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

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#include "SystemScreenSaver.h"
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#ifdef _RPI_
#include "components/VideoPlayerComponent.h"
#endif
#include "components/VideoVlcComponent.h"
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#include "views/gamelist/IGameListView.h"
#include "views/ViewController.h"
#include "FileData.h"
#include "FileFilterIndex.h"
#include "Log.h"
#include "PowerSaver.h"
#include "Renderer.h"
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#include "Sound.h"
#include "SystemData.h"
#include "Util.h"
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#include <boost/filesystem/operations.hpp>
#include <unordered_map>
#define FADE_TIME 300
SystemScreenSaver::SystemScreenSaver(Window* window) :
mVideoScreensaver(NULL),
mImageScreensaver(NULL),
mWindow(window),
mVideosCounted(false),
mVideoCount(0),
mImagesCounted(false),
mImageCount(0),
mState(STATE_INACTIVE),
mOpacity(0.0f),
mTimer(0),
mSystemName(""),
mGameName(""),
mCurrentGame(NULL),
mStopBackgroundAudio(true)
{
mWindow->setScreenSaver(this);
std::string path = getTitleFolder();
if(!boost::filesystem::exists(path))
boost::filesystem::create_directory(path);
srand((unsigned int)time(NULL));
mVideoChangeTime = 30000;
}
SystemScreenSaver::~SystemScreenSaver()
{
// Delete subtitle file, if existing
remove(getTitlePath().c_str());
mCurrentGame = NULL;
delete mVideoScreensaver;
delete mImageScreensaver;
}
bool SystemScreenSaver::allowSleep()
{
//return false;
return ((mVideoScreensaver == NULL) && (mImageScreensaver == NULL));
}
bool SystemScreenSaver::isScreenSaverActive()
{
return (mState != STATE_INACTIVE);
}
void SystemScreenSaver::startScreenSaver()
{
std::string screensaver_behavior = Settings::getInstance()->getString("ScreenSaverBehavior");
if (!mVideoScreensaver && (screensaver_behavior == "random video"))
{
// Configure to fade out the windows, Skip Fading if Instant mode
mState = PowerSaver::getMode() == PowerSaver::INSTANT
? STATE_SCREENSAVER_ACTIVE
: STATE_FADE_OUT_WINDOW;
mVideoChangeTime = Settings::getInstance()->getInt("ScreenSaverSwapVideoTimeout");
mOpacity = 0.0f;
// Load a random video
std::string path = "";
pickRandomVideo(path);
int retry = 200;
while(retry > 0 && ((path.empty() || !boost::filesystem::exists(path)) || mCurrentGame == NULL))
{
retry--;
pickRandomVideo(path);
}
if (!path.empty() && boost::filesystem::exists(path))
{
#ifdef _RPI_
// Create the correct type of video component
if (Settings::getInstance()->getBool("ScreenSaverOmxPlayer"))
mVideoScreensaver = new VideoPlayerComponent(mWindow, getTitlePath());
else
mVideoScreensaver = new VideoVlcComponent(mWindow, getTitlePath());
#else
mVideoScreensaver = new VideoVlcComponent(mWindow, getTitlePath());
#endif
mVideoScreensaver->setOrigin(0.5f, 0.5f);
mVideoScreensaver->setPosition(Renderer::getScreenWidth() / 2.0f, Renderer::getScreenHeight() / 2.0f);
if (Settings::getInstance()->getBool("StretchVideoOnScreenSaver"))
{
mVideoScreensaver->setResize((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight());
}
else
{
mVideoScreensaver->setMaxSize((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight());
}
mVideoScreensaver->setVideo(path);
mVideoScreensaver->setScreensaverMode(true);
mVideoScreensaver->onShow();
PowerSaver::runningScreenSaver(true);
mTimer = 0;
return;
}
}
else if (screensaver_behavior == "slideshow")
{
// Configure to fade out the windows, Skip Fading if Instant mode
mState = PowerSaver::getMode() == PowerSaver::INSTANT
? STATE_SCREENSAVER_ACTIVE
: STATE_FADE_OUT_WINDOW;
mVideoChangeTime = Settings::getInstance()->getInt("ScreenSaverSwapImageTimeout");
mOpacity = 0.0f;
// Load a random image
std::string path = "";
if (Settings::getInstance()->getBool("SlideshowScreenSaverCustomImageSource"))
{
pickRandomCustomImage(path);
// Custom images are not tied to the game list
mCurrentGame = NULL;
}
else
{
pickRandomGameListImage(path);
}
if (!mImageScreensaver)
{
mImageScreensaver = new ImageComponent(mWindow, false, false);
}
mTimer = 0;
mImageScreensaver->setImage(path);
mImageScreensaver->setOrigin(0.5f, 0.5f);
mImageScreensaver->setPosition(Renderer::getScreenWidth() / 2.0f, Renderer::getScreenHeight() / 2.0f);
if (Settings::getInstance()->getBool("SlideshowScreenSaverStretch"))
{
mImageScreensaver->setResize((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight());
}
else
{
mImageScreensaver->setMaxSize((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight());
}
std::string bg_audio_file = Settings::getInstance()->getString("SlideshowScreenSaverBackgroundAudioFile");
if ((!mBackgroundAudio) && (bg_audio_file != ""))
{
if (boost::filesystem::exists(bg_audio_file))
{
// paused PS so that the background audio keeps playing
PowerSaver::pause();
mBackgroundAudio = Sound::get(bg_audio_file);
mBackgroundAudio->play();
}
}
PowerSaver::runningScreenSaver(true);
mTimer = 0;
return;
}
// No videos. Just use a standard screensaver
mState = STATE_SCREENSAVER_ACTIVE;
mCurrentGame = NULL;
}
void SystemScreenSaver::stopScreenSaver()
{
if ((mBackgroundAudio) && (mStopBackgroundAudio))
{
mBackgroundAudio->stop();
mBackgroundAudio.reset();
// if we were playing audio, we paused PS
PowerSaver::resume();
}
// so that we stop the background audio next time, unless we're restarting the screensaver
mStopBackgroundAudio = true;
delete mVideoScreensaver;
mVideoScreensaver = NULL;
delete mImageScreensaver;
mImageScreensaver = NULL;
// we need this to loop through different videos
mState = STATE_INACTIVE;
PowerSaver::runningScreenSaver(false);
}
void SystemScreenSaver::renderScreenSaver()
{
std::string screensaver_behavior = Settings::getInstance()->getString("ScreenSaverBehavior");
if (mVideoScreensaver && screensaver_behavior == "random video")
{
// Render black background
Renderer::setMatrix(Transform4x4f::Identity());
Renderer::drawRect(0, 0, Renderer::getScreenWidth(), Renderer::getScreenHeight(), (unsigned char)(255));
// Only render the video if the state requires it
if ((int)mState >= STATE_FADE_IN_VIDEO)
{
Transform4x4f transform = Transform4x4f::Identity();
mVideoScreensaver->render(transform);
}
}
else if (mImageScreensaver && screensaver_behavior == "slideshow")
{
// Render black background
Renderer::setMatrix(Transform4x4f::Identity());
Renderer::drawRect(0, 0, Renderer::getScreenWidth(), Renderer::getScreenHeight(), (unsigned char)(255));
// Only render the video if the state requires it
if ((int)mState >= STATE_FADE_IN_VIDEO)
{
if (mImageScreensaver->hasImage())
{
mImageScreensaver->setOpacity(255- (unsigned char) (mOpacity * 255));
Transform4x4f transform = Transform4x4f::Identity();
mImageScreensaver->render(transform);
}
}
// Check if we need to restart the background audio
if ((mBackgroundAudio) && (Settings::getInstance()->getString("SlideshowScreenSaverBackgroundAudioFile") != ""))
{
if (!mBackgroundAudio->isPlaying())
{
mBackgroundAudio->play();
}
}
}
else if (mState != STATE_INACTIVE)
{
Renderer::setMatrix(Transform4x4f::Identity());
unsigned char opacity = screensaver_behavior == "dim" ? 0xA0 : 0xFF;
Renderer::drawRect(0, 0, Renderer::getScreenWidth(), Renderer::getScreenHeight(), 0x00000000 | opacity);
}
}
unsigned long SystemScreenSaver::countGameListNodes(const char *nodeName)
{
unsigned long nodeCount = 0;
std::vector<SystemData*>:: iterator it;
for (it = SystemData::sSystemVector.begin(); it != SystemData::sSystemVector.end(); ++it)
{
// We only want images and videos from game systems that are not collections
if (!(*it)->isCollection() && (*it)->isGameSystem())
{
pugi::xml_document doc;
pugi::xml_node root;
std::string xmlReadPath = (*it)->getGamelistPath(false);
if(boost::filesystem::exists(xmlReadPath))
{
pugi::xml_parse_result result = doc.load_file(xmlReadPath.c_str());
if (!result)
continue;
root = doc.child("gameList");
if (!root)
continue;
for(pugi::xml_node fileNode = root.child("game"); fileNode; fileNode = fileNode.next_sibling("game"))
{
pugi::xml_node node = fileNode.child(nodeName);
if (node)
++nodeCount;
}
}
}
}
return nodeCount;
}
void SystemScreenSaver::countVideos()
{
if (!mVideosCounted)
{
mVideoCount = countGameListNodes("video");
mVideosCounted = true;
}
}
void SystemScreenSaver::countImages()
{
if (!mImagesCounted)
{
mImageCount = countGameListNodes("image");
mImagesCounted = true;
}
}
void SystemScreenSaver::pickGameListNode(unsigned long index, const char *nodeName, std::string& path)
{
std::vector<SystemData*>:: iterator it;
for (it = SystemData::sSystemVector.begin(); it != SystemData::sSystemVector.end(); ++it)
{
pugi::xml_document doc;
pugi::xml_node root;
// We only want nodes from game systems that are not collections
if (!(*it)->isGameSystem() || (*it)->isCollection())
continue;
std::string xmlReadPath = (*it)->getGamelistPath(false);
if(boost::filesystem::exists(xmlReadPath))
{
pugi::xml_parse_result result = doc.load_file(xmlReadPath.c_str());
if (!result)
continue;
root = doc.child("gameList");
if (!root)
continue;
for(pugi::xml_node fileNode = root.child("game"); fileNode; fileNode = fileNode.next_sibling("game"))
{
pugi::xml_node node = fileNode.child(nodeName);
if (node)
{
// See if this is the desired index
if (index-- == 0)
{
// Yes. Resolve to a full path
path = resolvePath(node.text().get(), (*it)->getStartPath(), true).generic_string();
mSystemName = (*it)->getFullName();
mGameName = fileNode.child("name").text().get();
// getting corresponding FileData
// try the easy way. Should work for the majority of cases, unless in subfolders
FileData* rootFileData = (*it)->getRootFolder();
std::string gamePath = resolvePath(fileNode.child("path").text().get(), (*it)->getStartPath(), false).string();
std::string shortPath = gamePath;
shortPath = shortPath.replace(0, (*it)->getStartPath().length()+1, "");
const std::unordered_map<std::string, FileData*>& children = rootFileData->getChildrenByFilename();
std::unordered_map<std::string, FileData*>::const_iterator screenSaverGame = children.find(shortPath);
if (screenSaverGame != children.end())
{
// Found the corresponding FileData
mCurrentGame = screenSaverGame->second;
}
else
{
// Couldn't find FileData. Going for the full iteration.
// iterate on children
FileType type = GAME;
std::vector<FileData*> allFiles = rootFileData->getFilesRecursive(type);
std::vector<FileData*>::iterator itf; // declare an iterator to a vector of strings
int i = 0;
for(itf=allFiles.begin() ; itf < allFiles.end(); itf++,i++ ) {
if ((*itf)->getPath() == gamePath)
{
mCurrentGame = (*itf);
break;
}
}
}
// end of getting FileData
if (Settings::getInstance()->getString("ScreenSaverGameInfo") != "never")
writeSubtitle(mGameName.c_str(), mSystemName.c_str(),
(Settings::getInstance()->getString("ScreenSaverGameInfo") == "always"));
return;
}
}
}
}
}
}
void SystemScreenSaver::pickRandomVideo(std::string& path)
{
countVideos();
mCurrentGame = NULL;
if (mVideoCount > 0)
{
int video = (int)(((float)rand() / float(RAND_MAX)) * (float)mVideoCount);
pickGameListNode(video, "video", path);
}
}
void SystemScreenSaver::pickRandomGameListImage(std::string& path)
{
countImages();
mCurrentGame = NULL;
if (mImageCount > 0)
{
int image = (int)(((float)rand() / float(RAND_MAX)) * (float)mImageCount);
pickGameListNode(image, "image", path);
}
}
void SystemScreenSaver::pickRandomCustomImage(std::string& path)
{
std::string imageDir = Settings::getInstance()->getString("SlideshowScreenSaverImageDir");
if ((imageDir != "") && (boost::filesystem::exists(imageDir)))
{
std::string imageFilter = Settings::getInstance()->getString("SlideshowScreenSaverImageFilter");
std::vector<std::string> matchingFiles;
if (Settings::getInstance()->getBool("SlideshowScreenSaverRecurse"))
{
boost::filesystem::recursive_directory_iterator end_iter;
boost::filesystem::recursive_directory_iterator iter(imageDir);
// TODO: Figure out how to remove this duplication in the else block
for (iter; iter != end_iter; ++iter)
{
if (boost::filesystem::is_regular_file(iter->status()))
{
// If the image filter is empty, or the file extension is in the filter string,
// add it to the matching files list
if ((imageFilter.length() <= 0) ||
(imageFilter.find(iter->path().extension().string()) != std::string::npos))
{
matchingFiles.push_back(iter->path().string());
}
}
}
}
else
{
boost::filesystem::directory_iterator end_iter;
boost::filesystem::directory_iterator iter(imageDir);
for (iter; iter != end_iter; ++iter)
{
if (boost::filesystem::is_regular_file(iter->status()))
{
// If the image filter is empty, or the file extension is in the filter string,
// add it to the matching files list
if ((imageFilter.length() <= 0) ||
(imageFilter.find(iter->path().extension().string()) != std::string::npos))
{
matchingFiles.push_back(iter->path().string());
}
}
}
}
int fileCount = matchingFiles.size();
if (fileCount > 0)
{
// get a random index in the range 0 to fileCount (exclusive)
int randomIndex = rand() % fileCount;
path = matchingFiles[randomIndex];
}
else
{
LOG(LogError) << "Slideshow Screensaver - No image files found\n";
}
}
else
{
LOG(LogError) << "Slideshow Screensaver - Image directory does not exist: " << imageDir << "\n";
}
}
void SystemScreenSaver::update(int deltaTime)
{
// Use this to update the fade value for the current fade stage
if (mState == STATE_FADE_OUT_WINDOW)
{
mOpacity += (float)deltaTime / FADE_TIME;
if (mOpacity >= 1.0f)
{
mOpacity = 1.0f;
// Update to the next state
mState = STATE_FADE_IN_VIDEO;
}
}
else if (mState == STATE_FADE_IN_VIDEO)
{
mOpacity -= (float)deltaTime / FADE_TIME;
if (mOpacity <= 0.0f)
{
mOpacity = 0.0f;
// Update to the next state
mState = STATE_SCREENSAVER_ACTIVE;
}
}
else if (mState == STATE_SCREENSAVER_ACTIVE)
{
// Update the timer that swaps the videos
mTimer += deltaTime;
if (mTimer > mVideoChangeTime)
{
nextVideo();
}
}
// If we have a loaded video then update it
if (mVideoScreensaver)
mVideoScreensaver->update(deltaTime);
if (mImageScreensaver)
mImageScreensaver->update(deltaTime);
}
void SystemScreenSaver::nextVideo() {
mStopBackgroundAudio = false;
stopScreenSaver();
startScreenSaver();
mState = STATE_SCREENSAVER_ACTIVE;
}
FileData* SystemScreenSaver::getCurrentGame()
{
return mCurrentGame;
}
void SystemScreenSaver::launchGame()
{
if (mCurrentGame != NULL)
{
// launching Game
ViewController::get()->goToGameList(mCurrentGame->getSystem());
IGameListView* view = ViewController::get()->getGameListView(mCurrentGame->getSystem()).get();
view->setCursor(mCurrentGame);
if (Settings::getInstance()->getBool("ScreenSaverControls"))
{
view->launch(mCurrentGame);
}
}
}