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# Compiling the plugin
You have the option to ...
- either add the plugin to the OBS source tree directly and build the plugin while building OBS itself. (**in tree**)
- or you can move the sources of this plugin outside of the OBS source tree and build it separately from OBS. (**out of tree**)
Both methods require [CMake](https://cmake.org/download/).
The plugin can be compiled for OBS 27 and above, although using the latest version of OBS is recommended to support all features.
## Compiling in tree (recommended for development)
This section assumes that you have a working [OBS Studio development environment](https://obsproject.com/wiki/Building-OBS-Studio).
Add the "SceneSwitcher" source directory to your obs-studio source directory under obs-studio/UI/frontend-plugins/:
```
cd obs-studio/UI/frontend-plugins/
git clone --recursive https://github.com/WarmUpTill/SceneSwitcher.git
```
Then modify the obs-studio/UI/frontend-plugins/CMakeLists.txt Example and add an entry for the scene switcher:
```
add_subdirectory(SceneSwitcher)
```
Now follow the [build instructions for obs-studio](https://obsproject.com/wiki/Building-OBS-Studio) for your particular platform.
### Dependencies for plugins
Note that on Linux systems it might be necessary to additionally install the following packages to fulfill the dependencies to `XTest`, `XScreensaver` and `OpenCV` - exact command may differ:
```
sudo apt-get install \
libxtst-dev \
libxss-dev \
libprocps-dev \
libopencv-dev
```
If you have decided to build some dependencies of the plugin yourself (e.g. `OpenCV` for the video condition) you will have to pass the corresponding arguments to the cmake command used to configure OBS.
Here is an example of what the adjusted command might look like on a Windows machine:
```
cd obs-studio
cmake -DOpenCV_DIR="C:/Users/BuildUser/Documents/OBS/opencv/build/" -DLeptonica_DIR="C:/Users/BuildUser/Documents/OBS/leptonica/build" -DTesseract_DIR="C:/Users/BuildUser/Documents/OBS/tesseract/build/lib/cmake/tesseract" --preset windows-x64
```
## Compiling out of tree
First you will need to clone the plugin sources by running the following command:
```
git clone --recursive https://github.com/WarmUpTill/SceneSwitcher.git
```
Next you will need [CMake](https://cmake.org/download/) and run it with suitable arguments for your particular platform.
For example, on Windows you might want to run this command:
```
cd SceneSwitcher
cmake --preset windows-x64
```
Next, you can build the plugin and install the files into a folder named release using the following commands:
```
cmake --build build_x64 --preset windows-x64 --config RelWithDebInfo
cmake --install build_x64 --prefix release --config RelWithDebInfo
```
You can of course also build the plugin in an IDE depending on which generator you chose. (E.g. a Visual Studio solution on Windows)
### Dependencies for plugins
If you also want to include plugins which depend on external libraries you will have to adjust the cmake call in the configuration phase accordingly.
For example, to include the "Video" condition in your build you will have to supply the paths to `OpenCV`, `tesseract`, and `leptonica` binaries.
On a Window system the command might look something like this:
```
cd SceneSwitcher
cmake -DOpenCV_DIR="C:/Users/BuildUser/Documents/OBS/opencv/build/" -DLeptonica_DIR="C:/Users/BuildUser/Documents/OBS/leptonica/build" -DTesseract_DIR="C:/Users/BuildUser/Documents/OBS/tesseract/build/lib/cmake/tesseract" --preset windows-x64
```
You can rely on the CI scripts to build the dependencies for you, although it is not guaranteed that they will function in every environment:
| Platform | Command |
| ----------- | ----------- |
| Windows | `.\.github\scripts\Build-Deps-Windows.ps1` |
| Linux | `./.github/scripts/build-deps-linux.sh` |
| MacOS | `./.github/scripts/build-deps-macos.zsh` |
# Contributing
Contributions to the plugin are always welcome and if you need any assistance do not hesitate to reach out!
If you would like to expand upon the macro system by adding a new condition or action type have a look at the examples in `plugins/base`.
In general changes in the `lib/legacy` folder should be avoided, if possible.
## Macro condition
Macro conditions should inherit from the `MacroCondition` class and must implement the following functions:
```
class MacroConditionExample : public MacroCondition {
public:
MacroConditionExample(Macro *m) : MacroCondition(m) {}
// This function should perform the condition check
bool CheckCondition();
// This function should store the required condition data to "data"
// For example called on OBS shutdown
bool Save(obs_data_t *data);
// This function should load the condition data from "data"
// For example called on OBS startup
bool Load(obs_data_t *data);
// This function should return a unique id for this condition type
// The _id is defined below
std::string GetId() { return _id; };
// Helper function called when new conditions are created
// Will be used later when registering the new condition type
static std::shared_ptr<MacroCondition> Create(Macro *m)
{
return std::make_shared<MacroConditionExample>(m);
}
private:
// Used to register new condition type
static bool _registered;
// Unique id identifying this condition type
static const std::string _id;
};
```
When defining the widget used to control the settings of the condition type, a static `Create()` method is required.
It will be called whenever a new condition MacroConditionExample is created. (See `MacroConditionFactory::Register()`)
```
class MacroConditionExampleEdit : public QWidget {
Q_OBJECT
public:
// ...
MacroConditionExampleEdit(
QWidget *parent,
std::shared_ptr<MacroConditionExample> cond = nullptr);
// Function will be used to create the widget for editing the settings of the condition
static QWidget *Create(QWidget *parent,
std::shared_ptr<MacroCondition> cond)
{
return new MacroConditionExampleEdit(
parent,
std::dynamic_pointer_cast<MacroConditionExample>(cond));
}
// ...
};
```
To finally register the new condition type you will have to add the following call to `MacroConditionFactory::Register()`.
```
bool MacroConditionExample::_registered = MacroConditionFactory::Register(
MacroConditionExample::id, // Unique string identifying this condition type
{
MacroConditionExample::Create, // Function called to create the object performing the condition
MacroConditionExampleEdit::Create, // Function called to create the widget to configure the settings
"AdvSceneSwitcher.condition.example", // User facing name of the condition type (will be translated)
true // Condition type supports duration modifiers (default true)
}
);
```
## Macro action
The process of adding a new action type is very similar to adding a new condition.
The differences are highlighted in the comments below.
```
class MacroActionExample : public MacroAction {
public:
MacroActionExample(Macro *m) : MacroAction(m) {}
static std::shared_ptr<MacroAction> Create(Macro *m);
// Used to create a copy of the action (used for action queues)
std::shared_ptr<MacroAction> Copy() const;
// This function should perform the action
// If false is returned the macro will aborted
bool PerformAction();
bool Save(obs_data_t *data);
bool Load(obs_data_t *data);
std::string GetId() { return _id; };
// Optional:
// Might be called when action is inserted to action queue
void ResolveVariablesToFixedValues();
private:
static bool _registered;
static const std::string _id;
};
```
```
class MacroActionExampleEdit : public QWidget {
Q_OBJECT
public:
// ...
MacroActionExampleEdit(
QWidget *parent,
std::shared_ptr<MacroActionExample> entryData = nullptr);
static QWidget *Create(QWidget *parent,
std::shared_ptr<MacroAction> action)
{
return new MacroActionExampleEdit(
parent,
std::dynamic_pointer_cast<MacroActionExample>(action));
}
// ...
};
```
```
MacroActionFactory::Register(
MacroActionExample::id, // Unique string identifying this action type
{
MacroActionExample::Create, // Function called to create the object performing the action
MacroActionExampleEdit::Create, // Function called to create the widget to configure the settings
"AdvSceneSwitcher.action.example" // User facing name of the action type
}
);
```
## External dependencies
If your intention is to add macro functionality which depends on external libraries, which might not exist on all user environments, have a look at the folders in the `plugins/` directory, which are not named `base`.
For example, `plugins/video` will only be loaded if the `OpenCV` dependencies are met.
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