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UnrealEngineUWP/Engine/Source/Editor/EditorLiveStreaming/EditorLiveStreaming.cpp

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
Work in progress: Live streaming support for editor and games This commit adds the framework APIs, editor and rendering features needed to support live streaming. Along with this, we're working on a new plugin that adds Twitch.tv support (waiting for legal approval to commit.) - Game live streaming - Allows general support for live internet streaming of game video and audio - Web cam video feed can be overlaid onto game viewports automatically - New 'Broadcast' Blueprint function library allows you to easily start broadcasting from your game - New IGameLiveStreaming API that allows you to start broadcasting through C++ - Editor live streaming - The editor UI now displays a "broadcast" button automatically when a live streaming service is available - Broadcasting of all desktop editor windows is supported (configured in preferences) - If you have a web cam, video will be displayed automatically while broadcasting in a new editor window - New "Live Streaming" editor preference tab with many new settings for configuring broadcasting - New IEditorLiveStreaming API that lets you control editor broadcasting directly, if needed - Added new 'Broadcast.Start' and 'Broadcast.Stop' console commands - These allow you to easily test live streaming in games without writing UI code - Built-in help is available for these new commands - To implement a live streaming plugin: - Inherit from the new ILiveStreamingService interface - Register your "LiveStreaming" feature with the IModularFeatures system - Other changes: - Eliminated broken screen quad drawing functions; replaced with publicly-exposed DrawRectangle() - Slate: Eliminated legacy code for 'marking windows as drawn' (not used anymore) - Slate: Added Slate rendering callback to find out when a frame buffer is ready to be presented [CL 2115377 by Mike Fricker in Main branch]
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#include "EditorLiveStreamingModule.h"
#include "EditorLiveStreaming.h"
#include "EditorLiveStreamingSettings.h"
#include "Runtime/Core/Public/Features/IModularFeatures.h"
#include "Runtime/Engine/Public/Features/ILiveStreamingService.h"
#include "Runtime/SlateCore/Public/Rendering/SlateRenderer.h"
#include "Editor/MainFrame/Public/Interfaces/IMainFrameModule.h"
#include "Runtime/GameLiveStreaming/Public/IGameLiveStreaming.h"
#include "ISettingsModule.h"
#include "SNotificationList.h"
#include "ModuleManager.h"
#include "NotificationManager.h"
Work in progress: Live streaming support for editor and games This commit adds the framework APIs, editor and rendering features needed to support live streaming. Along with this, we're working on a new plugin that adds Twitch.tv support (waiting for legal approval to commit.) - Game live streaming - Allows general support for live internet streaming of game video and audio - Web cam video feed can be overlaid onto game viewports automatically - New 'Broadcast' Blueprint function library allows you to easily start broadcasting from your game - New IGameLiveStreaming API that allows you to start broadcasting through C++ - Editor live streaming - The editor UI now displays a "broadcast" button automatically when a live streaming service is available - Broadcasting of all desktop editor windows is supported (configured in preferences) - If you have a web cam, video will be displayed automatically while broadcasting in a new editor window - New "Live Streaming" editor preference tab with many new settings for configuring broadcasting - New IEditorLiveStreaming API that lets you control editor broadcasting directly, if needed - Added new 'Broadcast.Start' and 'Broadcast.Stop' console commands - These allow you to easily test live streaming in games without writing UI code - Built-in help is available for these new commands - To implement a live streaming plugin: - Inherit from the new ILiveStreamingService interface - Register your "LiveStreaming" feature with the IModularFeatures system - Other changes: - Eliminated broken screen quad drawing functions; replaced with publicly-exposed DrawRectangle() - Slate: Eliminated legacy code for 'marking windows as drawn' (not used anymore) - Slate: Added Slate rendering callback to find out when a frame buffer is ready to be presented [CL 2115377 by Mike Fricker in Main branch]
2014-06-24 12:11:51 -04:00
IMPLEMENT_MODULE( FEditorLiveStreaming, EditorLiveStreaming );
Work in progress: Live streaming support for editor and games This commit adds the framework APIs, editor and rendering features needed to support live streaming. Along with this, we're working on a new plugin that adds Twitch.tv support (waiting for legal approval to commit.) - Game live streaming - Allows general support for live internet streaming of game video and audio - Web cam video feed can be overlaid onto game viewports automatically - New 'Broadcast' Blueprint function library allows you to easily start broadcasting from your game - New IGameLiveStreaming API that allows you to start broadcasting through C++ - Editor live streaming - The editor UI now displays a "broadcast" button automatically when a live streaming service is available - Broadcasting of all desktop editor windows is supported (configured in preferences) - If you have a web cam, video will be displayed automatically while broadcasting in a new editor window - New "Live Streaming" editor preference tab with many new settings for configuring broadcasting - New IEditorLiveStreaming API that lets you control editor broadcasting directly, if needed - Added new 'Broadcast.Start' and 'Broadcast.Stop' console commands - These allow you to easily test live streaming in games without writing UI code - Built-in help is available for these new commands - To implement a live streaming plugin: - Inherit from the new ILiveStreamingService interface - Register your "LiveStreaming" feature with the IModularFeatures system - Other changes: - Eliminated broken screen quad drawing functions; replaced with publicly-exposed DrawRectangle() - Slate: Eliminated legacy code for 'marking windows as drawn' (not used anymore) - Slate: Added Slate rendering callback to find out when a frame buffer is ready to be presented [CL 2115377 by Mike Fricker in Main branch]
2014-06-24 12:11:51 -04:00
#define LOCTEXT_NAMESPACE "EditorLiveStreaming"
Work in progress: Live streaming support for editor and games This commit adds the framework APIs, editor and rendering features needed to support live streaming. Along with this, we're working on a new plugin that adds Twitch.tv support (waiting for legal approval to commit.) - Game live streaming - Allows general support for live internet streaming of game video and audio - Web cam video feed can be overlaid onto game viewports automatically - New 'Broadcast' Blueprint function library allows you to easily start broadcasting from your game - New IGameLiveStreaming API that allows you to start broadcasting through C++ - Editor live streaming - The editor UI now displays a "broadcast" button automatically when a live streaming service is available - Broadcasting of all desktop editor windows is supported (configured in preferences) - If you have a web cam, video will be displayed automatically while broadcasting in a new editor window - New "Live Streaming" editor preference tab with many new settings for configuring broadcasting - New IEditorLiveStreaming API that lets you control editor broadcasting directly, if needed - Added new 'Broadcast.Start' and 'Broadcast.Stop' console commands - These allow you to easily test live streaming in games without writing UI code - Built-in help is available for these new commands - To implement a live streaming plugin: - Inherit from the new ILiveStreamingService interface - Register your "LiveStreaming" feature with the IModularFeatures system - Other changes: - Eliminated broken screen quad drawing functions; replaced with publicly-exposed DrawRectangle() - Slate: Eliminated legacy code for 'marking windows as drawn' (not used anymore) - Slate: Added Slate rendering callback to find out when a frame buffer is ready to be presented [CL 2115377 by Mike Fricker in Main branch]
2014-06-24 12:11:51 -04:00
FEditorLiveStreaming::FEditorLiveStreaming()
: bIsBroadcasting( false ),
LiveStreamer( nullptr ),
SubmittedVideoFrameCount( 0 ),
ReadbackBufferIndex( 0 )
{
ReadbackBuffers[0] = ReadbackBuffers[1] = nullptr;
}
void FEditorLiveStreaming::StartupModule()
{
// Register settings
ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
Work in progress: Live streaming support for editor and games This commit adds the framework APIs, editor and rendering features needed to support live streaming. Along with this, we're working on a new plugin that adds Twitch.tv support (waiting for legal approval to commit.) - Game live streaming - Allows general support for live internet streaming of game video and audio - Web cam video feed can be overlaid onto game viewports automatically - New 'Broadcast' Blueprint function library allows you to easily start broadcasting from your game - New IGameLiveStreaming API that allows you to start broadcasting through C++ - Editor live streaming - The editor UI now displays a "broadcast" button automatically when a live streaming service is available - Broadcasting of all desktop editor windows is supported (configured in preferences) - If you have a web cam, video will be displayed automatically while broadcasting in a new editor window - New "Live Streaming" editor preference tab with many new settings for configuring broadcasting - New IEditorLiveStreaming API that lets you control editor broadcasting directly, if needed - Added new 'Broadcast.Start' and 'Broadcast.Stop' console commands - These allow you to easily test live streaming in games without writing UI code - Built-in help is available for these new commands - To implement a live streaming plugin: - Inherit from the new ILiveStreamingService interface - Register your "LiveStreaming" feature with the IModularFeatures system - Other changes: - Eliminated broken screen quad drawing functions; replaced with publicly-exposed DrawRectangle() - Slate: Eliminated legacy code for 'marking windows as drawn' (not used anymore) - Slate: Added Slate rendering callback to find out when a frame buffer is ready to be presented [CL 2115377 by Mike Fricker in Main branch]
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if( ensure( SettingsModule != nullptr ) )
{
SettingsModule->RegisterSettings( "Editor", "General", "EditorLiveStreaming",
LOCTEXT( "EditorLiveStreamingSettingsName", "Live Streaming"),
LOCTEXT( "EditorLiveStreamingSettingsDescription", "Settings for broadcasting live from the editor"),
GetMutableDefault< UEditorLiveStreamingSettings >()
);
}
}
void FEditorLiveStreaming::ShutdownModule()
{
// Unregister settings
ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
Work in progress: Live streaming support for editor and games This commit adds the framework APIs, editor and rendering features needed to support live streaming. Along with this, we're working on a new plugin that adds Twitch.tv support (waiting for legal approval to commit.) - Game live streaming - Allows general support for live internet streaming of game video and audio - Web cam video feed can be overlaid onto game viewports automatically - New 'Broadcast' Blueprint function library allows you to easily start broadcasting from your game - New IGameLiveStreaming API that allows you to start broadcasting through C++ - Editor live streaming - The editor UI now displays a "broadcast" button automatically when a live streaming service is available - Broadcasting of all desktop editor windows is supported (configured in preferences) - If you have a web cam, video will be displayed automatically while broadcasting in a new editor window - New "Live Streaming" editor preference tab with many new settings for configuring broadcasting - New IEditorLiveStreaming API that lets you control editor broadcasting directly, if needed - Added new 'Broadcast.Start' and 'Broadcast.Stop' console commands - These allow you to easily test live streaming in games without writing UI code - Built-in help is available for these new commands - To implement a live streaming plugin: - Inherit from the new ILiveStreamingService interface - Register your "LiveStreaming" feature with the IModularFeatures system - Other changes: - Eliminated broken screen quad drawing functions; replaced with publicly-exposed DrawRectangle() - Slate: Eliminated legacy code for 'marking windows as drawn' (not used anymore) - Slate: Added Slate rendering callback to find out when a frame buffer is ready to be presented [CL 2115377 by Mike Fricker in Main branch]
2014-06-24 12:11:51 -04:00
if( SettingsModule != nullptr )
{
SettingsModule->UnregisterSettings( "Editor", "General", "EditorLiveStreaming" );
}
}
bool FEditorLiveStreaming::IsLiveStreamingAvailable() const
{
bool bIsAvailable = false;
// We are not available if the game is already streaming
if( !IGameLiveStreaming::Get().IsBroadcastingGame() )
{
static const FName LiveStreamingFeatureName( "LiveStreaming" );
if( IModularFeatures::Get().IsModularFeatureAvailable( LiveStreamingFeatureName ) )
{
// Only if not already broadcasting
bIsAvailable = true;
}
}
return bIsAvailable;
}
bool FEditorLiveStreaming::IsBroadcastingEditor() const
{
return bIsBroadcasting;
}
void FEditorLiveStreaming::StartBroadcastingEditor()
{
if( !IsBroadcastingEditor() && IsLiveStreamingAvailable() )
{
// Select a live streaming service
{
static const FName LiveStreamingFeatureName( "LiveStreaming" );
LiveStreamer = &IModularFeatures::Get().GetModularFeature<ILiveStreamingService>( LiveStreamingFeatureName );
Work in progress: Live streaming support for editor and games This commit adds the framework APIs, editor and rendering features needed to support live streaming. Along with this, we're working on a new plugin that adds Twitch.tv support (waiting for legal approval to commit.) - Game live streaming - Allows general support for live internet streaming of game video and audio - Web cam video feed can be overlaid onto game viewports automatically - New 'Broadcast' Blueprint function library allows you to easily start broadcasting from your game - New IGameLiveStreaming API that allows you to start broadcasting through C++ - Editor live streaming - The editor UI now displays a "broadcast" button automatically when a live streaming service is available - Broadcasting of all desktop editor windows is supported (configured in preferences) - If you have a web cam, video will be displayed automatically while broadcasting in a new editor window - New "Live Streaming" editor preference tab with many new settings for configuring broadcasting - New IEditorLiveStreaming API that lets you control editor broadcasting directly, if needed - Added new 'Broadcast.Start' and 'Broadcast.Stop' console commands - These allow you to easily test live streaming in games without writing UI code - Built-in help is available for these new commands - To implement a live streaming plugin: - Inherit from the new ILiveStreamingService interface - Register your "LiveStreaming" feature with the IModularFeatures system - Other changes: - Eliminated broken screen quad drawing functions; replaced with publicly-exposed DrawRectangle() - Slate: Eliminated legacy code for 'marking windows as drawn' (not used anymore) - Slate: Added Slate rendering callback to find out when a frame buffer is ready to be presented [CL 2115377 by Mike Fricker in Main branch]
2014-06-24 12:11:51 -04:00
}
// Register to find out about status changes
LiveStreamer->OnStatusChanged().AddRaw( this, &FEditorLiveStreaming::BroadcastStatusCallback );
// @todo livestream: Allow connection to chat independently from broadcasting? (see removing delegate too)
LiveStreamer->OnChatMessage().AddRaw( this, &FEditorLiveStreaming::OnChatMessage );
Work in progress: Live streaming support for editor and games This commit adds the framework APIs, editor and rendering features needed to support live streaming. Along with this, we're working on a new plugin that adds Twitch.tv support (waiting for legal approval to commit.) - Game live streaming - Allows general support for live internet streaming of game video and audio - Web cam video feed can be overlaid onto game viewports automatically - New 'Broadcast' Blueprint function library allows you to easily start broadcasting from your game - New IGameLiveStreaming API that allows you to start broadcasting through C++ - Editor live streaming - The editor UI now displays a "broadcast" button automatically when a live streaming service is available - Broadcasting of all desktop editor windows is supported (configured in preferences) - If you have a web cam, video will be displayed automatically while broadcasting in a new editor window - New "Live Streaming" editor preference tab with many new settings for configuring broadcasting - New IEditorLiveStreaming API that lets you control editor broadcasting directly, if needed - Added new 'Broadcast.Start' and 'Broadcast.Stop' console commands - These allow you to easily test live streaming in games without writing UI code - Built-in help is available for these new commands - To implement a live streaming plugin: - Inherit from the new ILiveStreamingService interface - Register your "LiveStreaming" feature with the IModularFeatures system - Other changes: - Eliminated broken screen quad drawing functions; replaced with publicly-exposed DrawRectangle() - Slate: Eliminated legacy code for 'marking windows as drawn' (not used anymore) - Slate: Added Slate rendering callback to find out when a frame buffer is ready to be presented [CL 2115377 by Mike Fricker in Main branch]
2014-06-24 12:11:51 -04:00
// Tell our live streaming plugin to start broadcasting
{
const auto& Settings = *GetDefault< UEditorLiveStreamingSettings >();
FSlateRenderer* SlateRenderer = FSlateApplication::Get().GetRenderer().Get();
const FIntRect VirtualScreen = SlateRenderer->SetupVirtualScreenBuffer( Settings.bPrimaryMonitorOnly, Settings.ScreenScaling, LiveStreamer );
bIsBroadcasting = true;
SubmittedVideoFrameCount = 0;
// @todo livestream: What about if virtual screen size changes while we are still broadcasting? For example, if the user changes their
// desktop resolution while the editor is running. We'd need to stop and restart the broadcast.
FBroadcastConfig BroadcastConfig;
BroadcastConfig.VideoBufferWidth = VirtualScreen.Width();
BroadcastConfig.VideoBufferHeight = VirtualScreen.Height();
BroadcastConfig.FramesPerSecond = Settings.FrameRate;
BroadcastConfig.PixelFormat = FBroadcastConfig::EBroadcastPixelFormat::R8G8B8A8;
BroadcastConfig.bCaptureAudioFromComputer = Settings.bCaptureAudioFromComputer;
BroadcastConfig.bCaptureAudioFromMicrophone = Settings.bCaptureAudioFromMicrophone;
LiveStreamer->StartBroadcasting( BroadcastConfig );
if( Settings.bEnableWebCam )
{
FWebCamConfig WebCamConfig;
switch( Settings.WebCamResolution )
{
case EEditorLiveStreamingWebCamResolution::Normal_320x240:
WebCamConfig.DesiredWebCamWidth = 320;
WebCamConfig.DesiredWebCamHeight = 240;
break;
case EEditorLiveStreamingWebCamResolution::Wide_320x180:
WebCamConfig.DesiredWebCamWidth = 320;
WebCamConfig.DesiredWebCamHeight = 180;
break;
case EEditorLiveStreamingWebCamResolution::Normal_640x480:
WebCamConfig.DesiredWebCamWidth = 640;
WebCamConfig.DesiredWebCamHeight = 480;
break;
case EEditorLiveStreamingWebCamResolution::Wide_640x360:
WebCamConfig.DesiredWebCamWidth = 640;
WebCamConfig.DesiredWebCamHeight = 360;
break;
case EEditorLiveStreamingWebCamResolution::Normal_800x600:
WebCamConfig.DesiredWebCamWidth = 800;
WebCamConfig.DesiredWebCamHeight = 600;
break;
case EEditorLiveStreamingWebCamResolution::Wide_800x450:
WebCamConfig.DesiredWebCamWidth = 800;
WebCamConfig.DesiredWebCamHeight = 450;
break;
case EEditorLiveStreamingWebCamResolution::Normal_1024x768:
WebCamConfig.DesiredWebCamWidth = 1024;
WebCamConfig.DesiredWebCamHeight = 768;
break;
case EEditorLiveStreamingWebCamResolution::Wide_1024x576:
WebCamConfig.DesiredWebCamWidth = 1024;
WebCamConfig.DesiredWebCamHeight = 576;
break;
case EEditorLiveStreamingWebCamResolution::Normal_1080x810:
WebCamConfig.DesiredWebCamWidth = 1080;
WebCamConfig.DesiredWebCamHeight = 810;
break;
case EEditorLiveStreamingWebCamResolution::Wide_1080x720:
WebCamConfig.DesiredWebCamWidth = 1080;
WebCamConfig.DesiredWebCamHeight = 720;
break;
case EEditorLiveStreamingWebCamResolution::Normal_1280x960:
WebCamConfig.DesiredWebCamWidth = 1280;
WebCamConfig.DesiredWebCamHeight = 960;
break;
case EEditorLiveStreamingWebCamResolution::Wide_1280x720:
WebCamConfig.DesiredWebCamWidth = 1280;
WebCamConfig.DesiredWebCamHeight = 720;
break;
case EEditorLiveStreamingWebCamResolution::Normal_1920x1440:
WebCamConfig.DesiredWebCamWidth = 1920;
WebCamConfig.DesiredWebCamHeight = 1440;
break;
case EEditorLiveStreamingWebCamResolution::Wide_1920x1080:
WebCamConfig.DesiredWebCamWidth = 1920;
WebCamConfig.DesiredWebCamHeight = 1080;
break;
default:
check(0);
break;
}
// @todo livestream: Allow web cam to be started/stopped independently from the broadcast itself, so users can setup their web cam
LiveStreamer->StartWebCam( WebCamConfig );
}
}
}
}
void FEditorLiveStreaming::StopBroadcastingEditor()
{
if( IsBroadcastingEditor() )
{
CloseBroadcastStatusWindow();
LiveStreamer->StopWebCam();
LiveStreamer->StopBroadcasting();
// Unregister for status changes
LiveStreamer->OnStatusChanged().RemoveAll( this );
LiveStreamer->OnChatMessage().RemoveAll( this );
Work in progress: Live streaming support for editor and games This commit adds the framework APIs, editor and rendering features needed to support live streaming. Along with this, we're working on a new plugin that adds Twitch.tv support (waiting for legal approval to commit.) - Game live streaming - Allows general support for live internet streaming of game video and audio - Web cam video feed can be overlaid onto game viewports automatically - New 'Broadcast' Blueprint function library allows you to easily start broadcasting from your game - New IGameLiveStreaming API that allows you to start broadcasting through C++ - Editor live streaming - The editor UI now displays a "broadcast" button automatically when a live streaming service is available - Broadcasting of all desktop editor windows is supported (configured in preferences) - If you have a web cam, video will be displayed automatically while broadcasting in a new editor window - New "Live Streaming" editor preference tab with many new settings for configuring broadcasting - New IEditorLiveStreaming API that lets you control editor broadcasting directly, if needed - Added new 'Broadcast.Start' and 'Broadcast.Stop' console commands - These allow you to easily test live streaming in games without writing UI code - Built-in help is available for these new commands - To implement a live streaming plugin: - Inherit from the new ILiveStreamingService interface - Register your "LiveStreaming" feature with the IModularFeatures system - Other changes: - Eliminated broken screen quad drawing functions; replaced with publicly-exposed DrawRectangle() - Slate: Eliminated legacy code for 'marking windows as drawn' (not used anymore) - Slate: Added Slate rendering callback to find out when a frame buffer is ready to be presented [CL 2115377 by Mike Fricker in Main branch]
2014-06-24 12:11:51 -04:00
LiveStreamer = nullptr;
// Tell our notification to start expiring
TSharedPtr< SNotificationItem > Notification( NotificationWeakPtr.Pin() );
if( Notification.IsValid() )
{
Notification->ExpireAndFadeout();
}
bIsBroadcasting = false;
for( int32 BufferIndex = 0; BufferIndex < 2; ++BufferIndex )
{
ReadbackBuffers[ BufferIndex ] = nullptr;
}
ReadbackBufferIndex = 0;
SubmittedVideoFrameCount = 0;
}
}
void FEditorLiveStreaming::BroadcastEditorVideoFrame()
{
if( ensure( IsBroadcastingEditor() ) )
{
// Check to see if we're streaming live video. If so, we'll want to push new frames to be broadcast.
if( LiveStreamer->IsBroadcasting() )
{
// Is this live streamer ready to accept new frames?
if( LiveStreamer->IsReadyForVideoFrames() )
{
FSlateRenderer* SlateRenderer = FSlateApplication::Get().GetRenderer().Get();
if( ReadbackBuffers[ ReadbackBufferIndex ] != nullptr )
{
LiveStreamer->PushVideoFrame( (FColor*)ReadbackBuffers[ ReadbackBufferIndex ] );
++SubmittedVideoFrameCount;
// If this is the first frame we've submitted, then we can fade out our notification UI, since broadcasting is in progress
if( SubmittedVideoFrameCount == 1 )
{
TSharedPtr< SNotificationItem > Notification( NotificationWeakPtr.Pin() );
if( Notification.IsValid() )
{
Notification->ExpireAndFadeout();
}
}
SlateRenderer->UnmapVirtualScreenBuffer();
}
TArray<FString> UnusedKeypressBuffer;
SlateRenderer->CopyWindowsToVirtualScreenBuffer( UnusedKeypressBuffer );
SlateRenderer->MapVirtualScreenBuffer( &ReadbackBuffers[ ReadbackBufferIndex ] );
// Ping pong between buffers
ReadbackBufferIndex = ( ReadbackBufferIndex + 1 ) % 2;
}
}
else
{
// If our streaming service has stopped broadcasting for some reason, then we'll cancel our broadcast
StopBroadcastingEditor();
}
}
}
void FEditorLiveStreaming::BroadcastStatusCallback( const FLiveStreamingStatus& Status )
{
TSharedPtr< SNotificationItem > Notification( NotificationWeakPtr.Pin() );
if( Notification.IsValid() )
{
// Don't bother clobbering existing message with text about web cam starting/stopping, unless we're already broadcasting.
// We want to make sure people see the persistent text about login state.
if( SubmittedVideoFrameCount > 0 ||
( Status.StatusType != FLiveStreamingStatus::EStatusType::WebCamStarted &&
Status.StatusType != FLiveStreamingStatus::EStatusType::WebCamStopped &&
Status.StatusType != FLiveStreamingStatus::EStatusType::WebCamTextureNotReady &&
Status.StatusType != FLiveStreamingStatus::EStatusType::WebCamTextureReady &&
Status.StatusType != FLiveStreamingStatus::EStatusType::ChatConnected &&
Status.StatusType != FLiveStreamingStatus::EStatusType::ChatDisconnected ) )
Work in progress: Live streaming support for editor and games This commit adds the framework APIs, editor and rendering features needed to support live streaming. Along with this, we're working on a new plugin that adds Twitch.tv support (waiting for legal approval to commit.) - Game live streaming - Allows general support for live internet streaming of game video and audio - Web cam video feed can be overlaid onto game viewports automatically - New 'Broadcast' Blueprint function library allows you to easily start broadcasting from your game - New IGameLiveStreaming API that allows you to start broadcasting through C++ - Editor live streaming - The editor UI now displays a "broadcast" button automatically when a live streaming service is available - Broadcasting of all desktop editor windows is supported (configured in preferences) - If you have a web cam, video will be displayed automatically while broadcasting in a new editor window - New "Live Streaming" editor preference tab with many new settings for configuring broadcasting - New IEditorLiveStreaming API that lets you control editor broadcasting directly, if needed - Added new 'Broadcast.Start' and 'Broadcast.Stop' console commands - These allow you to easily test live streaming in games without writing UI code - Built-in help is available for these new commands - To implement a live streaming plugin: - Inherit from the new ILiveStreamingService interface - Register your "LiveStreaming" feature with the IModularFeatures system - Other changes: - Eliminated broken screen quad drawing functions; replaced with publicly-exposed DrawRectangle() - Slate: Eliminated legacy code for 'marking windows as drawn' (not used anymore) - Slate: Added Slate rendering callback to find out when a frame buffer is ready to be presented [CL 2115377 by Mike Fricker in Main branch]
2014-06-24 12:11:51 -04:00
{
Notification->SetText( Status.CustomStatusDescription );
}
}
else
{
// Only spawn a notification if we're actually still trying to broadcast, not if we're stopping broadcasting. We don't want
// to revive our notification that we intentionally expired.
if( bIsBroadcasting )
{
FNotificationInfo Info( Status.CustomStatusDescription );
Info.FadeInDuration = 0.1f;
Info.FadeOutDuration = 0.5f;
Info.ExpireDuration = 1.5f;
Info.bUseThrobber = false;
Info.bUseSuccessFailIcons = true;
Info.bUseLargeFont = true;
Info.bFireAndForget = false;
Info.bAllowThrottleWhenFrameRateIsLow = false;
NotificationWeakPtr = FSlateNotificationManager::Get().AddNotification( Info );
}
}
Notification = NotificationWeakPtr.Pin();
if( Notification.IsValid() )
{
SNotificationItem::ECompletionState State = SNotificationItem::CS_Pending;
if( Status.StatusType == FLiveStreamingStatus::EStatusType::Failure )
{
State = SNotificationItem::CS_Fail;
}
else if( Status.StatusType == FLiveStreamingStatus::EStatusType::BroadcastStarted ||
Status.StatusType == FLiveStreamingStatus::EStatusType::WebCamStarted ||
Status.StatusType == FLiveStreamingStatus::EStatusType::ChatConnected )
Work in progress: Live streaming support for editor and games This commit adds the framework APIs, editor and rendering features needed to support live streaming. Along with this, we're working on a new plugin that adds Twitch.tv support (waiting for legal approval to commit.) - Game live streaming - Allows general support for live internet streaming of game video and audio - Web cam video feed can be overlaid onto game viewports automatically - New 'Broadcast' Blueprint function library allows you to easily start broadcasting from your game - New IGameLiveStreaming API that allows you to start broadcasting through C++ - Editor live streaming - The editor UI now displays a "broadcast" button automatically when a live streaming service is available - Broadcasting of all desktop editor windows is supported (configured in preferences) - If you have a web cam, video will be displayed automatically while broadcasting in a new editor window - New "Live Streaming" editor preference tab with many new settings for configuring broadcasting - New IEditorLiveStreaming API that lets you control editor broadcasting directly, if needed - Added new 'Broadcast.Start' and 'Broadcast.Stop' console commands - These allow you to easily test live streaming in games without writing UI code - Built-in help is available for these new commands - To implement a live streaming plugin: - Inherit from the new ILiveStreamingService interface - Register your "LiveStreaming" feature with the IModularFeatures system - Other changes: - Eliminated broken screen quad drawing functions; replaced with publicly-exposed DrawRectangle() - Slate: Eliminated legacy code for 'marking windows as drawn' (not used anymore) - Slate: Added Slate rendering callback to find out when a frame buffer is ready to be presented [CL 2115377 by Mike Fricker in Main branch]
2014-06-24 12:11:51 -04:00
{
State = SNotificationItem::CS_Success;
}
Notification->SetCompletionState( State );
}
// If the web cam just turned on, then we'll go ahead and show it
if( Status.StatusType == FLiveStreamingStatus::EStatusType::WebCamTextureReady )
{
bool bIsImageFlippedHorizontally = false;
bool bIsImageFlippedVertically = false;
UTexture2D* WebCamTexture = LiveStreamer->GetWebCamTexture( bIsImageFlippedHorizontally, bIsImageFlippedVertically );
Work in progress: Live streaming support for editor and games This commit adds the framework APIs, editor and rendering features needed to support live streaming. Along with this, we're working on a new plugin that adds Twitch.tv support (waiting for legal approval to commit.) - Game live streaming - Allows general support for live internet streaming of game video and audio - Web cam video feed can be overlaid onto game viewports automatically - New 'Broadcast' Blueprint function library allows you to easily start broadcasting from your game - New IGameLiveStreaming API that allows you to start broadcasting through C++ - Editor live streaming - The editor UI now displays a "broadcast" button automatically when a live streaming service is available - Broadcasting of all desktop editor windows is supported (configured in preferences) - If you have a web cam, video will be displayed automatically while broadcasting in a new editor window - New "Live Streaming" editor preference tab with many new settings for configuring broadcasting - New IEditorLiveStreaming API that lets you control editor broadcasting directly, if needed - Added new 'Broadcast.Start' and 'Broadcast.Stop' console commands - These allow you to easily test live streaming in games without writing UI code - Built-in help is available for these new commands - To implement a live streaming plugin: - Inherit from the new ILiveStreamingService interface - Register your "LiveStreaming" feature with the IModularFeatures system - Other changes: - Eliminated broken screen quad drawing functions; replaced with publicly-exposed DrawRectangle() - Slate: Eliminated legacy code for 'marking windows as drawn' (not used anymore) - Slate: Added Slate rendering callback to find out when a frame buffer is ready to be presented [CL 2115377 by Mike Fricker in Main branch]
2014-06-24 12:11:51 -04:00
if( ensure( WebCamTexture != nullptr ) )
{
IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>( TEXT( "MainFrame" ) );
check( MainFrameModule.IsWindowInitialized() );
auto RootWindow = MainFrameModule.GetParentWindow();
check( RootWindow.IsValid() );
// Allow the user to customize the image mirroring, too!
const auto& Settings = *GetDefault< UEditorLiveStreamingSettings >();
if( Settings.bMirrorWebCamImage )
{
bIsImageFlippedHorizontally = !bIsImageFlippedHorizontally;
}
Work in progress: Live streaming support for editor and games This commit adds the framework APIs, editor and rendering features needed to support live streaming. Along with this, we're working on a new plugin that adds Twitch.tv support (waiting for legal approval to commit.) - Game live streaming - Allows general support for live internet streaming of game video and audio - Web cam video feed can be overlaid onto game viewports automatically - New 'Broadcast' Blueprint function library allows you to easily start broadcasting from your game - New IGameLiveStreaming API that allows you to start broadcasting through C++ - Editor live streaming - The editor UI now displays a "broadcast" button automatically when a live streaming service is available - Broadcasting of all desktop editor windows is supported (configured in preferences) - If you have a web cam, video will be displayed automatically while broadcasting in a new editor window - New "Live Streaming" editor preference tab with many new settings for configuring broadcasting - New IEditorLiveStreaming API that lets you control editor broadcasting directly, if needed - Added new 'Broadcast.Start' and 'Broadcast.Stop' console commands - These allow you to easily test live streaming in games without writing UI code - Built-in help is available for these new commands - To implement a live streaming plugin: - Inherit from the new ILiveStreamingService interface - Register your "LiveStreaming" feature with the IModularFeatures system - Other changes: - Eliminated broken screen quad drawing functions; replaced with publicly-exposed DrawRectangle() - Slate: Eliminated legacy code for 'marking windows as drawn' (not used anymore) - Slate: Added Slate rendering callback to find out when a frame buffer is ready to be presented [CL 2115377 by Mike Fricker in Main branch]
2014-06-24 12:11:51 -04:00
// How many pixels from the edge of the main frame window to where the broadcast status window appears
const int WindowBorderPadding = 50;
// @todo livestream: Currently this window is not created as "topmost". We don't really want it to be OS-topmost, but we do want it to be the most
// topmost "regular" window in our application (not on top of tooltips, etc.)
// Create a window that will show the web cam video feed
BroadcastStatusWindow = SNew( SWindow )
.Title( LOCTEXT( "StreamingWindowTitle", "Web Camera" ) )
.ClientSize( FVector2D( WebCamTexture->GetSizeX(), WebCamTexture->GetSizeY() ) )
.ScreenPosition( FVector2D(
RootWindow->GetRectInScreen().Right - WebCamTexture->GetSizeX() - WindowBorderPadding,
RootWindow->GetRectInScreen().Top + WindowBorderPadding ) )
// @todo livestream: Ideally the user could freely resize the window, but it gets a bit tricky to preserve the web cam aspect. Plus, we don't really like how letterboxing/columnboxing looks with this.
.SizingRule( ESizingRule::FixedSize )
.AutoCenter( EAutoCenter::None )
.bDragAnywhere( true )
.SupportsMaximize( true )
.SupportsMinimize( true )
.FocusWhenFirstShown( false )
.ActivateWhenFirstShown( false )
.SaneWindowPlacement( false );
WebCamDynamicImageBrush = MakeShareable( new FSlateDynamicImageBrush(
WebCamTexture,
FVector2D( WebCamTexture->GetSizeX(), WebCamTexture->GetSizeY() ),
WebCamTexture->GetFName() ) );
// If the web cam image is coming in flipped, we'll apply mirroring to the Slate brush
if( bIsImageFlippedHorizontally && bIsImageFlippedVertically )
{
WebCamDynamicImageBrush->Mirroring = ESlateBrushMirrorType::Both;
}
else if( bIsImageFlippedHorizontally )
{
WebCamDynamicImageBrush->Mirroring = ESlateBrushMirrorType::Horizontal;
}
else if( bIsImageFlippedVertically )
{
WebCamDynamicImageBrush->Mirroring = ESlateBrushMirrorType::Vertical;
}
Work in progress: Live streaming support for editor and games This commit adds the framework APIs, editor and rendering features needed to support live streaming. Along with this, we're working on a new plugin that adds Twitch.tv support (waiting for legal approval to commit.) - Game live streaming - Allows general support for live internet streaming of game video and audio - Web cam video feed can be overlaid onto game viewports automatically - New 'Broadcast' Blueprint function library allows you to easily start broadcasting from your game - New IGameLiveStreaming API that allows you to start broadcasting through C++ - Editor live streaming - The editor UI now displays a "broadcast" button automatically when a live streaming service is available - Broadcasting of all desktop editor windows is supported (configured in preferences) - If you have a web cam, video will be displayed automatically while broadcasting in a new editor window - New "Live Streaming" editor preference tab with many new settings for configuring broadcasting - New IEditorLiveStreaming API that lets you control editor broadcasting directly, if needed - Added new 'Broadcast.Start' and 'Broadcast.Stop' console commands - These allow you to easily test live streaming in games without writing UI code - Built-in help is available for these new commands - To implement a live streaming plugin: - Inherit from the new ILiveStreamingService interface - Register your "LiveStreaming" feature with the IModularFeatures system - Other changes: - Eliminated broken screen quad drawing functions; replaced with publicly-exposed DrawRectangle() - Slate: Eliminated legacy code for 'marking windows as drawn' (not used anymore) - Slate: Added Slate rendering callback to find out when a frame buffer is ready to be presented [CL 2115377 by Mike Fricker in Main branch]
2014-06-24 12:11:51 -04:00
// @todo livestream: Currently if the user closes the window, the camera is deactivated and it doesn't turn back on unless the broadcast is restarted. We could allow the camera to be reactivated though.
BroadcastStatusWindow->SetOnWindowClosed(
FOnWindowClosed::CreateStatic( []( const TSharedRef<SWindow>& Window, FEditorLiveStreaming* This )
{
// User closed the broadcast status window, so go ahead and shut down the web cam
This->LiveStreamer->StopWebCam();
This->BroadcastStatusWindow.Reset();
This->WebCamDynamicImageBrush.Reset();
},
this ) );
BroadcastStatusWindow->SetContent(
SNew( SImage )
.Image( WebCamDynamicImageBrush.Get() )
);
FSlateApplication::Get().AddWindowAsNativeChild(
BroadcastStatusWindow.ToSharedRef(),
RootWindow.ToSharedRef() );
}
}
else if( Status.StatusType == FLiveStreamingStatus::EStatusType::WebCamTextureNotReady )
{
CloseBroadcastStatusWindow();
}
}
void FEditorLiveStreaming::CloseBroadcastStatusWindow()
{
if( BroadcastStatusWindow.IsValid() )
{
FSlateApplication::Get().DestroyWindowImmediately( BroadcastStatusWindow.ToSharedRef() );
BroadcastStatusWindow.Reset();
WebCamDynamicImageBrush.Reset();
}
}
void FEditorLiveStreaming::OnChatMessage( const FText& UserName, const FText& ChatMessage )
{
// @todo livestream: Currently no chat UI is supported in the editor
}
Work in progress: Live streaming support for editor and games This commit adds the framework APIs, editor and rendering features needed to support live streaming. Along with this, we're working on a new plugin that adds Twitch.tv support (waiting for legal approval to commit.) - Game live streaming - Allows general support for live internet streaming of game video and audio - Web cam video feed can be overlaid onto game viewports automatically - New 'Broadcast' Blueprint function library allows you to easily start broadcasting from your game - New IGameLiveStreaming API that allows you to start broadcasting through C++ - Editor live streaming - The editor UI now displays a "broadcast" button automatically when a live streaming service is available - Broadcasting of all desktop editor windows is supported (configured in preferences) - If you have a web cam, video will be displayed automatically while broadcasting in a new editor window - New "Live Streaming" editor preference tab with many new settings for configuring broadcasting - New IEditorLiveStreaming API that lets you control editor broadcasting directly, if needed - Added new 'Broadcast.Start' and 'Broadcast.Stop' console commands - These allow you to easily test live streaming in games without writing UI code - Built-in help is available for these new commands - To implement a live streaming plugin: - Inherit from the new ILiveStreamingService interface - Register your "LiveStreaming" feature with the IModularFeatures system - Other changes: - Eliminated broken screen quad drawing functions; replaced with publicly-exposed DrawRectangle() - Slate: Eliminated legacy code for 'marking windows as drawn' (not used anymore) - Slate: Added Slate rendering callback to find out when a frame buffer is ready to be presented [CL 2115377 by Mike Fricker in Main branch]
2014-06-24 12:11:51 -04:00
#undef LOCTEXT_NAMESPACE