ES-DE/es-core/src/components/VideoComponent.cpp

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// VideoComponent.cpp
//
// Base class for playing videos.
//
#include "components/VideoComponent.h"
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#include "resources/ResourceManager.h"
#include "utils/FileSystemUtil.h"
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#include "PowerSaver.h"
#include "ThemeData.h"
#include "Window.h"
#include <SDL2/SDL_timer.h>
#define SCREENSAVER_FADE_IN_TIME 800
std::string getTitlePath() {
std::string titleFolder = getTitleFolder();
return titleFolder + "last_title.srt";
}
std::string getTitleFolder() {
std::string home = Utils::FileSystem::getHomePath();
return home + "/.emulationstation/tmp/";
}
void writeSubtitle(const char* gameName, const char* systemName, bool always)
{
FILE* file = fopen(getTitlePath().c_str(), "w");
int end = static_cast<int>((Settings::getInstance()->
getInt("ScreenSaverSwapVideoTimeout") / (1000)));
if (always)
fprintf(file, "1\n00:00:01,000 --> 00:00:%d,000\n", end);
else
fprintf(file, "1\n00:00:01,000 --> 00:00:08,000\n");
fprintf(file, "%s\n", gameName);
fprintf(file, "<i>%s</i>\n\n", systemName);
if (!always) {
if (end > 12)
fprintf(file, "2\n00:00:%d,000 --> 00:00:%d,000\n%s\n<i>%s</i>\n",
end-4, end, gameName, systemName);
}
fflush(file);
fclose(file);
file = nullptr;
}
void VideoComponent::setScreensaverMode(bool isScreensaver)
{
mScreensaverMode = isScreensaver;
}
VideoComponent::VideoComponent(
Window* window)
: GuiComponent(window),
mStaticImage(window),
mVideoHeight(0),
mVideoWidth(0),
mStartDelayed(false),
mIsPlaying(false),
mPause(false),
mShowing(false),
mDisable(false),
mScreensaverActive(false),
mScreensaverMode(false),
mGameLaunched(false),
mBlockPlayer(false),
mTargetIsMax(false),
mTargetSize(0, 0)
{
// Setup the default configuration.
mConfig.showSnapshotDelay = false;
mConfig.showSnapshotNoVideo = false;
mConfig.startDelay = 0;
if (mWindow->getGuiStackSize() > 1)
topWindow(false);
std::string path = getTitleFolder();
if (!Utils::FileSystem::exists(path))
Utils::FileSystem::createDirectory(path);
}
VideoComponent::~VideoComponent()
{
// Stop any currently running video.
stopVideo();
// Delete subtitle file, if existing.
remove(getTitlePath().c_str());
}
void VideoComponent::onOriginChanged()
{
// Update the embeded static image.
mStaticImage.setOrigin(mOrigin);
}
void VideoComponent::onPositionChanged()
{
// Update the embeded static image.
mStaticImage.setPosition(mPosition);
}
void VideoComponent::onSizeChanged()
{
// Update the embeded static image.
mStaticImage.onSizeChanged();
}
bool VideoComponent::setVideo(std::string path)
{
// Convert the path into a generic format.
std::string fullPath = Utils::FileSystem::getCanonicalPath(path);
// Check that it's changed.
if (fullPath == mVideoPath)
return !path.empty();
// Store the path.
mVideoPath = fullPath;
// If the file exists then set the new video.
if (!fullPath.empty() && ResourceManager::getInstance()->fileExists(fullPath)) {
// Return true to show that we are going to attempt to play a video.
return true;
}
// Return false to show that no video will be displayed.
return false;
}
void VideoComponent::setImage(std::string path)
{
// Check that the image has changed.
if (path == mStaticImagePath)
return;
mStaticImage.setImage(path);
mStaticImagePath = path;
}
void VideoComponent::setDefaultVideo()
{
setVideo(mConfig.defaultVideoPath);
}
void VideoComponent::setOpacity(unsigned char opacity)
{
// Set the opacity for the embedded static image.
mOpacity = opacity;
}
void VideoComponent::render(const Transform4x4f& parentTrans)
{
if (!isVisible())
return;
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Transform4x4f trans = parentTrans * getTransform();
GuiComponent::renderChildren(trans);
Renderer::setMatrix(trans);
// Handle the case where the video is delayed.
handleStartDelay();
// Handle looping of the video.
handleLooping();
// Pause video in case a game has been launched.
pauseVideo();
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}
void VideoComponent::renderSnapshot(const Transform4x4f& parentTrans)
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{
// This is the case where the video is not currently being displayed. Work out
// if we need to display a static image.
if ((mConfig.showSnapshotNoVideo && mVideoPath.empty()) ||
(mStartDelayed && mConfig.showSnapshotDelay)) {
// Display the static image instead.
mStaticImage.setOpacity(mOpacity);
mStaticImage.render(parentTrans);
}
}
void VideoComponent::applyTheme(const std::shared_ptr<ThemeData>& theme, const std::string& view,
const std::string& element, unsigned int properties)
{
using namespace ThemeFlags;
GuiComponent::applyTheme(theme, view, element, (properties ^ ThemeFlags::SIZE) |
((properties & (ThemeFlags::SIZE | POSITION)) ? ORIGIN : 0));
const ThemeData::ThemeElement* elem = theme->getElement(view, element, "video");
if (!elem)
return;
Vector2f scale = getParent() ? getParent()->getSize() :
Vector2f(static_cast<float>(Renderer::getScreenWidth()),
static_cast<float>(Renderer::getScreenHeight()));
if (properties & ThemeFlags::SIZE) {
if (elem->has("size"))
setResize(elem->get<Vector2f>("size") * scale);
else if (elem->has("maxSize"))
setMaxSize(elem->get<Vector2f>("maxSize") * scale);
}
if (elem->has("default"))
mConfig.defaultVideoPath = elem->get<std::string>("default");
if ((properties & ThemeFlags::DELAY) && elem->has("delay"))
mConfig.startDelay = static_cast<unsigned>((elem->get<float>("delay") * 1000.0f));
if (elem->has("showSnapshotNoVideo"))
mConfig.showSnapshotNoVideo = elem->get<bool>("showSnapshotNoVideo");
if (elem->has("showSnapshotDelay"))
mConfig.showSnapshotDelay = elem->get<bool>("showSnapshotDelay");
}
std::vector<HelpPrompt> VideoComponent::getHelpPrompts()
{
std::vector<HelpPrompt> ret;
ret.push_back(HelpPrompt("a", "select"));
return ret;
}
void VideoComponent::handleStartDelay()
{
if (mBlockPlayer)
return;
// Only play if any delay has timed out.
if (mStartDelayed) {
// If the setting to override the theme-supplied video delay setting has been enabled,
// then play the video immediately.
if (!Settings::getInstance()->getBool("PlayVideosImmediately")) {
if (mStartTime > SDL_GetTicks()) {
// Timeout not yet completed.
return;
}
}
// Completed.
mStartDelayed = false;
// Clear the playing flag so startVideo works.
mIsPlaying = false;
startVideo();
}
}
void VideoComponent::handleLooping()
{
}
void VideoComponent::startVideoWithDelay()
{
mPause = false;
// If not playing then either start the video or initiate the delay.
if (!mIsPlaying) {
// Set the video that we are going to be playing so we don't attempt to restart it.
mPlayingVideoPath = mVideoPath;
if (mConfig.startDelay == 0 || PowerSaver::getMode() == PowerSaver::INSTANT) {
// No delay. Just start the video.
mStartDelayed = false;
startVideo();
}
else {
// Configure the start delay.
mStartDelayed = true;
mStartTime = SDL_GetTicks() + mConfig.startDelay;
}
mIsPlaying = true;
}
}
void VideoComponent::update(int deltaTime)
{
if (mBlockPlayer) {
setImage(mStaticImagePath);
return;
}
manageState();
// This is only used to fade in the screensaver, fade-in of the static image is
// handled using a lambda animation in VideoGameListView.
if (mFadeIn < 1.0f)
mFadeIn = Math::clamp(mFadeIn + (deltaTime /
static_cast<float>(SCREENSAVER_FADE_IN_TIME)), 0.0, 1.0);
GuiComponent::update(deltaTime);
}
void VideoComponent::manageState()
{
// We will only show the video if the component is on display and the screensaver
// is not active.
bool show = mShowing && !mScreensaverActive && !mDisable;
// See if we're already playing.
if (mIsPlaying) {
// If we are not on display then stop the video from playing.
if (!show) {
stopVideo();
}
else {
if (mVideoPath != mPlayingVideoPath) {
// Path changed. Stop the video. We will start it again below because
// mIsPlaying will be modified by stopVideo to be false.
stopVideo();
}
}
}
// Need to recheck variable rather than 'else' because it may be modified above.
if (!mIsPlaying) {
// If we are on display then see if we should start the video.
if (show && !mVideoPath.empty())
startVideoWithDelay();
}
// If a game has just been launched and a video is actually shown, then request a
// pause of the video so it doesn't continue to play in the background while the
// game is running.
if (mGameLaunched && show && !mPause)
mPause = true;
}
void VideoComponent::onShow()
{
mBlockPlayer = false;
mPause = false;
mShowing = true;
manageState();
}
void VideoComponent::onHide()
{
mShowing = false;
manageState();
}
void VideoComponent::onPauseVideo()
{
mBlockPlayer = true;
mPause = true;
manageState();
}
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void VideoComponent::onUnpauseVideo()
{
mBlockPlayer = false;
mPause = false;
manageState();
}
void VideoComponent::onScreenSaverActivate()
{
mBlockPlayer = true;
mPause = true;
if (Settings::getInstance()->getString("ScreenSaverBehavior") == "dim")
stopVideo();
manageState();
}
void VideoComponent::onScreenSaverDeactivate()
{
mBlockPlayer = false;
// Stop video when deactivating the screensaver to force a reload of the
// static image (if the theme is configured as such).
stopVideo();
manageState();
}
void VideoComponent::onGameLaunchedActivate()
{
mGameLaunched = true;
manageState();
}
void VideoComponent::onGameLaunchedDeactivate()
{
mGameLaunched = false;
stopVideo();
manageState();
}
void VideoComponent::topWindow(bool isTop)
{
if (isTop) {
mBlockPlayer = false;
mPause = false;
// Stop video when closing the menu to force a reload of the
// static image (if the theme is configured as such).
stopVideo();
}
else {
mBlockPlayer = true;
mPause = true;
}
manageState();
}