ptr(data, "scene");
OBSSceneItem item = (obs_sceneitem_t)calldata_ptr(data, "item");
if (item == window->item)
window->SetItem(FindASelectedItem(scene));
}
static const uint32_t listToAlign[] = {
OBS_ALIGN_TOP | OBS_ALIGN_LEFT,
OBS_ALIGN_TOP,
OBS_ALIGN_TOP | OBS_ALIGN_RIGHT,
OBS_ALIGN_LEFT,
OBS_ALIGN_CENTER,
OBS_ALIGN_RIGHT,
OBS_ALIGN_BOTTOM | OBS_ALIGN_LEFT,
OBS_ALIGN_BOTTOM,
OBS_ALIGN_BOTTOM | OBS_ALIGN_RIGHT
};
static int AlignToList(uint32_t align)
{
int index = 0;
for (uint32_t curAlign : listToAlign) {
if (curAlign == align)
return index;
index++;
}
return 0;
}
void OBSBasicTransform::RefreshControls()
{
if (!item)
return;
obs_sceneitem_info osi;
obs_sceneitem_get_info(item, &osi);
obs_source_t source = obs_sceneitem_getsource(item);
float width = float(obs_source_getwidth(source));
float height = float(obs_source_getheight(source));
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 09:54:48 +02:00
int alignIndex = AlignToList(osi.alignment);
int boundsAlignIndex = AlignToList(osi.bounds_alignment);
ignoreItemChange = true;
ui->positionX->setValue(osi.pos.x);
ui->positionY->setValue(osi.pos.y);
ui->rotation->setValue(osi.rot);
ui->sizeX->setValue(osi.scale.x * width);
ui->sizeY->setValue(osi.scale.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.
2014-06-15 09:54:48 +02:00
ui->align->setCurrentIndex(alignIndex);
ui->boundsType->setCurrentIndex(int(osi.bounds_type));
ui->boundsAlign->setCurrentIndex(boundsAlignIndex);
ui->boundsWidth->setValue(osi.bounds.x);
ui->boundsHeight->setValue(osi.bounds.y);
ignoreItemChange = false;
}
void OBSBasicTransform::OnBoundsType(int index)
{
if (index == -1)
return;
obs_bounds_type type = (obs_bounds_type)index;
bool enable = (type != OBS_BOUNDS_NONE);
ui->boundsAlign->setEnabled(enable);
ui->boundsWidth->setEnabled(enable);
ui->boundsHeight->setEnabled(enable);
if (!ignoreItemChange) {
obs_bounds_type lastType = obs_sceneitem_get_bounds_type(item);
if (lastType == OBS_BOUNDS_NONE) {
OBSSource source = obs_sceneitem_getsource(item);
int width = (int)obs_source_getwidth(source);
int height = (int)obs_source_getheight(source);
ui->boundsWidth->setValue(width);
ui->boundsHeight->setValue(height);
}
}
OnControlChanged();
}
void OBSBasicTransform::OnControlChanged()
{
if (ignoreItemChange)
return;
obs_source_t source = obs_sceneitem_getsource(item);
double width = double(obs_source_getwidth(source));
double height = double(obs_source_getheight(source));
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 09:54:48 +02:00
obs_sceneitem_info osi;
osi.pos.x = float(ui->positionX->value());
osi.pos.y = float(ui->positionY->value());
osi.rot = float(ui->rotation->value());
osi.scale.x = float(ui->sizeX->value() / width);
osi.scale.y = float(ui->sizeY->value() / 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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osi.alignment = listToAlign[ui->align->currentIndex()];
osi.bounds_type = (obs_bounds_type)ui->boundsType->currentIndex();
osi.bounds_alignment = listToAlign[ui->boundsAlign->currentIndex()];
osi.bounds.x = float(ui->boundsWidth->value());
osi.bounds.y = float(ui->boundsHeight->value());
ignoreTransformSignal = true;
obs_sceneitem_set_info(item, &osi);
ignoreTransformSignal = false;
}