- 26 1月, 2014 15 次提交
-
-
由 Jim 提交于
More cmake adjustments
-
由 BtbN 提交于
This is because the installed versions of OBS is allways executed in the install root instead of inside the bin dir.
-
由 BtbN 提交于
-
由 jp9000 提交于
-
由 jp9000 提交于
-
由 Palana 提交于
-
由 Palana 提交于
OBS should not run as agent app
-
由 Palana 提交于
-
由 jp9000 提交于
-
由 Jim 提交于
add new icon for os x bundle
-
由 Jim 提交于
Restructure installation and package generation
-
由 BtbN 提交于
-
由 jp9000 提交于
-
-
由 jp9000 提交于
- Fix the size issue with list boxes on mac. Was displaying the list boxes with an improper size. Turns out it was just the wrong size policies on the frame below. - Ensure the main windows are fully displayed *before* initializing subsystems. This ensures that the graphics system will properly start up on macos, and allows the glitch fix. - Made a workaround for weird QT glitch that would happen to the parent of a pure native widget that also has internal painting fully disabled. (Should definitely write an example and report this bug on the QT forums)
-
- 25 1月, 2014 15 次提交
-
-
由 Anry 提交于
-
由 Palana 提交于
-
由 Palana 提交于
Actual drawing fails due to initialization before there are any windows
-
由 jp9000 提交于
Neglected to add the new files (window-settings-basic.*) to cmake.
-
-
由 jp9000 提交于
- Had the wrong names set for the up/down widgets for sources/scenes - Updated the settings dialog and gave most of the widgets actual object names - Added code for the settings window. Settings window should now at least display.
-
由 Zachary Lund 提交于
-
由 Palana 提交于
Only consider AppKit_LIBRARIES
-
由 Palana 提交于
The bundle icon now includes all recommended image resolutions and OBS is now started as high resoltion application for high dpi displays, still need to add high resolution images for icons used inside OBS
-
由 Palana 提交于
This requirement is due to rpath usage in the project and SDK location changes[1] in more recent osx versions [1] i.e. http://cmake.org/gitweb?p=cmake.git;a=commitdiff;h=1fce189e
-
由 Palana 提交于
-
由 jp9000 提交于
Fixed a few files that went over 80 columns, mostly just a nitpack on my part. libobs/obs-nix.c had a rather bad case of leading whitespace. Also, fixed the x86 obs-studio project files so that it would properly output to the right directory. It couldn't find libobs.lib because obs-studio's project settings had it outputting to a different place than the rest of the projects.
-
由 Jim 提交于
CMake Rewrite
-
由 BtbN 提交于
This function is inline, and QVariant uses a copy-on-write like copying mechanism, like most datatypes in Qt.
-
由 BtbN 提交于
CMake now works on all platforms
-
- 24 1月, 2014 4 次提交
-
-
由 BtbN 提交于
-
由 jp9000 提交于
-
由 jp9000 提交于
- I seem to have fixed ths issues with the main preview widget. It seems you just need to set the right window attributes to stop it from breaking. Though when opengl is enabled, there appears to be a weird background glitch in the Qt stuff -- I'm not entirely sure what's going on. Bug in Qt? Also fixed the layout issues, and the widget now properly resizes and centers in to its parent widget. - Prevent the render loop from accessing data if the data isn't valid. Because obs->data is freed before the graphics stuff, it can cause the graphics to keep trying to query the obs->data.displays_mutex after it had already been destroyed.
-
由 jp9000 提交于
```----------------------------------------------- Notes and details ``` ----------------------------------------------- Why was this done? Because wxWidgets was just lacking in many areas. I know wxWidgets is designed to be used with native controls, and that's great, but wxWidgets just is not a feature-complete toolkit for multiplatform applications. It lacks in dialog editors, its code is archaic and outdated, and I just feel frustrated every time I try to do things with it. Qt on the other hand.. I had to actually try Qt to realize how much better it was as a toolkit. They've got everything from dialog editors, to an IDE, a debugger, build tools, just everything, and it's all top-notch and highly maintained. The focus of the toolkit is application development, and they spend their time trying to help people do exactly that: make programs. Great support, great tools, and because of that, great toolkit. I just didn't want to alienate any developers by being stubborn about native widgets. There *are* some things that are rather lackluster about it and design choices I disagree with though. For example, I realize that to have an easy to use toolkit you have to have some level of code generation. However, in my personal and humble opinion, moc just feels like a terrible way to approach the problem. Even now I feel like there are a variety of ways you could handle code generation and automatic management of things like that. I don't like the idea of circumventing the language itself like that. It feels like one giant massive hack. -------------------------------------------------- Things that aren't working properly: -------------------------------------------------- - Settings dialog is not implemented. The dialog is complete but the code to handle the dialog hasn't been constructed yet. - There is a problem with using Qt widgets as a device target on windows, with at least OpenGL: if I have the preview widget automatically resize itself, it seems to cause some sort of video card failure that I don't understand. - Because of the above, resizing the preview widget has been disabled until I can figure out what's going on, so it's currently only a 32x32 area. - Direct3D doesn't seem to render correctly either, seems that the viewport is messed up or something. I'm sort of confused about what's going on with it. - The new main window seems to be triggering more race conditions than the wxWidgets main window dialog did. I'm not entirely sure what's going on here, but this may just be existing race conditions within libobs itself that I just never spotted before (even though I tend to be very thorough with race conditions any time I use variables cross-thread)
-
- 20 1月, 2014 2 次提交
- 19 1月, 2014 1 次提交
-
-
由 jp9000 提交于
- Added some code for FFmpeg output that I'm still playing around with. Right now I'm just trying to get it to output to file and try to understand the FFmpeg/libav APIs. Hopefully in the future this plugin can be used for any sort of output to FFmpeg. - Fixed a cast warning in audio-io.c with size_t -> uint32_t - Renamed the 'video_info' and 'audio_info' structures to 'video_conver_info' and 'audio_convert_info' to better represent their actual purpose, and to avoid confusion with 'audio_output_info' and 'video_output_info' structures. - Removed a few macros from obs-def.h that were at one point going to be used but no longer going to be used (at least for now)
-
- 17 1月, 2014 3 次提交
-
-
由 jp9000 提交于
Just a minor fix mostly because I noticed that I kept accidentally forgetting to add checks to the code properly. This is one of those cases where macros come in useful, as macros can automate the process and help prevent these mistakes from happening by accident.
-
由 jp9000 提交于
Changed the comments to properly reflect the new callbacks, as I had forgotten to update the comments for them both. Also, changed "setbitrate" and "request_keyframe" return values to be boolean.
-
由 jp9000 提交于
- First, I redid the output interface for libobs. I feel like it's going in a pretty good direction in terms of design. Right now, the design is so that outputs and encoders are separate. One or more outputs can connect to a specific encoder to receive its data, or the output can connect directly to raw data from libobs output itself, if the output doesn't want to use a designated encoder. Data is received via callbacks set when you connect to the encoder or raw output. Multiple outputs can receive the data from a single encoder context if need be (such as for streaming to multiple channels at once, and/or recording with the same data). When an encoder is first connected to, it will connect to raw output, and start encoding. Additional connections will receive that same data being encoded as well after that. When the last encoder has disconnected, it will stop encoding. If for some reason the encoder needs to stop, it will use the callback with NULL to signal that encoding has stopped. Some of these things may be subject to change in the future, though it feels pretty good with this design so far. Will have to see how well it works out in practice versus theory. - Second, Started adding preliminary RTMP/x264 output plugin code. To speed things up, I might just make a direct raw->FFmpeg output to create a quick output plugin that we can start using for testing all the subsystems.
-