- 04 10月, 2014 1 次提交
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由 Palana 提交于
This provides a default effect for users of GL_TEXTURE_RECTANGLE/textures that return true for gs_texture_is_rect
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- 01 10月, 2014 1 次提交
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由 Palana 提交于
obs_source_update_properties should be called by sources when property values change, e.g. a capture device source would use this when it detects a new capture device (in case its properties contain a list of available capture devices or similar)
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- 27 9月, 2014 1 次提交
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由 jp9000 提交于
This Fixes a minor flaw with the API where data had to always be mutable to be usable by the API. Functions that do not modify the fundamental underlying data of a structure should be marked as constant, both for safety and to signify that the parameter is input only and will not be modified by the function using it.
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- 26 9月, 2014 1 次提交
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由 jp9000 提交于
Typedef pointers are unsafe. If you do: typedef struct bla *bla_t; then you cannot use it as a constant, such as: const bla_t, because that constant will be to the pointer itself rather than to the underlying data. I admit this was a fundamental mistake that must be corrected. All typedefs that were pointer types will now have their pointers removed from the type itself, and the pointers will be used when they are actually used as variables/parameters/returns instead. This does not break ABI though, which is pretty nice.
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- 16 9月, 2014 1 次提交
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由 kc5nra 提交于
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- 05 9月, 2014 1 次提交
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由 BtbN 提交于
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- 11 8月, 2014 1 次提交
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由 jp9000 提交于
API functions added: ----------------------------------------------- obs_output_set_preferred_size obs_output_get_width obs_output_get_height obs_encoder_set_scaled_size obs_encoder_get_width obs_encoder_get_height These functions allow for easier means of setting a custom resolution on an output or encoder. If an output uses an encoder and you set the preferred width/height using the output, then the output will attempt to set the scaled width/height for the encoder it's currently using. Outputs and encoders now should use these functions to determine the width/height of the raw frame data instead of using the video-io functions.
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- 10 8月, 2014 1 次提交
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由 jp9000 提交于
Summary: - Prefix all graphics subsystem names with gs_ or GS_ - Unsquish funciton names (for example _setfloat to _set_float) - Changed create functions to be more consistent with the rest of the API elsewhere. For exmaple, instead of gs_create_texture/gs_texture_destroy, it's now gs_texture_create/gs_texture_destroy - Renamed gs_stencil_op enum to gs_stencil_op_type From: To: ----------------------------------------------------------- tvertarray gs_tvertarray vb_data gs_vb_data vbdata_create gs_vbdata_create vbdata_destroy gs_vbdata_destroy shader_param gs_shader_param gs_effect gs_effect effect_technique gs_effect_technique effect_pass gs_effect_pass effect_param gs_effect_param texture_t gs_texture_t stagesurf_t gs_stagesurf_t zstencil_t gs_zstencil_t vertbuffer_t gs_vertbuffer_t indexbuffer_t gs_indexbuffer_t samplerstate_t gs_samplerstate_t swapchain_t gs_swapchain_t texrender_t gs_texrender_t shader_t gs_shader_t sparam_t gs_sparam_t effect_t gs_effect_t technique_t gs_technique_t eparam_t gs_eparam_t device_t gs_device_t graphics_t graphics_t shader_param_type gs_shader_param_type SHADER_PARAM_UNKNOWN GS_SHADER_PARAM_UNKNOWN SHADER_PARAM_BOOL GS_SHADER_PARAM_BOOL SHADER_PARAM_FLOAT GS_SHADER_PARAM_FLOAT SHADER_PARAM_INT GS_SHADER_PARAM_INT SHADER_PARAM_STRING GS_SHADER_PARAM_STRING SHADER_PARAM_VEC2 GS_SHADER_PARAM_VEC2 SHADER_PARAM_VEC3 GS_SHADER_PARAM_VEC3 SHADER_PARAM_VEC4 GS_SHADER_PARAM_VEC4 SHADER_PARAM_MATRIX4X4 GS_SHADER_PARAM_MATRIX4X4 SHADER_PARAM_TEXTURE GS_SHADER_PARAM_TEXTURE shader_param_info gs_shader_param_info shader_type gs_shader_type SHADER_VERTEX GS_SHADER_VERTEX SHADER_PIXEL GS_SHADER_PIXEL shader_destroy gs_shader_destroy shader_numparams gs_shader_get_num_params shader_getparambyidx gs_shader_get_param_by_idx shader_getparambyname gs_shader_get_param_by_name shader_getviewprojmatrix gs_shader_get_viewproj_matrix shader_getworldmatrix gs_shader_get_world_matrix shader_getparaminfo gs_shader_get_param_info shader_setbool gs_shader_set_bool shader_setfloat gs_shader_set_float shader_setint gs_shader_set_int shader_setmatrix3 gs_shader_setmatrix3 shader_setmatrix4 gs_shader_set_matrix4 shader_setvec2 gs_shader_set_vec2 shader_setvec3 gs_shader_set_vec3 shader_setvec4 gs_shader_set_vec4 shader_settexture gs_shader_set_texture shader_setval gs_shader_set_val shader_setdefault gs_shader_set_default effect_property_type gs_effect_property_type EFFECT_NONE GS_EFFECT_NONE EFFECT_BOOL GS_EFFECT_BOOL EFFECT_FLOAT GS_EFFECT_FLOAT EFFECT_COLOR GS_EFFECT_COLOR EFFECT_TEXTURE GS_EFFECT_TEXTURE effect_param_info gs_effect_param_info effect_destroy gs_effect_destroy effect_gettechnique gs_effect_get_technique technique_begin gs_technique_begin technique_end gs_technique_end technique_beginpass gs_technique_begin_pass technique_beginpassbyname gs_technique_begin_pass_by_name technique_endpass gs_technique_end_pass effect_numparams gs_effect_get_num_params effect_getparambyidx gs_effect_get_param_by_idx effect_getparambyname gs_effect_get_param_by_name effect_updateparams gs_effect_update_params effect_getviewprojmatrix gs_effect_get_viewproj_matrix effect_getworldmatrix gs_effect_get_world_matrix effect_getparaminfo gs_effect_get_param_info effect_setbool gs_effect_set_bool effect_setfloat gs_effect_set_float effect_setint gs_effect_set_int effect_setmatrix4 gs_effect_set_matrix4 effect_setvec2 gs_effect_set_vec2 effect_setvec3 gs_effect_set_vec3 effect_setvec4 gs_effect_set_vec4 effect_settexture gs_effect_set_texture effect_setval gs_effect_set_val effect_setdefault gs_effect_set_default texrender_create gs_texrender_create texrender_destroy gs_texrender_destroy texrender_begin gs_texrender_begin texrender_end gs_texrender_end texrender_reset gs_texrender_reset texrender_gettexture gs_texrender_get_texture GS_BUILDMIPMAPS GS_BUILD_MIPMAPS GS_RENDERTARGET GS_RENDER_TARGET gs_device_name gs_get_device_name gs_device_type gs_get_device_type gs_entercontext gs_enter_context gs_leavecontext gs_leave_context gs_getcontext gs_get_context gs_renderstart gs_render_start gs_renderstop gs_render_stop gs_rendersave gs_render_save gs_getinput gs_get_input gs_geteffect gs_get_effect gs_create_effect_from_file gs_effect_create_from_file gs_create_effect gs_effect_create gs_create_vertexshader_from_file gs_vertexshader_create_from_file gs_create_pixelshader_from_file gs_pixelshader_create_from_file gs_create_texture_from_file gs_texture_create_from_file gs_resetviewport gs_reset_viewport gs_set2dmode gs_set_2d_mode gs_set3dmode gs_set_3d_mode gs_create_swapchain gs_swapchain_create gs_getsize gs_get_size gs_getwidth gs_get_width gs_getheight gs_get_height gs_create_texture gs_texture_create gs_create_cubetexture gs_cubetexture_create gs_create_volumetexture gs_voltexture_create gs_create_zstencil gs_zstencil_create gs_create_stagesurface gs_stagesurface_create gs_create_samplerstate gs_samplerstate_create gs_create_vertexshader gs_vertexshader_create gs_create_pixelshader gs_pixelshader_create gs_create_vertexbuffer gs_vertexbuffer_create gs_create_indexbuffer gs_indexbuffer_create gs_gettexturetype gs_get_texture_type gs_load_defaultsamplerstate gs_load_default_samplerstate gs_getvertexshader gs_get_vertex_shader gs_getpixelshader gs_get_pixel_shader gs_getrendertarget gs_get_render_target gs_getzstenciltarget gs_get_zstencil_target gs_setrendertarget gs_set_render_target gs_setcuberendertarget gs_set_cube_render_target gs_beginscene gs_begin_scene gs_draw gs_draw gs_endscene gs_end_scene gs_setcullmode gs_set_cull_mode gs_getcullmode gs_get_cull_mode gs_enable_depthtest gs_enable_depth_test gs_enable_stenciltest gs_enable_stencil_test gs_enable_stencilwrite gs_enable_stencil_write gs_blendfunction gs_blend_function gs_depthfunction gs_depth_function gs_stencilfunction gs_stencil_function gs_stencilop gs_stencil_op gs_setviewport gs_set_viewport gs_getviewport gs_get_viewport gs_setscissorrect gs_set_scissor_rect gs_create_texture_from_iosurface gs_texture_create_from_iosurface gs_create_gdi_texture gs_texture_create_gdi gs_is_compressed_format gs_is_compressed_format gs_num_total_levels gs_get_total_levels texture_setimage gs_texture_set_image cubetexture_setimage gs_cubetexture_set_image swapchain_destroy gs_swapchain_destroy texture_destroy gs_texture_destroy texture_getwidth gs_texture_get_width texture_getheight gs_texture_get_height texture_getcolorformat gs_texture_get_color_format texture_map gs_texture_map texture_unmap gs_texture_unmap texture_isrect gs_texture_is_rect texture_getobj gs_texture_get_obj cubetexture_destroy gs_cubetexture_destroy cubetexture_getsize gs_cubetexture_get_size cubetexture_getcolorformat gs_cubetexture_get_color_format volumetexture_destroy gs_voltexture_destroy volumetexture_getwidth gs_voltexture_get_width volumetexture_getheight gs_voltexture_get_height volumetexture_getdepth gs_voltexture_getdepth volumetexture_getcolorformat gs_voltexture_get_color_format stagesurface_destroy gs_stagesurface_destroy stagesurface_getwidth gs_stagesurface_get_width stagesurface_getheight gs_stagesurface_get_height stagesurface_getcolorformat gs_stagesurface_get_color_format stagesurface_map gs_stagesurface_map stagesurface_unmap gs_stagesurface_unmap zstencil_destroy gs_zstencil_destroy samplerstate_destroy gs_samplerstate_destroy vertexbuffer_destroy gs_vertexbuffer_destroy vertexbuffer_flush gs_vertexbuffer_flush vertexbuffer_getdata gs_vertexbuffer_get_data indexbuffer_destroy gs_indexbuffer_destroy indexbuffer_flush gs_indexbuffer_flush indexbuffer_getdata gs_indexbuffer_get_data indexbuffer_numindices gs_indexbuffer_get_num_indices indexbuffer_gettype gs_indexbuffer_get_type texture_rebind_iosurface gs_texture_rebind_iosurface texture_get_dc gs_texture_get_dc texture_release_dc gs_texture_release_dc
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- 09 8月, 2014 12 次提交
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由 jp9000 提交于
Instead of having functions like obs_signal_handler() that can fail to properly specify their actual intent in the name (does it signal a handler, or does it return a signal handler?), always prefix functions that are meant to get information with 'get' to make its functionality more explicit. Previous names: New names: ----------------------------------------------------------- obs_audio obs_get_audio obs_video obs_get_video obs_signalhandler obs_get_signal_handler obs_prochandler obs_get_proc_handler obs_source_signalhandler obs_source_get_signal_handler obs_source_prochandler obs_source_get_proc_handler obs_output_signalhandler obs_output_get_signal_handler obs_output_prochandler obs_output_get_proc_handler obs_service_signalhandler obs_service_get_signal_handler obs_service_prochandler obs_service_get_proc_handler
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由 jp9000 提交于
Previous names: New names: ----------------------------------------------------------- obs_view_setsource obs_view_set_source obs_view_getsource obs_view_get_source obs_source_getdisplayname obs_source_get_display_name obs_source_getwidth obs_source_get_width obs_source_getheight obs_source_get_height obs_filter_getparent obs_filter_get_parent obs_filter_gettarget obs_filter_get_target obs_source_filter_setorder obs_source_filter_set_order obs_source_getsettings obs_source_get_settings obs_source_getname obs_source_get_name obs_source_setname obs_source_set_name obs_source_setvolume obs_source_set_volume obs_source_getvolume obs_source_get_volume obs_scene_getsource obs_scene_get_source obs_scene_fromsource obs_scene_from_source obs_scene_findsource obs_scene_find_source obs_output_getdisplayname obs_output_get_display_name obs_output_getname obs_output_get_name obs_encoder_getname obs_encoder_get_name obs_service_getdisplayname obs_service_get_display_name obs_service_getname obs_service_get_name
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由 jp9000 提交于
API Removed: - graphics_t obs_graphics(); Replaced With: - void obs_enter_graphics(); - void obs_leave_graphics(); Description: obs_graphics() was somewhat of a pointless function. The only time that it was ever necessary was to pass it as a parameter to gs_entercontext() followed by a subsequent gs_leavecontext() call after that. So, I felt that it made a bit more sense just to implement obs_enter_graphics() and obs_leave_graphics() functions to do the exact same thing without having to repeat that code. There's really no need to ever "hold" the graphics pointer, though I suppose that could change in the future so having a similar function come back isn't out of the question. Still, this at least reduces the amount of unnecessary repeated code for the time being.
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由 jp9000 提交于
Renamed: To: ----------------------------------------------------------- obs_sceneitem_getscene obs_sceneitem_get_scene obs_sceneitem_getsource obs_sceneitem_get_source obs_sceneitem_setpos obs_sceneitem_set_pos obs_sceneitem_setrot obs_sceneitem_set_rot obs_sceneitem_setscale obs_sceneitem_set_scale obs_sceneitem_setalignment obs_sceneitem_set_alignment obs_sceneitem_setorder obs_sceneitem_set_order obs_sceneitem_getpos obs_sceneitem_get_pos obs_sceneitem_getrot obs_sceneitem_get_rot obs_sceneitem_getscale obs_sceneitem_get_scale obs_sceneitem_getalignment obs_sceneitem_get_alignment
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由 jp9000 提交于
Changed: - obs_source_gettype To: - enum obs_source_type obs_source_get_type(obs_source_t source); - const char *obs_source_get_id(obs_source_t source); This function was inconsistent for a number of reasons. First, it returns both the ID and the type of source (input/transition/filter), which is inconsistent with the name of "get type". Secondly, the 'squishy' naming convention which has just turned out to be bad practice and causes inconsistencies. So it's now replaced with two functions that just return the type and the ID.
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由 jp9000 提交于
Rename source_audio to obs_source_audio to make it more consistent with the rest of the API
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由 jp9000 提交于
Reanmed filtered_audio to obs_audio_data, to improve the naming and prefix with obs_ for the sake with consistency with the rest of the API
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由 jp9000 提交于
For the sake of consistency, changed allow_direct_render to obs_allow_direct_render
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由 jp9000 提交于
Prefix with obs_ for the sake of consistency Renamed enums: - order_movement (now obs_order_movement) Affected functions: - obs_source_filter_setorder - obs_sceneitem_setorder
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由 jp9000 提交于
For the sake of naming consistency with the rest of obs.h, prefix this structure and associated functions with obs_. Renamed structures: - struct source_frame (now obs_source_frame) Renamed functions: - source_frame_init (now obs_source_frame_init) - source_frame_free (now obs_source_frame_free) - source_frame_create (now obs_source_frame_create) - source_frame_destroy (now obs_source_frame_destroy) Affected functions: - obs_source_output_video - obs_source_get_frame - obs_source_release_frame
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由 jp9000 提交于
Renamed functions: - obs_source_getframe (rename to obs_source_get_frame) - obs_source_releaseframe (rename to obs_source_release_frame) For the sake of consistency and helping to get rid of the "squishy function name" issue
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由 jp9000 提交于
Change obs_sceneitem_info structure to obs_transform_info - this structure will not just be used with scene items in the future.
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- 28 7月, 2014 3 次提交
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由 jp9000 提交于
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由 jp9000 提交于
Changed API: - char *obs_find_plugin_file(const char *sub_path); Changed to: char *obs_module_file(const char *file); Cahnge it so you no longer need to specify a sub-path such as: obs_find_plugin_file("module_name/file.ext") Instead, now automatically handle the module data path so all you need to do is: obs_module_file("file.ext") - int obs_load_module(const char *name); Changed to: int obs_open_module(obs_module_t *module, const char *path, const char *data_path); bool obs_init_module(obs_module_t module); Change the module loading API so that if the front-end chooses, it can load modules directly from a specified path, and associate a data directory with it on the spot. The module will not be initialized immediately; obs_init_module must be called on the module pointer in order to fully initialize the module. This is done so a module can be disabled by the front-end if the it so chooses. New API: - void obs_add_module_path(const char *bin, const char *data); These functions allow you to specify new module search paths to add, and allow you to search through them, or optionally just load all modules from them. If the string %module% is included, it will replace it with the module's name when that string is used as a lookup. Data paths are now directly added to the module's internal storage structure, and when obs_find_module_file is used, it will look up the pointer to the obs_module structure and get its data directory that way. Example: obs_add_module_path("/opt/obs/my-modules/%module%/bin", "/opt/obs/my-modules/%module%/data"); This would cause it to additionally look for the binary of a hypthetical module named "foo" at /opt/obs/my-modules/foo/bin/foo.so (or libfoo.so), and then look for the data in /opt/obs/my-modules/foo/data. This gives the front-end more flexibility for handling third-party plugin modules, or handling all plugin modules in a custom way. - void obs_find_modules(obs_find_module_callback_t callback, void *param); This searches the existing paths for modules and calls the callback function when any are found. Useful for plugin management and custom handling of the paths by the front-end if desired. - void obs_load_all_modules(void); Search through the paths and both loads and initializes all modules automatically without custom handling. - void obs_enum_modules(obs_enum_module_callback_t callback, void *param); Enumerates currently opened modules.
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由 jp9000 提交于
The version macro that modules use to compile versus the actual core version that may be in use may be different, so this is a way to compare them to check for compatibility issues later on.
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- 21 7月, 2014 1 次提交
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由 jp9000 提交于
Changed API functions: libobs: obs_reset_video Before, video initialization returned a boolean, but "failed" is too little information, if it fails due to lack of device capabilities or bad video device parameters, the front-end needs to know that. The OBS Basic UI has also been updated to reflect this API change.
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- 13 7月, 2014 1 次提交
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由 jp9000 提交于
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- 12 7月, 2014 1 次提交
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由 jp9000 提交于
This function is used to simplify the process when using the default locale handling for modules. It will automatically search in the plugin data directory associated with the specific module specified, load the default locale text (for example english if its default language is english), and then it will load the set locale on top of the default locale, which will cause text to use the default locale if the desired locale text is not found.
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- 07 7月, 2014 1 次提交
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由 jp9000 提交于
Total bytes, total frames, and frames dropped. Total frames is generated automatically, but total bytes and total dropped frames are returned via callbacks.
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- 03 7月, 2014 1 次提交
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由 jp9000 提交于
The core itself now provides reconnection options (enabled by default, 2 second timeout between reconnects, 20 retries max until actual disconnection occurs). This will make things easier for both module developers and UI developers. Reconnecting treats the stream as though it were still active, and signals are sent when reconnecting and upon successful reconnection. Need to implement user interface information for reconnections.
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- 02 7月, 2014 1 次提交
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由 jp9000 提交于
This will get the user-defined name of the output (if any)
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- 26 6月, 2014 2 次提交
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由 jp9000 提交于
The locale parameter was a mistake, because it puts extra needless burden upon the module developer to have to handle this variable for each and every single callback function. The parameter is being removed in favor of a single centralized module callback function that specifically updates locale information for a module only when needed.
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由 jp9000 提交于
This API is used to set the current locale for libobs, which it will set for all modules when a module is loaded or specifically when the locale is manually changed.
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- 17 6月, 2014 2 次提交
- 16 6月, 2014 2 次提交
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由 jp9000 提交于
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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由 jp9000 提交于
There are a ridiculous number of features related to scaling and positioning due to requests by a number of people who complained that they hated the way that OBS1 would always resize their sources when the source's base size changed. There were also people who wanted more control for how the resizing was handled, or the ability to completely prevent resizing entirely if desired. So I made it so that you can optionally use a 'bounds' system, which allows you to specify different styles of controlling resizing. If disabled, the source will always automatically resize and only the base scale is applied. If enabled, you have a variety of different ways to limit/control how it can resize within the bounds, or make it so it can't resize at all. You can also control alignment within that bounding box, so you can make it so that a source always aligns to a side or corner of the box. I also added an alignment value which changes how the source is oriented relative to the position of the scene item. For example, setting bottom-right alignment will make it so that the position of the item is the bottom right corner of the source. When the source resizies, it will resize leftward and upward in that case, which solves the problem of how a source resizes relative to a desired position.
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- 15 6月, 2014 1 次提交
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由 jp9000 提交于
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- 21 5月, 2014 2 次提交
- 20 5月, 2014 1 次提交
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由 Danni 提交于
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- 19 5月, 2014 1 次提交
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由 jp9000 提交于
Added github gist API uploading to the help menu to help make problems a bit easier to debug in the future. It's somewhat vital that this functionality be implemented before any release in order to analyze any given problem a user may be experiencing.
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