ES-DE/es-app/src/SystemScreenSaver.h

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#pragma once
#ifndef ES_APP_SYSTEM_SCREEN_SAVER_H
#define ES_APP_SYSTEM_SCREEN_SAVER_H
#include "Window.h"
class VideoComponent;
class ImageComponent;
class Sound;
// Screensaver implementation for main window
class SystemScreenSaver : public Window::ScreenSaver
{
public:
SystemScreenSaver(Window* window);
virtual ~SystemScreenSaver();
virtual void startScreenSaver();
virtual void stopScreenSaver();
virtual void nextVideo();
virtual void renderScreenSaver();
virtual bool allowSleep();
virtual void update(int deltaTime);
virtual bool isScreenSaverActive();
virtual FileData* getCurrentGame();
virtual void launchGame();
private:
unsigned long countGameListNodes(const char *nodeName);
void countVideos();
void countImages();
void pickGameListNode(unsigned long index, const char *nodeName, std::string& path);
void pickRandomVideo(std::string& path);
void pickRandomGameListImage(std::string& path);
void pickRandomCustomImage(std::string& path);
void input(InputConfig* config, Input input);
enum STATE {
STATE_INACTIVE,
STATE_FADE_OUT_WINDOW,
STATE_FADE_IN_VIDEO,
STATE_SCREENSAVER_ACTIVE
};
private:
bool mVideosCounted;
unsigned long mVideoCount;
VideoComponent* mVideoScreensaver;
bool mImagesCounted;
unsigned long mImageCount;
ImageComponent* mImageScreensaver;
Window* mWindow;
STATE mState;
float mOpacity;
int mTimer;
FileData* mCurrentGame;
std::string mGameName;
std::string mSystemName;
int mVideoChangeTime;
std::shared_ptr<Sound> mBackgroundAudio;
bool mStopBackgroundAudio;
};
#endif // ES_APP_SYSTEM_SCREEN_SAVER_H