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StreamDeckPlugin

A library for creating Stream Deck plugins in Swift.

Install / Use

/learn @emorydunn/StreamDeckPlugin
About this skill

Quality Score

0/100

Supported Platforms

Universal

README

StreamDeck

Swift Documentation badge

A library for creating Stream Deck plugins in Swift.

Usage

Your plugin should conform to Plugin, which handles event routing to your actions and lets you interact with the Stream Deck application.

@main
class CounterPlugin: Plugin {

    static var name: String = "Counter"

    static var description: String = "Count things. On your Stream Deck!"

    static var author: String = "Emory Dunn"

    static var icon: String = "Icons/pluginIcon"

    static var version: String = "0.4"

    @ActionBuilder
    static var actions: [any Action.Type] {
      IncrementAction.self
      DecrementAction.self
      RotaryAction.self
    }

    static var layouts: [Layout] {
      Layout(id: "counter") {
        // The title of the layout
        Text(title: "Current Count")
          .textAlignment(.center)
          .frame(width: 180, height: 24)
          .position(x: (200 - 180) / 2, y: 10)

        // A large counter label
        Text(key: "count-text", value: "0")
          .textAlignment(.center)
          .font(size: 16, weight: 600)
          .frame(width: 180, height: 24)
          .position(x: (200 - 180) / 2, y: 30)

        // A bar that shows the current count
        Bar(key: "count-bar", value: 0, range: -50..<50)
          .frame(width: 180, height: 20)
          .position(x: (200 - 180) / 2, y: 60)
          .barBackground(.black)
          .barStyle(.doubleTrapezoid)
          .barBorder("#943E93")
      }
    }

    required init() { }

}

By using the @main attribute your plugin will be automatically initialized.

Declaring a Plugin

A plugin both defines the code used to interact with the Stream Deck and the manifest for the plugin. When declaring your plugin there are a number of static properties which are defined to tell the Stream Deck application about what your plugin is and what it can do. Not all properties are required, for instance your plugin doesn't need to add a custom category. Optional properties have default overloads to help reduce boilerplate.

Many of the properties are shown to users, such as the name and description. Others are used internally by the Stream Deck application. The most important property is actions which is where you define the actions your plugin provides.


// Define actions with a builder
@ActionBuilder
static var actions: [any Action.Type] {
  IncrementAction.self
  DecrementAction.self
  RotaryAction.self
}

// Or define actions in an array
static var actions: [any Action.Type] = [
    IncrementAction.self,
    DecrementAction.self
]

Actions are provided as a type because the plugin will initialize a new instance per visible key.

The Environment and Global Settings

There are two ways to share a global state amongst actions:

  1. The Environment
  2. Global Settings

In use they're very similar, only differing by a couple of protocols. The important difference is that environmental values aren't persisted whereas global settings are stored and will be consistent across launches of the Stream Deck app.

There are two ways to declare environmental values and global settings.

Start with a struct that conforms to EnvironmentKey or GlobalSettingKey. This defines the default value and how the value will be accessed:

struct Count: EnvironmentKey {
    static let defaultValue: Int = 0
}

Next add an extension to either EnvironmentValues or GlobalSettings:

extension EnvironmentValues {
    var count: Int {
        get { self[Count.self] }
        set { self[Count.self] = newValue }
    }
}

To use the value in your actions use the corresponding property wrapper:

@Environment(\.count) var count // For an environment key
@GlobalSetting(\.count) var count // For a global settings key

The value can be read and updated from inside an action callback.

Macros

Additionally, instead of manually declaring the keys, you can use the @Entry macro. The macro handles generating both the struct and variable for the key path. By default the name is auto-generated based on the property name, but a custom key can be provided.

extension EnvironmentValues {
    @Entry var count = 42
}

extension GlobalSettings {
    @Entry("CountDracula") var theCount = 42
}

Creating Actions

Each action in your plugin is defined as a separate struct conforming to Action. There are several helper protocols available for specific action types.

| Protocol | Description | | -------------------- | -------------------------------------------- | | KeyAction | A key action which has multiple states | | StatelessKeyAction | A key action which has a single state | | EncoderAction | A rotary encoder action on the Stream Deck + |

Using one of the above protocols simply provides default values on top of Action, and you can provide your own values as needed. For instance KeyAction sets the controllers property to [.keypad] by default, and EncoderAction sets it to [.encoder]. To create an action that provides both key and encoder actions set controllers to [.keypad, .encoder] no matter which convenience protocol you're using.

For all action there are several common static properties which need to be defined.

struct IncrementAction: KeyAction {

    typealias Settings = NoSettings

    static var name: String = "Increment"

    static var uuid: String = "counter.increment"

    static var icon: String = "Icons/actionIcon"

    static var states: [PluginActionState]? = [
        PluginActionState(image: "Icons/actionDefaultImage", titleAlignment: .middle)
    ]

    var context: String

    var coordinates: StreamDeck.Coordinates?

    @GlobalSetting(\.count) var count

    required init(context: String, coordinates: Coordinates?) {
        self.context = context
        self.coordinates = coordinates
    }
}

Action Settings

If your action uses a [property inspector][pi] for configuration you can use a Codable struct as the Settings. The current settings will be sent in the payload in events.

struct ChooseAction: KeyAction {
    enum Settings: String, Codable {
        case optionOne
        case optionTwo
        case optionThree
    }
}

Working with SPDI Components

If you define your Property Inspectors using [SPDI Components][SPDI] your plugin can both send dynamic properties natively.

For example if you have an spdi-select:

<sdpi-item label="Recipe">
  <sdpi-select
    id="recipeSelect"
    setting="processRecipe"
    placeholder="Choose a process recipe"
    datasource="getRecipes"
    loading="Loading process recipes..."
  >
  </sdpi-select>
</sdpi-item>

Your plugin can easily provide values for it using DataSourcePayload. The event sent by the plugin matches the datasource in the component and the initializer provides a convenient map function.

let recipeNames = listProcessRecipes() // Returns an array of strings

let response = DataSourcePayload(event: "getRecipes", items: recipeNames) { recipeName in
  DatasourceItem(label: recipeName)
}

sendToPropertyInspector(response)

Events

Your action can both [receive events][er] from the app and [send events][es] to the app. Most of the events will be from user interaction, key presses and dial rotation, but also from system events such as the action appearing on a Stream Deck or the property inspector appearing.

To receive events simply implement the corresponding method in your action, for instance to be notified when a key is released use keyUp. If your action displays settings to the user, use willAppear to update the title to reflect the current value.

struct IncrementAction: KeyAction {

    func willAppear(device: String, payload: AppearEvent<NoSettings>) {
        setTitle(to: "\(count)", target: nil, state: nil)
    }

    func didReceiveGlobalSettings() {
        log.log("Global settings changed, updating title with \(self.count)")
        setTitle(to: "\(count)", target: nil, state: nil)
    }

    func keyUp(device: String, payload: KeyEvent<Settings>) {
        count += 1
    }

    func longKeyPress(device: String, payload: KeyEvent<NoSettings>) {
      count = 0
      showOk()
      log.log("Resetting count to \(self.count)")
    }
}

In the above example, setTitle is an event that an action can send. In this case it sets the title of the action. It's called in two places: when the action appears to set the initial title and when the global settings are changed so it can keep the visible counter in sync.

Stream Deck Plus Layouts

Designing [custom layouts][plus_layout] for the Stream Deck Plus is accomplished with using a result builder. Each Layout is built from components, such as Text, Image, etc. The layout is defined in the plugin manifest. For instance, to build a custom bar layout from the example counter plugin:


extension LayoutName {
  static let counter: LayoutName = "counter"
}

Layout(id: .counter) {
  // The title of the layout
  Text(title: "Current Count")
    .textAlignment(.center)
    .frame(width: 180, height: 24)
    .position(x: (200 - 180) / 2, y: 10)

  // A large counter label
  Text(key: "countText", value: "0")
    .textAlignment(.center)
    .font(size: 16, weight: 600)
    .frame(width: 180, height: 24)
    .position(x: (200 - 180) / 2, y: 30)

  // A bar that shows the current count
  Bar(key: "countBar", value: 0, range: -50...50)
    .frame(width: 180, height: 20)
    .position(x: (200 - 180) / 2, y: 60)
    .barBackground(.black)
    .barStyle(.doubleTrapezoid)
    .barBorder("#943E93")
}

struct CounterSettings: LayoutSettings {
  var countText: TextLayoutSettings
  var countBar: BarLayoutSettings

  init
View on GitHub
GitHub Stars77
CategoryDevelopment
Updated2mo ago
Forks10

Languages

Swift

Security Score

100/100

Audited on Jan 16, 2026

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