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A fork of Elgato's C++ StreamDeck SDK, focussing on reusability

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akorobko/StreamDeck-CPPSDK

 
 

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Continuous Integration

What is this?

This is re-usable library derived from Elgato's CPU plugin, targetting MacOS and Windows. Linux is also tested in case Elgato expand support in the future.

It is currently based on a version from 2019-05-27. This is:

  • the latest provided by Elgato as of 2020-06-06
  • targetted at the 4.3 SDK - however, StreamDeck-CPPSDK extends this to support the 4.8 SDK

This library has been bundled with and used by several plugins for since January 2019:

  • Audio Mute
  • Audio Switcher
  • Discord
  • Streaming Remote

What's changed from the Elgato SDK?

  • uses C++20 features, e.g. <format> (polyfilling with fmt) and <filesystem> (polyfilling with ghc::filesystem)
  • additional SDK features, through to 4.8:
    • ESDBasePlugin::DidReceiveGlobalSettings()
    • ESDBasePlugin::DidReceiveSettings()
    • ESDBasePlugin::SystemDidWakeUp()
    • ESDConnectionManager::GetGlobalSettings()
    • ESDConnectionManager::SetGlobalSettings()
    • ESDUtilities::GetFileName()
    • Abstractions for multi-action plugins:
      • ESDAction, representing an individual kind of action
      • ESDPlugin, an ESDBasePlugin subclass for managing instances of ESDAction
      • ESDActionWithExternalState, representing kinds of actions that reflect external state, such as hardware state, or state of other applications like OBS.
  • easier re-use, portability, and extensibility:
    • no use of precompiled headers
    • CMake build system that supports both MacOS and Windows
    • No longer provides a main() function; instead, provides esd_main(int argc, char** argv, ESDBasePlugin* plugin); this gives you more flexibility, and no longer requires your plugin to be defined as MyStreamDeckPlugin
    • does not require your plugin to implement every potential ESDBasePlugin method
  • adds ESDLogger class, replacing DebugPrint()
    • in release builds, logs to streamdeck log files
    • in debug builds, also logs to OS debug logs, e.g. dbgview.exe or MacOS Console.app
    • adds ESDLog() macro for things that should always be logged, including in release builds
    • adds ESDDebug() macro, which is an alias for ESDLog() in debug builds, and does nothing in release build
    • MacOS: disables debug log censorship in Catalina and above
    • Win32: adds option for debug log prefix; this is useful for filtering in dbgview.exe
  • nlohmann::json is no longer aliased in header files
  • uses more recent versions of nlohmann/json, WebSocket++, and chriskohlhoff/asio
  • exposes the asio::io_context used for the streamdeck connection, allowing additional sockets/websockets/named pipes to be used in the same event loop
  • exposes CMake library targets for dependencies

Adding this to a CMake project

  1. Download StreamDeckSDK.cmake from the latest release
  2. include() it in your project
  3. A StreamDeckSDK static library is now available in your project; depending on it will also make nlohmann/json, websocketpp, and asio available in your project, including header files.

For example:

include("StreamDeckSDK.cmake")
add_executable(
  myplugin
  MyStreamDeckPlugin.cpp
  main.cpp
)
target_link_libraries(myplugin StreamDeckSDK)

To update, replace StreamDeckSDK.cmake with the newer version and address any incompatibilities.

Copying

This is strongly discouraged; however if it seems necessary:

  1. Copy into a subdirectory of your project
  2. add_subdirectory('StreamDeckCPPSDK/Vendor')
  3. add_subdirectory('StreamDeckCPPSDK/StreamDeckSDK')
  4. You are now able to directly refer to the StreamDeckSDK, asio, json, and websocketpp targets.

Creating new plugins

A small example is included.

To build, open Windows Terminal, cmd.exe, Apple Terminal, or iTerm, then:

mkdir example/build
cd example/build
cmake ..
cmake --build . --parallel --config Debug
cmake --install . --config Debug

When creating your

  • update manifest.json, CMakeLists.txt, and all .cpp and .h files to include your new plugin name and IDs. Your plugin should not contain com.fredemmott in any file.
  • replace the StreamDeckSDK.cmake file with the one from the latest release

Porting from Elgato's code

First, you need to add a main function; this is usually very short, and looks something like:

#include "MyStreamDeckPlugin.h"

#include <StreamDeckSDK/ESDMain.h>
#include <StreamDeckSDK/ESDLogger.h>

int main(int argc, const char** argv) {
  return esd_main(argc, argv, new MyStreamDeckPlugin());
}

You will then need to do several smaller changes:

  • replace #include "../Common/Foo.h" with #include <StreamDeckSDK/Foo.h>
  • remove references to pch.h
    • if you're using DebugPrint(), replace with #include <StreamDeckSDK/ESDDebug.h> and call ESDDebug() instead - or ESDLog() if you want it in the log files in release builds
    • migrate any format strings to std::format-style format strings
    • otherwise, directly include the header files you want
  • add #include <nlohmann/json.hpp> when needed
  • either add using json = nlohmann::json;, or replace json with nlohmann::json

For example, the CPU plugin was ported by:

  1. Deleting all common code and build artifacts
  2. Adding CMake and main.cpp
  3. Manually fixing some compatibility issues

Additionally, using CMake makes it easy to automatically build on both platforms using GitHub actions.

Getting Help

I make this for my own use, and I share this in the hope others find it useful; I'm not able to commit to support, bug fixes, or feature development.

If you have found a bug or have a feature request, please check GitHub issues to see if it has already been reported, and create a new issue if not.

Support may be available from the community via Discord.

I am not able to respond to 1:1 requests for help via any means, including GitHub, Discord, Twitter, Reddit, or email.

LICENSE

The source code for this project is MIT-licensed.

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A fork of Elgato's C++ StreamDeck SDK, focussing on reusability

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