obs-StreamFX/source/transitions/transition-shader.cpp
Michael Fabian 'Xaymar' Dirks 5baf8524d5 plugin: Replace long descriptions with "Open Manual" button
While the long descriptions were useful, keeping the updated and translated is pretty much impossible. Technology moves fast and not everyone that translates the project knows a lot about technology.

Therefore the long descriptions have now been replaced with a button that opens the wiki page for the feature instead. This should drastically reduce the number of help cases, and improve the translation coverage at the same time.
2021-04-17 03:34:39 +02:00

190 lines
5 KiB
C++

/*
* Modern effects for a modern Streamer
* Copyright (C) 2017 Michael Fabian Dirks
*
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "transition-shader.hpp"
#include "strings.hpp"
#include <stdexcept>
#include "obs/gs/gs-helper.hpp"
#define ST "Transition.Shader"
using namespace streamfx::transition::shader;
static constexpr std::string_view HELP_URL =
"https://github.com/Xaymar/obs-StreamFX/wiki/Source-Filter-Transition-Shader";
shader_instance::shader_instance(obs_data_t* data, obs_source_t* self) : obs::source_instance(data, self)
{
_fx = std::make_shared<gfx::shader::shader>(self, gfx::shader::shader_mode::Transition);
update(data);
}
shader_instance::~shader_instance() {}
uint32_t shader_instance::get_width()
{
return _fx->width();
}
uint32_t shader_instance::get_height()
{
return _fx->height();
}
void shader_instance::properties(obs_properties_t* props)
{
_fx->properties(props);
}
void shader_instance::load(obs_data_t* data)
{
update(data);
}
void shader_instance::update(obs_data_t* data)
{
_fx->update(data);
}
void shader_instance::video_tick(float_t sec_since_last)
{
if (_fx->tick(sec_since_last)) {
obs_data_t* data = obs_source_get_settings(_self);
_fx->update(data);
obs_data_release(data);
}
// Update Size from global base resolution.
obs_video_info ovi;
obs_get_video_info(&ovi);
_fx->set_size(ovi.base_width, ovi.base_height);
}
void shader_instance::video_render(gs_effect_t* effect)
{
if (!_fx) {
return;
}
#ifdef ENABLE_PROFILING
gs::debug_marker gdmp{gs::debug_color_source, "Shader Transition '%s'", obs_source_get_name(_self)};
#endif
obs_transition_video_render(_self,
[](void* data, gs_texture_t* a, gs_texture_t* b, float t, uint32_t cx, uint32_t cy) {
reinterpret_cast<shader_instance*>(data)->transition_render(a, b, t, cx, cy);
});
}
void shader_instance::transition_render(gs_texture_t* a, gs_texture_t* b, float_t t, uint32_t cx, uint32_t cy)
{
_fx->set_input_a(std::make_shared<::gs::texture>(a, false));
_fx->set_input_b(std::make_shared<::gs::texture>(b, false));
_fx->set_transition_time(t);
_fx->set_transition_size(cx, cy);
_fx->prepare_render();
_fx->render(nullptr);
}
bool shader_instance::audio_render(uint64_t* ts_out, obs_source_audio_mix* audio_output, uint32_t mixers,
std::size_t channels, std::size_t sample_rate)
{
return obs_transition_audio_render(
_self, ts_out, audio_output, mixers, channels, sample_rate, [](void*, float_t t) { return 1.0f - t; },
[](void*, float_t t) { return t; });
}
void shader_instance::transition_start()
{
_fx->set_active(true);
}
void shader_instance::transition_stop()
{
_fx->set_active(false);
}
shader_factory::shader_factory()
{
_info.id = PREFIX "transition-shader";
_info.type = OBS_SOURCE_TYPE_TRANSITION;
_info.output_flags = OBS_SOURCE_VIDEO | OBS_SOURCE_CUSTOM_DRAW;
//set_activity_tracking_enabled(true); // Handled via transition start/stop
finish_setup();
register_proxy("obs-stream-effects-transition-shader");
}
shader_factory::~shader_factory() {}
const char* shader_factory::get_name()
{
return D_TRANSLATE(ST);
}
void shader_factory::get_defaults2(obs_data_t* data)
{
gfx::shader::shader::defaults(data);
}
obs_properties_t* shader_factory::get_properties2(shader::shader_instance* data)
{
auto pr = obs_properties_create();
obs_properties_set_param(pr, data, nullptr);
#ifdef ENABLE_FRONTEND
{
obs_properties_add_button2(pr, S_MANUAL_OPEN, D_TRANSLATE(S_MANUAL_OPEN),
streamfx::transition::shader::shader_factory::on_manual_open, nullptr);
}
#endif
if (data) {
reinterpret_cast<shader_instance*>(data)->properties(pr);
}
return pr;
}
#ifdef ENABLE_FRONTEND
bool shader_factory::on_manual_open(obs_properties_t* props, obs_property_t* property, void* data)
{
streamfx::open_url(HELP_URL);
return false;
}
#endif
std::shared_ptr<shader_factory> _transition_shader_factory_instance = nullptr;
void streamfx::transition::shader::shader_factory::initialize()
{
if (!_transition_shader_factory_instance)
_transition_shader_factory_instance = std::make_shared<shader_factory>();
}
void streamfx::transition::shader::shader_factory::finalize()
{
_transition_shader_factory_instance.reset();
}
std::shared_ptr<shader_factory> streamfx::transition::shader::shader_factory::get()
{
return _transition_shader_factory_instance;
}