@overwolf/ow-electron-packages-types 0.1.0-beta.2 → 0.1.0-beta.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -13,7 +13,7 @@ The ow-electron recorder uses OBS behind the scenes and exposes OBS functions to
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  ### Capture Audio / Video
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- - Capture video from a specific display device or the running game directly.
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+ - Capture video from a specific display device or capture from a running game.
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  - Capture any audio input or output device, such as speakers, a microphone, or the game sound alone.
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  - Split capture into separate video files on-demand or using a timer.
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  - Multiple audio and video encoders supported.
@@ -51,9 +51,9 @@ Make sure that the following node_modules are installed:
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  npm install @overwolf/ow-electron @overwolf/ow-electron-builder @overwolf/ow-electron-packages-types
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  ```
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- > Currently recording api is beta so use so install the beta version using:
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+ > Currently, the recording api is in beta. To install the beta version use:
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  > `npm install @overwolf/ow-electron-packages-types@beta`
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- > Alternatively amend package.json and use `npm install` to update dependencies:
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+ > Alternatively amend the beta package to your package.json and use `npm install` to update dependencies:
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  ```json
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  ...
@@ -81,18 +81,16 @@ To activate the recording package, place the "recorder" string under \`overwolf
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  #### Import
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- Import the app from 'electron' & overwolf from \`@overwolf/ow-electron\`. Register to the ready state, and once the ready event is fired, verify that the package name is \recorder\.
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-
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  ```javascript
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  import { app as electronApp } from 'electron';
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  import { overwolf } from '@overwolf/ow-electron';
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  ```
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- #### Register
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+ Import the app from 'electron' & overwolf from \`@overwolf/ow-electron\`.
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- Register to ow-electron package ready event handler.
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+ #### Register
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- ```
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+ ```javascript
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  const owElectronApp = electronApp as overwolf.OverwolfApp;
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  owElectronPackages.on('ready', (e, packageName) => {
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  if (packageName === 'recorder') {
@@ -101,7 +99,7 @@ owElectronPackages.on('ready', (e, packageName) => {
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  });
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  ```
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- Use event listeners to get notified by, events, for more examples see: [Recording events](api-specification.md#events):
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+ Register to the ready state, and once the ready event is fired, verify that the package name is \recorder\.
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  ```javascript
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  recorderApi.on('recording-started', (RecordEventArgs) => {
@@ -109,12 +107,9 @@ recorderApi.on('recording-started', (RecordEventArgs) => {
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  });
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  ```
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- #### Query information
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+ Use event listeners to get notified by events. For more examples see: [Recording events](api-specification.md#events):
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- - Use the query information to obtain information about the running machine:
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- - Display devices
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- - Audio Devices
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- - Supported codecs etc
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+ #### Query information
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  ```javascript
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  // obtain OBS Information
@@ -142,14 +137,12 @@ console.log(obsInfo.video.encoders);
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  console.log(obsInfo.audio.encoders);
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  ```
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- #### Start Recording - Simple
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+ - Use the query information method to obtain information about the running machine:
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+ - Display devices
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+ - Audio Devices
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+ - Supported codecs etc
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- 1. Create the capture settings options object.
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- 2. add capture source
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- 3. Use the capture settings options object to create the settings builder.
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- 4. Build the capture settings using the `build()` method
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- 5. Set the recording options
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- 6. Start recording
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+ #### Start Recording - Simple
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  ```javascript
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  async function startRecording(gameInfo: GameInfo = null) {
@@ -161,22 +154,22 @@ async function startRecording(gameInfo: GameInfo = null) {
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  });
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  /* changing default video settings
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- settings.videoSettings.fps = 60;
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- settings.videoSettings.baseWidth = 1920;
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- settings.videoSettings.baseHeight = 1080;
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+ settingsBuilder.videoSettings.fps = 60;
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+ settingsBuilder.videoSettings.baseWidth = 1920;
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+ settingsBuilder.videoSettings.baseHeight = 1080;
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  */
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  // 2. do we want to capture game or display?
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  if (gameInfo) {
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  // game capture
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- settings.addGameSource({
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+ settingsBuilder.addGameSource({
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  gameProcess: gameInfo.processInfo.pid, // or just 'Game.exe' name
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  captureOverlays: true, // capture overlay windows
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  });
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  } else {
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  // desktop capture
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  // |monitorId| from '''queryInformation()'''
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- settings.addScreenSource({ monitorId });
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+ settingsBuilder.addScreenSource({ monitorId });
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  }
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  // 3. Build the capture settings using the `build()` **method**
@@ -195,7 +188,7 @@ async function startRecording(gameInfo: GameInfo = null) {
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  };
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  // 5. Start recording
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- await recorderApi?.startRecording(
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+ await recorderApi.startRecording(
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  recordingOptions,
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  captureSettings,
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  (stopResult) => {
@@ -211,21 +204,25 @@ async function startRecording(gameInfo: GameInfo = null) {
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  }
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  ```
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- #### Stop Recording
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+ 1. Create the capture settings options object.
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+ 2. add capture source
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+ 3. Use the capture settings options object to create the settings builder.
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+ 4. Build the capture settings using the `build()` method
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+ 5. Set the recording options
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+ 6. Start recording
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- 1. Before attempting to stop the capture directly, we can use the `isActive()` method to check if the capture is active.
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- 2. Once we know the recording is active, We can call the `stopRecording()` method, include the optional callback to obtain details about the stopped capture.
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+ #### Stop Recording
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  ```javascript
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  async function stopRecording() {
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  try {
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- const active = await recorderApi?.isActive();
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+ const active = await recorderApi.isActive();
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  if (!active) {
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  return;
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  }
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  // stop recording
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- await this.recorderApi?.stopRecording((recordStopEventArgs) => {
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+ await recorderApi.stopRecording((recordStopEventArgs) => {
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  console.log(recordStopEventArgs.duration);
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  });
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  } catch (err) {
@@ -234,6 +231,9 @@ async function stopRecording() {
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  }
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  ```
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+ 1. Before attempting to stop the capture directly, we can use the `isActive()` method to check if the capture is active.
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+ 2. Once we know the recording is active, We can call the `stopRecording()` method, include the optional callback to obtain details about the stopped capture.
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+
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  #### Change Capture Sources
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  - Once we have the settingsBuilder object we can use it to select specific capture sources:
@@ -283,7 +283,7 @@ settingsBuilder.addAudioDefaultCapture('output');
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  // settingsBuilder.addAudioDefaultCapture('input')
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  // Alternatively set other device ( Obtain devices from queryInformation() method)
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- // settings.addAudioCapture({id: the_device_id, name: "my device"})
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+ // settingsBuilder.addAudioCapture({id: the_device_id, name: "my device"})
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  // Build the capture settings using the `build()` **method**
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  const captureSettings = settingsBuilder.build();
@@ -293,12 +293,6 @@ const captureSettings = settingsBuilder.build();
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  ##### Start Replay
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- 1. Create the capture settings options object.
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- 2. Use the capture settings options object to create the settings builder.
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- 3. Build the capture settings using the build() method
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- 4. Set the replays options
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- 5. Start Replays
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-
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  ```javascript
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  async function startReplays() {}
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  try {
@@ -307,9 +301,8 @@ async function startReplays() {}
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  includeDefaultAudioSources: true,
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  }
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  // Build the capture settings using the build() method
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- const settings = await this.createCaptureOptions(
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- captureSettingsOptions,
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- );
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+ const settings =
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+ await recorderApi.createSettingsBuilder(captureSettingsOptions);
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  // set key frame every 1 second for more accurate stop timestamp;
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  // note: this require more resource from the recording engine
@@ -337,12 +330,13 @@ async function startReplays() {}
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  }
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  ```
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- ##### Start Capturing Replays
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+ 1. Create the capture settings options object.
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+ 2. Use the capture settings options object to create the settings builder.
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+ 3. Build the capture settings using the build() method
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+ 4. Set the replays options
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+ 5. Start Replays
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- 1. Create the replay Capture Options object.
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- 2. Use the replay capture options to start the capture replay.
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- 3. The captureReplay method returns the activeReplay, we can use it to control the capturing replay.
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- 4. Once the captureReplay callback is returned we set the activeReplay as undefined to indicate that the replay capture is done.
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+ ##### Start Capturing Replays
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  ```javascript
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  async function startCaptureReplay() {
@@ -373,9 +367,12 @@ async function startCaptureReplay() {
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  }
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  ```
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- ##### Extend Capture Replay
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+ 1. Create the replay Capture Options object.
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+ 2. Use the replay capture options to start the capture replay.
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+ 3. The captureReplay method returns the activeReplay, we can use it to control the capturing replay.
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+ 4. Once the captureReplay callback is returned we set the activeReplay as undefined to indicate that the replay capture is done.
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- - While the capture replay is running we can extend it's timeout by using the activeReplay object
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+ ##### Extend Capture Replay
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  ```javascript
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  // Check activeReplay is not undefined, which means the capture replay is currently recording.
@@ -390,6 +387,8 @@ console.log(activeReplay.timeout);
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  activeReplay.stopAfter(10000);
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  ```
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+ - While the capture replay is running we can extend it's timeout by using the activeReplay object
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+
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  ##### Stopping Capture Replay
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  ```javascript
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@overwolf/ow-electron-packages-types",
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- "version": "0.1.0-beta.2",
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+ "version": "0.1.0-beta.3",
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  "description": "Type definition file for autocompletion and documentation purposes for ow-electron packages",
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  "license": "MIT",
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  "types": "types.d.ts",