Skip to content

The Stream Deck Tools library wraps all the communication with the Stream Deck app, allowing you to focus on actually writing the Plugin's logic

License

Notifications You must be signed in to change notification settings

andymac4182/streamdeck-tools

 
 

Repository files navigation

BarRaider's Stream Deck Tools

C# library that wraps all the communication with the Stream Deck App, allowing you to focus on actually writing the Plugin's logic.

NuGet

Author's website and contact information: https://barraider.com

Samples of plugins using this framework: Samples

New tools included:

  • EasyPI - Easily pass information from the PI (Property Inspector) to your plugin.
  • Install.bat - Script that quickly uninstalls and reinstalls your plugin on the streamdeck (view batch file for more details)
  • StreamDeck-Tools Template for Visual Studio - Automatically creates a project with all the files needed to compile a plugin

Version 2.8 is out!

  • Introduced GraphicsUtils class with a bunch of helper functions to manipulate the SD images
  • Added new Tools.FormatNumber() function converts 54265 to 54.27k
  • New ExtensionMethods for Graphics object: DrawAndMeasureString / GetTextCenter
  • Updated dependency packages to latest versions
  • Bug fix where SDConnection was not properly disposed.

Features

  • Sample plugin now included in this project on Github
  • Simplified working with filenames from the Stream Deck SDK. See "Working with files" section below
  • Built-in integration with NLog. Use Logger.LogMessage() for logging.
  • Just call the SDWrapper.Run() and the library will take care of all the overhead
  • Just have your plugin inherit PluginBase and implement the basic functionality. Use the PluginActionId to specify the UUID from the manifest file. (see samples on github page)
  • Simplified receiving Global Settings updates through the new ReceivedGlobalSettings method
  • Simplified receiving updates from the Property Inspector through the new ReceivedSettings method along with the new Tools.AutoPopulateSettings() method. See the "Auto-populating plugin settings" section below.
  • Introduced a new attribute called PluginActionId to indicate the Action's UUID (See below)
  • Added support to switching plugin profiles.
  • The DeviceId that the plugin is running on is now accessible from the Connection object
  • Added new MD5 functions in the Tools helper class
  • Optimized SetImage to not resubmit an image that was just posted to the device. Can be overridden with new property in Connection.SetImage() function.
  • ExtensionMethods for Brush/Color/Graphics objects
  • Helper functions in the Tools and GraphicTools classes

How do I use this?

A list of plugins already using this library can be found here

This library wraps all the communication with the Stream Deck App, allowing you to focus on actually writing the Plugin's logic. After creating a C# Console application, using this library requires two steps:

  1. Create a class that inherits the PluginBase abstract class.
    Implement your logic, focusing on the methods provided in the base class.
    Follow the samples here for more details
    New: In version 2.x - use the PluginActionId attribute to indicate the action UUID associated with this class (must match the UUID set in the manifest file)
[PluginActionId("plugin.uuid.from.manifest.file")]
public class MyPlugin : PluginBase
{
	// Create this constructor in your plugin and pass the objects to the PluginBase class
	public MyPlugin(SDConnection connection, InitialPayload payload) : base(connection, payload)
	{
		....
		// TODO: Use the payload.Settings to see the various settings set in the Property Inspector (in my samples, I create a private class that holds the settings)
		// Other relevant settings in the payload include the actual position of the plugin on the Stream Deck
		
		// Note: By passing the `connection` object back to the PluginBase (using the `base` in the constructor), you now have access to a property called `Connection` 
		// throughout your plugin.
	}
			....
			
	// TODO: Implement all the remaining abstract functions from PluginBase (or just leave them empty if you don't need them)
	
	// An example of how easy it is to populate settings in StreamDeck-Tools v2
	public override void ReceivedSettings(ReceivedSettingsPayload payload)
	{
		Tools.AutoPopulateSettings(settings, payload.Settings); // "settings" is a private class that holds the settings for your plugin's instance.
	}
}
  1. In your program.cs, just pass the args you received to the SDWrapper.Run() function, and you're done!
    Note: This process is much easier than the one used in 1.x and is based on using the PluginActionId attribute, as shown in Step 1 above.
    Example:
class Program
{
	static void Main(string[] args)
	{
		SDWrapper.Run(args);
	}
}
  1. There is no step 3 - that's it! The abstract functions from PluginBase that are implemented in MyPlugin hold all the basics needed for a plugin to work. You can always listen to additional events using the Connection property.

Auto-populating plugin settings

By following a very basic convention, the StreamDeck-Tools can handle populating all the settings between the PropertyInspector and your plugin. All the Stream-Deck Tools samples use this convention so you can see it in the samples too:

  1. In your Plugin create a private class that will hold your plugin's settings. In the samples and in this example, we will call the private class PluginSettings
  2. For each setting in your class, create a public property
  3. For each one of the public properties add a JsonPropery attribute. The PropertyName field should be identical to the name of the setting's field in the PropertyInspector's payload.
private class PluginSettings
{
    [JsonProperty(PropertyName = "title")]
    public String Title { get; set; }
}

In the example above, we created a property named Title, and added a JsonProperty attribute with the PropertyName of title. This means in our Payload we should have a field with the name title

  1. If you followed this for all your other properties, use the Tools.AutoPopulateSettings() method to Auto-populate all the properties inside your ReceivedSettings function:
public override void ReceivedSettings(ReceivedSettingsPayload payload) 
{
    Tools.AutoPopulateSettings(settings, payload.Settings);
}

Note: If you're using the filepicker, it's a little bit trickier:

Working with files

The Stream Deck SDK automatically appends a "C:\fakepath" to each file choosen through the SDK's filepicker. StreamDeck-Tools automatically can also auto-populate that field by adding an additional attribute named FilenameProperty to your property:

private class PluginSettings
{
    [FilenameProperty]
    [JsonProperty(PropertyName = "title")]
    public String Title { get; set; }
}

This will tell the AutoPopulateSettings method to strip the "C:\fakepath" from the input. But how do you make sure it shows correctly in the PropertyInspector too? Make sure you SAVE the settings back after StreamDeck-Tools fixes the filename:

public async override void ReceivedSettings(ReceivedSettingsPayload payload) 
{
    Tools.AutoPopulateSettings(settings, payload.Settings);
	// Return fixed filename back to the Property Inspector
	await Connection.SetSettingsAsync(JObject.FromObject(settings));
}

Subscribing to events

A full list of Stream Deck events are available here. You can subscribe to them using the Connection object in the plugin. IMPORTANT: Remember to unsubscribe in the Dispose() function as shown below:

// Subscribe in Constructor

public MyPlugin(SDConnection connection, InitialPayload payload) : base(connection, payload)
{
	...
	...

	Connection.OnApplicationDidLaunch += Connection_OnApplicationDidLaunch;
	Connection.OnApplicationDidTerminate += Connection_OnApplicationDidTerminate;
	Connection.OnDeviceDidConnect += Connection_OnDeviceDidConnect;
	Connection.OnDeviceDidDisconnect += Connection_OnDeviceDidDisconnect;
	Connection.OnPropertyInspectorDidAppear += Connection_OnPropertyInspectorDidAppear;
	Connection.OnPropertyInspectorDidDisappear += Connection_OnPropertyInspectorDidDisappear;
	Connection.OnSendToPlugin += Connection_OnSendToPlugin;
	Connection.OnTitleParametersDidChange += Connection_OnTitleParametersDidChange;
}

...
	
// Unsubscribe in Dispose
public override void Dispose()
{
	Connection.OnApplicationDidLaunch -= Connection_OnApplicationDidLaunch;
	Connection.OnApplicationDidTerminate -= Connection_OnApplicationDidTerminate;
	Connection.OnDeviceDidConnect -= Connection_OnDeviceDidConnect;
	Connection.OnDeviceDidDisconnect -= Connection_OnDeviceDidDisconnect;
	Connection.OnPropertyInspectorDidAppear -= Connection_OnPropertyInspectorDidAppear;
	Connection.OnPropertyInspectorDidDisappear -= Connection_OnPropertyInspectorDidDisappear;
	Connection.OnSendToPlugin -= Connection_OnSendToPlugin;
	Connection.OnTitleParametersDidChange -= Connection_OnTitleParametersDidChange;
	Logger.Instance.LogMessage(TracingLevel.INFO, "Destructor called");
}

Showing Title based on settings from Property Inspector

The following is an example of how you can use the title settings built-in the property inspector to show it as an image on the key:

// Note this exists in SdTools.Wrappers namespace
private SdTools.Wrappers.TitleParameters titleParameters = null;
private string userTitle;

// Constructor
public MyPlugin(SDConnection connection, InitialPayload payload) : base(connection, payload)
{
	if (payload.Settings == null || payload.Settings.Count == 0)
	{
		// Create default settings and save them
		this.settings = PluginSettings.CreateDefaultSettings();
		_ = Connection.SetSettingsAsync(JObject.FromObject(this.settings));
	}
	else
	{
		this.settings = payload.Settings.ToObject<PluginSettings>();
	}
	// Get title information
	Connection.OnTitleParametersDidChange += Connection_OnTitleParametersDidChange;
}

private void Connection_OnTitleParametersDidChange(object sender, SdTools.Wrappers.SDEventReceivedEventArgs<SdTools.Events.TitleParametersDidChange> e)
{
	titleParameters = e.Event?.Payload?.TitleParameters;
	userTitle = e.Event?.Payload?.Title;
}

// Display on key with OnTick
public async override void OnTick()
{
	using (Bitmap img = Tools.GenerateGenericKeyImage(out Graphics graphics))
	{
		int height = img.Height;
        int width = img.Width;
		
		Tools.AddTextPathToGraphics(graphics, titleParameters, img.Height, img.Width, userTitle);
		await Connection.SetImageAsync(img);
        graphics.Dispose();
	}
}

Working with Global Settings

Using the GlobalSettingsManager you can get access to the plugin's global settings from anywhere in your code. Below is an example of how to read and write to the Global Settings.

  1. Create a class that will store the fields of your Global Settings:
public class GlobalSettings
{
	[JsonProperty(PropertyName = "myFirstField")]
	public String MyFirstField { get; set; }

	[JsonProperty(PropertyName = "mySecondFile")]
	public bool MySecondField { get; set; }
}
  1. In the class you want to read/write the settings, subscribe to the OnReceivedGlobalSettings event. Remember: If you subscribe to an event, you must also unsubscribe to it. So make sure your class has a Dispose function (inherits from IDisposable).
    NOTE: If this is in your action where you inherit from PluginBase you can skip this step as you already have a OnReceivedGlobalSettings function as part of the PluginBase implementation
public class MyClass : IDisposable
{
	public MyClass()
	{
		GlobalSettingsManager.Instance.OnReceivedGlobalSettings += MyClass_OnReceivedGlobalSettings;
	}
	
	public override void Dispose()
	{
		GlobalSettingsManager.Instance.OnReceivedGlobalSettings -= MyClass_OnReceivedGlobalSettings;
	}
}
  1. Use RequestGlobalSettings() method to request the Global Settings. You will then receive a callback in the OnReceivedGlobalSettings you set in step 2.
public class MyClass : IDisposable
{
	public MyClass()
	{
		GlobalSettingsManager.Instance.OnReceivedGlobalSettings += MyClass_OnReceivedGlobalSettings;
		GlobalSettingsManager.Instance.RequestGlobalSettings();
	}
}
  1. Example of reading and saving settings

private void MyClass_OnReceivedGlobalSettings(object sender, ReceivedGlobalSettingsPayload payload)
{
	// Global Settings exist
	if (payload?.Settings != null && payload.Settings.Count > 0)
	{
		global = payload.Settings.ToObject<GlobalSettings>();
		
		// global now has all the settings
		// Console.Writeline(global.MyFirstField);
		
	}
	else // Global settings do not exist, create new one and SAVE it
	{
		Logger.Instance.LogMessage(TracingLevel.WARN, $"No global settings found, creating new object");
		global = new GlobalSettings();
		SetGlobalSettings();
	}
}

// Saves the global object back the global settings
private void SetGlobalSettings()
{
	Connection.SetGlobalSettingsAsync(JObject.FromObject(global));
}

Change Log

Version 2.7 is out!

  • Fully wrapped all Stream Deck events (All part of the SDConneciton class). See "Subscribing to events" section below
  • Added extension methods for multiple classes related to brushes/colors
  • Added additional methods under the Tools class, including AddTextPathToGraphics which can be used to correctly position text on a key image based on the Text Settings in the Property Inspector see "Showing Title based on settings from Property Inspector" section below.
  • Additional error checking
  • Updated dependency packages to latest versions
  • Sample plugin now included in this project on Github

2019-11-17

  • Updated Install.bat (above) to newer version

Version 2.6 is out!

  • Added new MD5 functions in the Tools helper class
  • Optimized SetImage to not resubmit an image that was just posted to the device. Can be overridden with new property in Connection.SetImage() function.

About

The Stream Deck Tools library wraps all the communication with the Stream Deck app, allowing you to focus on actually writing the Plugin's logic

Resources

License

Stars

Watchers

Forks

Packages

No packages published

Languages

  • C# 69.3%
  • CSS 24.0%
  • JavaScript 5.6%
  • Other 1.1%