2016-12-14 08:30:54 +00:00
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#include "SystemScreenSaver.h"
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#ifdef _RPI_
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#include "components/VideoPlayerComponent.h"
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#endif
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#include "components/VideoVlcComponent.h"
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2017-06-01 20:08:44 +00:00
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#include "platform.h"
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2016-12-14 08:30:54 +00:00
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#include "Renderer.h"
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#include "Settings.h"
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#include "SystemData.h"
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#include "Util.h"
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2017-06-01 20:08:44 +00:00
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#include "Log.h"
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#include "views/ViewController.h"
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#include "views/gamelist/IGameListView.h"
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#include <stdio.h>
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2016-12-14 08:30:54 +00:00
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2017-06-01 20:08:44 +00:00
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#define FADE_TIME 300
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2016-12-14 08:30:54 +00:00
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#define SWAP_VIDEO_TIMEOUT 30000
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SystemScreenSaver::SystemScreenSaver(Window* window) :
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mVideoScreensaver(NULL),
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mWindow(window),
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mCounted(false),
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mVideoCount(0),
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mState(STATE_INACTIVE),
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mOpacity(0.0f),
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mTimer(0),
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mSystemName(""),
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mGameName(""),
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mCurrentGame(NULL)
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2016-12-14 08:30:54 +00:00
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{
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mWindow->setScreenSaver(this);
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std::string path = getTitleFolder();
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if(!boost::filesystem::exists(path))
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boost::filesystem::create_directory(path);
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srand((unsigned int)time(NULL));
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2016-12-14 08:30:54 +00:00
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}
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SystemScreenSaver::~SystemScreenSaver()
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{
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// Delete subtitle file, if existing
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remove(getTitlePath().c_str());
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mCurrentGame = NULL;
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2016-12-14 08:30:54 +00:00
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delete mVideoScreensaver;
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}
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bool SystemScreenSaver::allowSleep()
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{
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2017-06-01 20:08:44 +00:00
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//return false;
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return (mVideoScreensaver == NULL);
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}
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bool SystemScreenSaver::isScreenSaverActive()
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{
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return (mState != STATE_INACTIVE);
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2016-12-14 08:30:54 +00:00
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}
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void SystemScreenSaver::startScreenSaver()
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{
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if (!mVideoScreensaver && (Settings::getInstance()->getString("ScreenSaverBehavior") == "random video"))
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{
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// Configure to fade out the windows
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mState = STATE_FADE_OUT_WINDOW;
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mOpacity = 0.0f;
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// Load a random video
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std::string path = "";
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pickRandomVideo(path);
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int retry = 200;
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while(retry > 0 && ((path.empty() || !boost::filesystem::exists(path)) || mCurrentGame == NULL))
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{
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retry--;
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pickRandomVideo(path);
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}
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if (!path.empty() && boost::filesystem::exists(path))
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{
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// Create the correct type of video component
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2016-12-14 08:30:54 +00:00
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#ifdef _RPI_
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if (Settings::getInstance()->getBool("ScreenSaverOmxPlayer"))
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mVideoScreensaver = new VideoPlayerComponent(mWindow, getTitlePath());
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else
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mVideoScreensaver = new VideoVlcComponent(mWindow, getTitlePath());
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#else
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mVideoScreensaver = new VideoVlcComponent(mWindow, getTitlePath());
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#endif
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mVideoScreensaver->setOrigin(0.5f, 0.5f);
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mVideoScreensaver->setPosition(Renderer::getScreenWidth()/2, Renderer::getScreenHeight()/2);
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if (Settings::getInstance()->getBool("StretchVideoOnScreenSaver"))
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{
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mVideoScreensaver->setResize((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight());
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}
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else
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{
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mVideoScreensaver->setMaxSize((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight());
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}
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mVideoScreensaver->setVideo(path);
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mVideoScreensaver->setScreensaverMode(true);
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mVideoScreensaver->onShow();
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mTimer = 0;
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return;
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2016-12-14 08:30:54 +00:00
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}
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}
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// No videos. Just use a standard screensaver
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mState = STATE_SCREENSAVER_ACTIVE;
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mCurrentGame = NULL;
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2016-12-14 08:30:54 +00:00
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}
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void SystemScreenSaver::stopScreenSaver()
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{
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delete mVideoScreensaver;
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mVideoScreensaver = NULL;
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mState = STATE_INACTIVE;
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}
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void SystemScreenSaver::renderScreenSaver()
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{
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if (mVideoScreensaver && Settings::getInstance()->getString("ScreenSaverBehavior") == "random video")
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{
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// Render black background
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Renderer::setMatrix(Eigen::Affine3f::Identity());
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Renderer::drawRect(0, 0, Renderer::getScreenWidth(), Renderer::getScreenHeight(), (unsigned char)(255));
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// Only render the video if the state requires it
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if ((int)mState >= STATE_FADE_IN_VIDEO)
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{
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Eigen::Affine3f transform = Eigen::Affine3f::Identity();
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mVideoScreensaver->render(transform);
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}
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}
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else if (mState != STATE_INACTIVE)
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{
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Renderer::setMatrix(Eigen::Affine3f::Identity());
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unsigned char opacity = Settings::getInstance()->getString("ScreenSaverBehavior") == "dim" ? 0xA0 : 0xFF;
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Renderer::drawRect(0, 0, Renderer::getScreenWidth(), Renderer::getScreenHeight(), 0x00000000 | opacity);
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}
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}
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void SystemScreenSaver::countVideos()
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{
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if (!mCounted)
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{
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mVideoCount = 0;
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mCounted = true;
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std::vector<SystemData*>:: iterator it;
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for (it = SystemData::sSystemVector.begin(); it != SystemData::sSystemVector.end(); ++it)
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{
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if (!(*it)->isCollection())
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{
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pugi::xml_document doc;
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pugi::xml_node root;
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std::string xmlReadPath = (*it)->getGamelistPath(false);
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if(boost::filesystem::exists(xmlReadPath))
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{
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pugi::xml_parse_result result = doc.load_file(xmlReadPath.c_str());
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if (!result)
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continue;
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root = doc.child("gameList");
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if (!root)
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continue;
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for(pugi::xml_node fileNode = root.child("game"); fileNode; fileNode = fileNode.next_sibling("game"))
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{
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pugi::xml_node videoNode = fileNode.child("video");
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if (videoNode)
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++mVideoCount;
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}
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2016-12-14 08:30:54 +00:00
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}
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}
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}
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}
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}
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void SystemScreenSaver::pickRandomVideo(std::string& path)
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{
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countVideos();
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mCurrentGame = NULL;
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if (mVideoCount > 0)
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{
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int video = (int)(((float)rand() / float(RAND_MAX)) * (float)mVideoCount);
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std::vector<SystemData*>:: iterator it;
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for (it = SystemData::sSystemVector.begin(); it != SystemData::sSystemVector.end(); ++it)
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{
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pugi::xml_document doc;
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pugi::xml_node root;
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std::string xmlReadPath = (*it)->getGamelistPath(false);
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if(boost::filesystem::exists(xmlReadPath))
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{
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pugi::xml_parse_result result = doc.load_file(xmlReadPath.c_str());
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if (!result)
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continue;
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root = doc.child("gameList");
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if (!root)
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continue;
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for(pugi::xml_node fileNode = root.child("game"); fileNode; fileNode = fileNode.next_sibling("game"))
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{
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pugi::xml_node videoNode = fileNode.child("video");
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if (videoNode)
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{
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// See if this is the randomly selected video
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if (video-- == 0)
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{
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// Yes. Resolve to a full path
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path = resolvePath(videoNode.text().get(), (*it)->getStartPath(), true).generic_string();
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mSystemName = (*it)->getFullName();
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mGameName = fileNode.child("name").text().get();
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// getting corresponding FileData
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// try the easy way. Should work for the majority of cases, unless in subfolders
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FileData* rootFileData = (*it)->getRootFolder();
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std::string gamePath = resolvePath(fileNode.child("path").text().get(), (*it)->getStartPath(), false).string();
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std::string shortPath = gamePath;
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shortPath = shortPath.replace(0, (*it)->getStartPath().length()+1, "");
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const std::unordered_map<std::string, FileData*>& children = rootFileData->getChildrenByFilename();
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std::unordered_map<std::string, FileData*>::const_iterator screenSaverGame = children.find(shortPath);
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if (screenSaverGame != children.end())
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{
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// Found the corresponding FileData
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mCurrentGame = screenSaverGame->second;
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}
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else
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{
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// Couldn't find FileData. Going for the full iteration.
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// iterate on children
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FileType type = GAME;
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std::vector<FileData*> allFiles = rootFileData->getFilesRecursive(type);
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std::vector<FileData*>::iterator itf; // declare an iterator to a vector of strings
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int i = 0;
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for(itf=allFiles.begin() ; itf < allFiles.end(); itf++,i++ ) {
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if ((*itf)->getPath() == gamePath)
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{
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mCurrentGame = (*itf);
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break;
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}
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}
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}
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// end of getting FileData
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if (Settings::getInstance()->getString("ScreenSaverGameInfo") != "never")
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writeSubtitle(mGameName.c_str(), mSystemName.c_str(),
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(Settings::getInstance()->getString("ScreenSaverGameInfo") == "always"));
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2016-12-14 08:30:54 +00:00
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return;
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}
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}
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}
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}
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}
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}
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}
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void SystemScreenSaver::update(int deltaTime)
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{
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// Use this to update the fade value for the current fade stage
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if (mState == STATE_FADE_OUT_WINDOW)
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{
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mOpacity += (float)deltaTime / FADE_TIME;
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if (mOpacity >= 1.0f)
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{
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mOpacity = 1.0f;
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// Update to the next state
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mState = STATE_FADE_IN_VIDEO;
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}
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}
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else if (mState == STATE_FADE_IN_VIDEO)
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{
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mOpacity -= (float)deltaTime / FADE_TIME;
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if (mOpacity <= 0.0f)
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{
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mOpacity = 0.0f;
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// Update to the next state
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mState = STATE_SCREENSAVER_ACTIVE;
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}
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}
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else if (mState == STATE_SCREENSAVER_ACTIVE)
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{
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// Update the timer that swaps the videos
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mTimer += deltaTime;
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if (mTimer > SWAP_VIDEO_TIMEOUT)
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{
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nextVideo();
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}
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}
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// If we have a loaded video then update it
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if (mVideoScreensaver)
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mVideoScreensaver->update(deltaTime);
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}
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2017-06-01 20:08:44 +00:00
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void SystemScreenSaver::nextVideo() {
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stopScreenSaver();
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startScreenSaver();
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mState = STATE_SCREENSAVER_ACTIVE;
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}
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FileData* SystemScreenSaver::getCurrentGame()
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{
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return mCurrentGame;
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}
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void SystemScreenSaver::launchGame()
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{
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// launching Game
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ViewController::get()->goToGameList(mCurrentGame->getSystem());
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IGameListView* view = ViewController::get()->getGameListView(mCurrentGame->getSystem()).get();
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view->setCursor(mCurrentGame);
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if (Settings::getInstance()->getBool("ScreenSaverControls"))
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{
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view->launch(mCurrentGame);
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}
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}
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