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

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// SystemScreensaver.cpp
//
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// Screensaver, supporting the following types:
// Dim, black, slideshow, video.
//
#include "SystemScreensaver.h"
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#if defined(_RPI_)
#include "components/VideoOmxComponent.h"
#endif
#include "components/VideoVlcComponent.h"
#include "resources/Font.h"
#include "utils/FileSystemUtil.h"
#include "utils/StringUtil.h"
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#include "views/gamelist/IGameListView.h"
#include "views/ViewController.h"
#include "FileData.h"
#include "Log.h"
#include "SystemData.h"
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#include <random>
#include <time.h>
#include <unordered_map>
#if defined(_WIN64)
#include <cstring>
#endif
#define FADE_TIME 300
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SystemScreensaver::SystemScreensaver(
Window* window)
: mWindow(window),
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mState(STATE_INACTIVE),
mImageScreensaver(nullptr),
mVideoScreensaver(nullptr),
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mCurrentGame(nullptr),
mPreviousGame(nullptr),
mTimer(0),
mMediaSwapTime(0),
mTriggerNextGame(false),
mHasMediaFiles(false),
mFallbackScreensaver(false),
mOpacity(0.0f),
mDimValue(1.0),
mRectangleFadeIn(50),
mTextFadeIn(0),
mSaturationAmount(1.0)
{
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mWindow->setScreensaver(this);
}
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SystemScreensaver::~SystemScreensaver()
{
mCurrentGame = nullptr;
delete mVideoScreensaver;
delete mImageScreensaver;
}
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bool SystemScreensaver::allowSleep()
{
return ((mVideoScreensaver == nullptr) && (mImageScreensaver == nullptr));
}
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bool SystemScreensaver::isScreensaverActive()
{
return (mState != STATE_INACTIVE);
}
bool SystemScreensaver::isFallbackScreensaver()
{
return mFallbackScreensaver;
}
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void SystemScreensaver::startScreensaver(bool generateMediaList)
{
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std::string path = "";
std::string screensaverType = Settings::getInstance()->getString("ScreensaverType");
mHasMediaFiles = false;
mFallbackScreensaver = false;
mOpacity = 0.0f;
// Keep a reference to the default fonts, so they don't keep getting destroyed/recreated.
if (mGameOverlayFont.empty()) {
mGameOverlayFont.push_back(Font::get(FONT_SIZE_SMALL));
mGameOverlayFont.push_back(Font::get(FONT_SIZE_MEDIUM));
mGameOverlayFont.push_back(Font::get(FONT_SIZE_LARGE));
}
// Set mPreviousGame which will be used to avoid showing the same game again during
// the random selection.
if ((screensaverType == "slideshow" || screensaverType == "video") && mCurrentGame != nullptr)
mPreviousGame = mCurrentGame;
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if (screensaverType == "slideshow") {
if (generateMediaList) {
mImageFiles.clear();
mImageCustomFiles.clear();
}
// This creates a fade transition between the images.
mState = STATE_FADE_OUT_WINDOW;
mMediaSwapTime = Settings::getInstance()->getInt("ScreensaverSwapImageTimeout");
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// Load a random image.
if (Settings::getInstance()->getBool("ScreensaverSlideshowCustomImages")) {
if (generateMediaList)
generateCustomImageList();
pickRandomCustomImage(path);
if (mImageCustomFiles.size() > 0)
mHasMediaFiles = true;
// Custom images are not tied to the game list.
mCurrentGame = nullptr;
}
else {
if (generateMediaList)
generateImageList();
pickRandomImage(path);
}
if (mImageFiles.size() > 0)
mHasMediaFiles = true;
// Don't attempt to render the screensaver if there are no images available, but
// do flag it as running. This way render() will fade to a black screen, i.e. it
// will activate the 'Black' screensaver type.
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if (mImageFiles.size() > 0 || mImageCustomFiles.size() > 0) {
if (Settings::getInstance()->getBool("ScreensaverSlideshowGameInfo"))
generateOverlayInfo();
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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("ScreensaverStretchImages"))
mImageScreensaver->setResize(static_cast<float>(Renderer::getScreenWidth()),
static_cast<float>(Renderer::getScreenHeight()));
else
mImageScreensaver->setMaxSize(static_cast<float>(Renderer::getScreenWidth()),
static_cast<float>(Renderer::getScreenHeight()));
}
mTimer = 0;
return;
}
else if (!mVideoScreensaver && (screensaverType == "video")) {
if (generateMediaList)
mVideoFiles.clear();
// This creates a fade transition between the videos.
mState = STATE_FADE_OUT_WINDOW;
mMediaSwapTime = Settings::getInstance()->getInt("ScreensaverSwapVideoTimeout");
// Load a random video.
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if (generateMediaList)
generateVideoList();
pickRandomVideo(path);
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if (mVideoFiles.size() > 0)
mHasMediaFiles = true;
if (!path.empty() && Utils::FileSystem::exists(path)) {
if (Settings::getInstance()->getBool("ScreensaverVideoGameInfo"))
generateOverlayInfo();
#if defined(_RPI_)
// Create the correct type of video component.
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if (Settings::getInstance()->getBool("ScreensaverOmxPlayer"))
mVideoScreensaver = new VideoOmxComponent(mWindow);
else
mVideoScreensaver = new VideoVlcComponent(mWindow);
#else
mVideoScreensaver = new VideoVlcComponent(mWindow);
#endif
mVideoScreensaver->topWindow(true);
mVideoScreensaver->setOrigin(0.5f, 0.5f);
mVideoScreensaver->setPosition(Renderer::getScreenWidth() / 2.0f,
Renderer::getScreenHeight() / 2.0f);
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if (Settings::getInstance()->getBool("ScreensaverStretchVideos"))
mVideoScreensaver->setResize(static_cast<float>(Renderer::getScreenWidth()),
static_cast<float>(Renderer::getScreenHeight()));
else
mVideoScreensaver->setMaxSize(static_cast<float>(Renderer::getScreenWidth()),
static_cast<float>(Renderer::getScreenHeight()));
mVideoScreensaver->setVideo(path);
mVideoScreensaver->setScreensaverMode(true);
mVideoScreensaver->onShow();
mTimer = 0;
return;
}
}
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// No videos or images, just use a standard screensaver.
mState = STATE_SCREENSAVER_ACTIVE;
mCurrentGame = nullptr;
}
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void SystemScreensaver::stopScreensaver()
{
delete mVideoScreensaver;
mVideoScreensaver = nullptr;
delete mImageScreensaver;
mImageScreensaver = nullptr;
mState = STATE_INACTIVE;
mDimValue = 1.0;
mRectangleFadeIn = 50;
mTextFadeIn = 0;
mSaturationAmount = 1.0;
if (mGameOverlay)
mGameOverlay.reset();
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}
void SystemScreensaver::nextGame() {
stopScreensaver();
startScreensaver(false);
}
void SystemScreensaver::launchGame()
{
if (mCurrentGame != nullptr) {
// Launching game
ViewController::get()->triggerGameLaunch(mCurrentGame);
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ViewController::get()->goToGameList(mCurrentGame->getSystem());
IGameListView* view = ViewController::get()->
getGameListView(mCurrentGame->getSystem()).get();
view->setCursor(mCurrentGame);
ViewController::get()->cancelViewTransitions();
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}
}
void SystemScreensaver::goToGame()
{
if (mCurrentGame != nullptr) {
// Go to the game in the gamelist view, but don't launch it.
ViewController::get()->goToGameList(mCurrentGame->getSystem());
IGameListView* view = ViewController::get()->
getGameListView(mCurrentGame->getSystem()).get();
view->setCursor(mCurrentGame);
ViewController::get()->cancelViewTransitions();
}
}
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void SystemScreensaver::renderScreensaver()
{
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std::string screensaverType = Settings::getInstance()->getString("ScreensaverType");
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if (mVideoScreensaver && screensaverType == "video") {
// Render a black background below the video.
Renderer::setMatrix(Transform4x4f::Identity());
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Renderer::drawRect(0.0f, 0.0f, static_cast<float>(Renderer::getScreenWidth()),
static_cast<float>(Renderer::getScreenHeight()), 0x000000FF, 0x000000FF);
// Only render the video if the state requires it.
if (static_cast<int>(mState) >= STATE_FADE_IN_VIDEO) {
Transform4x4f transform = Transform4x4f::Identity();
mVideoScreensaver->render(transform);
}
}
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else if (mImageScreensaver && screensaverType == "slideshow") {
// Render a black background below the image.
Renderer::setMatrix(Transform4x4f::Identity());
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Renderer::drawRect(0.0f, 0.0f, static_cast<float>(Renderer::getScreenWidth()),
static_cast<float>(Renderer::getScreenHeight()), 0x000000FF, 0x000000FF);
// Only render the image if the state requires it.
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if (static_cast<int>(mState) >= STATE_FADE_IN_VIDEO) {
if (mImageScreensaver->hasImage()) {
mImageScreensaver->setOpacity(255 - static_cast<unsigned char>(mOpacity * 255));
Transform4x4f transform = Transform4x4f::Identity();
mImageScreensaver->render(transform);
}
}
}
if (isScreensaverActive()) {
Renderer::setMatrix(Transform4x4f::Identity());
if (Settings::getInstance()->getString("ScreensaverType") == "slideshow") {
if (mHasMediaFiles) {
#if defined(USE_OPENGL_21)
if (Settings::getInstance()->getBool("ScreensaverSlideshowScanlines"))
Renderer::shaderPostprocessing(Renderer::SHADER_SCANLINES);
#endif
if (Settings::getInstance()->getBool("ScreensaverSlideshowGameInfo") &&
mGameOverlay) {
if (mGameOverlayRectangleCoords.size() == 4) {
Renderer::drawRect(mGameOverlayRectangleCoords[0],
mGameOverlayRectangleCoords[1], mGameOverlayRectangleCoords[2],
mGameOverlayRectangleCoords[3], 0x00000000 | mRectangleFadeIn,
0x00000000 | mRectangleFadeIn );
}
mRectangleFadeIn = Math::clamp(mRectangleFadeIn + 6 +
mRectangleFadeIn / 20, 0, 170);
mGameOverlay.get()->setColor(0xFFFFFF00 | mTextFadeIn);
if (mTextFadeIn > 50)
mGameOverlayFont.at(0)->renderTextCache(mGameOverlay.get());
if (mTextFadeIn < 255)
mTextFadeIn = Math::clamp(mTextFadeIn + 2 + mTextFadeIn / 6, 0, 255);
}
}
else {
mFallbackScreensaver = true;
}
}
else if (Settings::getInstance()->getString("ScreensaverType") == "video") {
if (mHasMediaFiles) {
#if defined(USE_OPENGL_21)
Renderer::shaderParameters videoParameters;
unsigned int shaders = 0;
if (Settings::getInstance()->getBool("ScreensaverVideoScanlines"))
shaders = Renderer::SHADER_SCANLINES;
if (Settings::getInstance()->getBool("ScreensaverVideoBlur")) {
shaders |= Renderer::SHADER_BLUR_HORIZONTAL;
float heightModifier = Renderer::getScreenHeightModifier();
if (heightModifier < 1)
videoParameters.blurPasses = 2; // Below 1080
else if (heightModifier >= 4)
videoParameters.blurPasses = 12; // 8K
else if (heightModifier >= 2.9)
videoParameters.blurPasses = 10; // 6K
else if (heightModifier >= 2.6)
videoParameters.blurPasses = 8; // 5K
else if (heightModifier >= 2)
videoParameters.blurPasses = 5; // 4K
else if (heightModifier >= 1.3)
videoParameters.blurPasses = 3; // 1440
else if (heightModifier >= 1)
videoParameters.blurPasses = 2; // 1080
}
Renderer::shaderPostprocessing(shaders, videoParameters);
#endif
if (Settings::getInstance()->getBool("ScreensaverVideoGameInfo") && mGameOverlay) {
if (mGameOverlayRectangleCoords.size() == 4) {
#if defined(USE_OPENGL_21)
Renderer::shaderPostprocessing(Renderer::SHADER_OPACITY);
#endif
Renderer::drawRect(mGameOverlayRectangleCoords[0],
mGameOverlayRectangleCoords[1], mGameOverlayRectangleCoords[2],
mGameOverlayRectangleCoords[3], 0x00000000 | mRectangleFadeIn,
0x00000000 | mRectangleFadeIn );
}
mRectangleFadeIn = Math::clamp(mRectangleFadeIn + 6 +
mRectangleFadeIn / 20, 0, 170);
mGameOverlay.get()->setColor(0xFFFFFF00 | mTextFadeIn);
if (mTextFadeIn > 50)
mGameOverlayFont.at(0)->renderTextCache(mGameOverlay.get());
if (mTextFadeIn < 255)
mTextFadeIn = Math::clamp(mTextFadeIn + 2 + mTextFadeIn / 6, 0, 255);
}
}
else {
mFallbackScreensaver = true;
}
}
if (mFallbackScreensaver ||
Settings::getInstance()->getString("ScreensaverType") == "black") {
#if defined(USE_OPENGL_21)
Renderer::shaderParameters blackParameters;
blackParameters.fragmentDimValue = mDimValue;
Renderer::shaderPostprocessing(Renderer::SHADER_DIM, blackParameters);
if (mDimValue > 0.0)
mDimValue = Math::clamp(mDimValue - 0.045f, 0.0f, 1.0f);
#else
Renderer::drawRect(0.0f, 0.0f, Renderer::getScreenWidth(),
Renderer::getScreenHeight(), 0x000000FF, 0x000000FF);
#endif
}
else if (Settings::getInstance()->getString("ScreensaverType") == "dim") {
#if defined(USE_OPENGL_21)
Renderer::shaderParameters dimParameters;
dimParameters.fragmentDimValue = mDimValue;
Renderer::shaderPostprocessing(Renderer::SHADER_DIM, dimParameters);
if (mDimValue > 0.4)
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mDimValue = Math::clamp(mDimValue - 0.021f, 0.4f, 1.0f);
dimParameters.fragmentSaturation = mSaturationAmount;
Renderer::shaderPostprocessing(Renderer::SHADER_DESATURATE, dimParameters);
if (mSaturationAmount > 0.0)
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mSaturationAmount = Math::clamp(mSaturationAmount - 0.035f, 0.0f, 1.0f);
#else
Renderer::drawRect(0.0f, 0.0f, Renderer::getScreenWidth(),
Renderer::getScreenHeight(), 0x000000A0, 0x000000A0);
#endif
}
}
}
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void SystemScreensaver::update(int deltaTime)
{
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// Use this to update the fade value for the current fade stage.
if (mState == STATE_FADE_OUT_WINDOW) {
mOpacity += static_cast<float>(deltaTime) / FADE_TIME;
if (mOpacity >= 1.0f) {
mOpacity = 1.0f;
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// Update to the next state.
mState = STATE_FADE_IN_VIDEO;
}
}
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else if (mState == STATE_FADE_IN_VIDEO) {
mOpacity -= static_cast<float>(deltaTime) / FADE_TIME;
if (mOpacity <= 0.0f) {
mOpacity = 0.0f;
// Update to the next state.
mState = STATE_SCREENSAVER_ACTIVE;
}
}
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else if (mState == STATE_SCREENSAVER_ACTIVE) {
// Update the timer that swaps the media, unless the swap time is set to 0 (only
// applicable for the video screensaver). This means that videos play to the end,
// at which point VideoVlcComponent will trigger a skip to the next game.
if (mMediaSwapTime != 0) {
mTimer += deltaTime;
if (mTimer > mMediaSwapTime)
nextGame();
}
if (mTriggerNextGame) {
mTriggerNextGame = false;
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nextGame();
}
}
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// If we have a loaded a video or image, then update it.
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if (mVideoScreensaver)
mVideoScreensaver->update(deltaTime);
if (mImageScreensaver)
mImageScreensaver->update(deltaTime);
}
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void SystemScreensaver::generateImageList()
{
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for (auto it = SystemData::sSystemVector.cbegin();
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it != SystemData::sSystemVector.cend(); it++) {
// We only want nodes from game systems that are not collections.
if (!(*it)->isGameSystem() || (*it)->isCollection())
continue;
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std::vector<FileData*> allFiles = (*it)->getRootFolder()->getFilesRecursive(GAME, true);
for (auto it = allFiles.begin(); it != allFiles.end(); it++) {
std::string imagePath = (*it)->getImagePath();
if (imagePath != "")
mImageFiles.push_back((*it));
}
}
}
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void SystemScreensaver::generateVideoList()
{
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for (auto it = SystemData::sSystemVector.cbegin();
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it != SystemData::sSystemVector.cend(); it++) {
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// We only want nodes from game systems that are not collections.
if (!(*it)->isGameSystem() || (*it)->isCollection())
continue;
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std::vector<FileData*> allFiles = (*it)->getRootFolder()->getFilesRecursive(GAME, true);
for (auto it = allFiles.begin(); it != allFiles.end(); it++) {
std::string videoPath = (*it)->getVideoPath();
if (videoPath != "")
mVideoFiles.push_back((*it));
}
}
}
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void SystemScreensaver::generateCustomImageList()
{
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std::string imageDir = Utils::FileSystem::expandHomePath(
Settings::getInstance()->getString("ScreensaverSlideshowImageDir"));
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if (imageDir != "" && Utils::FileSystem::isDirectory(imageDir)) {
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std::string imageFilter = ".jpg, .JPG, .png, .PNG";
Utils::FileSystem::stringList dirContent = Utils::FileSystem::getDirContent(
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imageDir, Settings::getInstance()->getBool("ScreensaverSlideshowRecurse"));
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for (auto it = dirContent.begin(); it != dirContent.end(); it++) {
if (Utils::FileSystem::isRegularFile(*it)) {
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if (imageFilter.find(Utils::FileSystem::getExtension(*it)) != std::string::npos)
mImageCustomFiles.push_back(*it);
}
}
}
else {
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LOG(LogWarning) << "Custom screensaver image directory '" <<
imageDir << "' does not exist.";
}
}
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void SystemScreensaver::pickRandomImage(std::string& path)
{
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mCurrentGame = nullptr;
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if (mImageFiles.size() == 0)
return;
if (mImageFiles.size() == 1) {
mPreviousGame = nullptr;
mCurrentGame = mImageFiles.front();
path = mImageFiles.front()->getImagePath();
mGameName = mImageFiles.front()->getName();
mSystemName = mImageFiles.front()->getSystem()->getFullName();
mCurrentGame = mImageFiles.front();
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return;
}
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unsigned int index;
do {
// Get a random number in range.
std::random_device randDev;
// Mersenne Twister pseudorandom number generator.
std::mt19937 engine{randDev()};
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std::uniform_int_distribution<int>
uniform_dist(0, static_cast<int>(mImageFiles.size()) - 1);
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index = uniform_dist(engine);
}
while (mPreviousGame && mImageFiles.at(index) == mPreviousGame);
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path = mImageFiles.at(index)->getImagePath();
mGameName = mImageFiles.at(index)->getName();
mSystemName = mImageFiles.at(index)->getSystem()->getFullName();
mCurrentGame = mImageFiles.at(index);
}
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void SystemScreensaver::pickRandomVideo(std::string& path)
{
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mCurrentGame = nullptr;
if (mVideoFiles.size() == 0)
return;
if (mVideoFiles.size() == 1) {
mPreviousGame = nullptr;
mCurrentGame = mVideoFiles.front();
path = mVideoFiles.front()->getVideoPath();
mGameName = mVideoFiles.front()->getName();
mSystemName = mVideoFiles.front()->getSystem()->getFullName();
mCurrentGame = mVideoFiles.front();
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return;
}
unsigned int index;
do {
// Get a random number in range.
std::random_device randDev;
// Mersenne Twister pseudorandom number generator.
std::mt19937 engine{randDev()};
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std::uniform_int_distribution<int>
uniform_dist(0, static_cast<int>(mVideoFiles.size()) - 1);
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index = uniform_dist(engine);
}
while (mPreviousGame && mVideoFiles.at(index) == mPreviousGame);
path = mVideoFiles.at(index)->getVideoPath();
mGameName = mVideoFiles.at(index)->getName();
mSystemName = mVideoFiles.at(index)->getSystem()->getFullName();
mCurrentGame = mVideoFiles.at(index);
}
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void SystemScreensaver::pickRandomCustomImage(std::string& path)
{
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if (mImageCustomFiles.size() == 0)
return;
if (mVideoFiles.size() == 1) {
mPreviousCustomImage = mImageCustomFiles.front();
path = mImageCustomFiles.front();
return;
}
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unsigned int index;
do {
// Get a random number in range.
std::random_device randDev;
// Mersenne Twister pseudorandom number generator.
std::mt19937 engine{randDev()};
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std::uniform_int_distribution<int>
uniform_dist(0, static_cast<int>(mImageCustomFiles.size()) - 1);
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index = uniform_dist(engine);
}
while (mPreviousCustomImage != "" && mImageCustomFiles.at(index) == mPreviousCustomImage);
path = mImageCustomFiles.at(index);
mPreviousCustomImage = path;
mGameName = "";
mSystemName = "";
}
void SystemScreensaver::generateOverlayInfo()
{
if (mGameName == "" || mSystemName == "")
return;
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float posX = static_cast<float>(Renderer::getWindowWidth()) * 0.023f;
float posY = static_cast<float>(Renderer::getWindowHeight()) * 0.02f;
std::string favoriteChar;
if (mCurrentGame && mCurrentGame->getFavorite())
favoriteChar = " " + ViewController::FAVORITE_CHAR;
const std::string gameName = Utils::String::toUpper(mGameName) + favoriteChar;
const std::string systemName = Utils::String::toUpper(mSystemName);
const std::string overlayText = gameName + "\n" + systemName;
mGameOverlay = std::unique_ptr<TextCache>(mGameOverlayFont.at(0)->
buildTextCache(overlayText, posX, posY, 0xFFFFFFFF));
float textSizeX;
float textSizeY = mGameOverlayFont[0].get()->sizeText(overlayText).y();
// There is a weird issue with sizeText() where the X size value is returned
// as too large if there are two rows in a string and the second row is longer
// than the first row. Possibly it's the newline character that is somehow
// injected in the size calculation. Regardless, this workaround is working
// fine for the time being.
if (mGameOverlayFont[0].get()->sizeText(gameName).x() >
mGameOverlayFont[0].get()->sizeText(systemName).x())
textSizeX = mGameOverlayFont[0].get()->sizeText(gameName).x();
else
textSizeX = mGameOverlayFont[0].get()->sizeText(systemName).x();
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float marginX = Renderer::getWindowWidth() * 0.01f;
mGameOverlayRectangleCoords.clear();
mGameOverlayRectangleCoords.push_back(posX - marginX);
mGameOverlayRectangleCoords.push_back(posY);
mGameOverlayRectangleCoords.push_back(textSizeX + marginX * 2);
mGameOverlayRectangleCoords.push_back(textSizeY);
}