mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-22 14:15:38 +00:00
Cosmetic code cleanup of VideoComponent.
This commit is contained in:
parent
df18a822b7
commit
623c302174
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@ -18,11 +18,6 @@
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#define SCREENSAVER_FADE_IN_TIME 1200
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#define SCREENSAVER_FADE_IN_TIME 1200
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void VideoComponent::setScreensaverMode(bool isScreensaver)
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{
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mScreensaverMode = isScreensaver;
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}
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VideoComponent::VideoComponent(
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VideoComponent::VideoComponent(
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Window* window)
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Window* window)
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: GuiComponent(window),
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: GuiComponent(window),
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@ -61,24 +56,6 @@ VideoComponent::~VideoComponent()
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stopVideo();
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stopVideo();
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}
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}
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void VideoComponent::onOriginChanged()
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{
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// Update the embeded static image.
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mStaticImage.setOrigin(mOrigin);
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}
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void VideoComponent::onPositionChanged()
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{
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// Update the embeded static image.
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mStaticImage.setPosition(mPosition);
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}
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void VideoComponent::onSizeChanged()
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{
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// Update the embeded static image.
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mStaticImage.onSizeChanged();
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}
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bool VideoComponent::setVideo(std::string path)
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bool VideoComponent::setVideo(std::string path)
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{
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{
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// Convert the path into a generic format.
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// Convert the path into a generic format.
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@ -101,6 +78,11 @@ bool VideoComponent::setVideo(std::string path)
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return false;
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return false;
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}
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}
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void VideoComponent::setDefaultVideo()
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{
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setVideo(mConfig.defaultVideoPath);
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}
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void VideoComponent::setImage(std::string path)
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void VideoComponent::setImage(std::string path)
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{
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{
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// Check that the image has changed.
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// Check that the image has changed.
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@ -111,17 +93,106 @@ void VideoComponent::setImage(std::string path)
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mStaticImagePath = path;
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mStaticImagePath = path;
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}
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}
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void VideoComponent::setDefaultVideo()
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void VideoComponent::setScreensaverMode(bool isScreensaver)
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{
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{
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setVideo(mConfig.defaultVideoPath);
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mScreensaverMode = isScreensaver;
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}
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}
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void VideoComponent::setOpacity(unsigned char opacity)
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void VideoComponent::setOpacity(unsigned char opacity)
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{
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{
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// Set the opacity for the embedded static image.
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mOpacity = opacity;
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mOpacity = opacity;
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}
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}
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void VideoComponent::onShow()
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{
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mBlockPlayer = false;
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mPause = false;
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mShowing = true;
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manageState();
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}
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void VideoComponent::onHide()
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{
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mShowing = false;
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manageState();
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}
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void VideoComponent::onPauseVideo()
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{
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mBlockPlayer = true;
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mPause = true;
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manageState();
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}
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void VideoComponent::onUnpauseVideo()
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{
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mBlockPlayer = false;
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mPause = false;
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manageState();
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}
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void VideoComponent::onScreensaverActivate()
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{
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mBlockPlayer = true;
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mPause = true;
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if (Settings::getInstance()->getString("ScreensaverType") == "dim")
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stopVideo();
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manageState();
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}
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void VideoComponent::onScreensaverDeactivate()
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{
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mBlockPlayer = false;
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// Stop video when deactivating the screensaver to force a reload of the
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// static image (if the theme is configured as such).
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stopVideo();
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manageState();
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}
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void VideoComponent::onGameLaunchedActivate()
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{
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mGameLaunched = true;
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manageState();
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}
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void VideoComponent::onGameLaunchedDeactivate()
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{
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mGameLaunched = false;
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stopVideo();
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manageState();
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}
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void VideoComponent::topWindow(bool isTop)
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{
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if (isTop) {
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mBlockPlayer = false;
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mPause = false;
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// Stop video when closing the menu to force a reload of the
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// static image (if the theme is configured as such).
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stopVideo();
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}
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else {
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mBlockPlayer = true;
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mPause = true;
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}
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manageState();
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}
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void VideoComponent::onOriginChanged()
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{
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mStaticImage.setOrigin(mOrigin);
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}
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void VideoComponent::onPositionChanged()
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{
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mStaticImage.setPosition(mPosition);
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}
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void VideoComponent::onSizeChanged()
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{
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mStaticImage.onSizeChanged();
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}
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void VideoComponent::render(const Transform4x4f& parentTrans)
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void VideoComponent::render(const Transform4x4f& parentTrans)
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{
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{
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if (!isVisible())
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if (!isVisible())
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@ -207,35 +278,24 @@ std::vector<HelpPrompt> VideoComponent::getHelpPrompts()
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return ret;
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return ret;
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}
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}
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void VideoComponent::handleStartDelay()
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void VideoComponent::update(int deltaTime)
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{
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{
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if (mBlockPlayer)
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if (mBlockPlayer) {
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setImage(mStaticImagePath);
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return;
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return;
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// Only play if any delay has timed out.
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if (mStartDelayed) {
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// If the setting to override the theme-supplied video delay setting has been enabled,
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// then play the video immediately.
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if (!Settings::getInstance()->getBool("PlayVideosImmediately")) {
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// If there is a video file available but no static image, then start playing the
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// video immediately regardless of theme configuration or settings.
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if (mStaticImagePath != "") {
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if (mStartTime > SDL_GetTicks()) {
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// Timeout not yet completed.
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return;
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}
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}
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}
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// Completed.
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mStartDelayed = false;
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// Clear the playing flag so startVideo works.
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mIsPlaying = false;
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startVideo();
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}
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}
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}
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void VideoComponent::handleLooping()
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manageState();
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{
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// Fade in videos, which is handled a bit differently depending on whether it's the
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// video screensaver that is running, or if it's the video in the gamelist.
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if (mScreensaverMode && mFadeIn < 1.0f)
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mFadeIn = Math::clamp(mFadeIn + (deltaTime /
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static_cast<float>(SCREENSAVER_FADE_IN_TIME)), 0.0, 1.0);
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else if (mFadeIn < 1.0f)
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mFadeIn = Math::clamp(mFadeIn + 0.01, 0.0f, 1.0f);
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GuiComponent::update(deltaTime);
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}
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}
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void VideoComponent::startVideoWithDelay()
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void VideoComponent::startVideoWithDelay()
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}
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}
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}
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}
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void VideoComponent::update(int deltaTime)
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void VideoComponent::handleStartDelay()
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{
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{
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if (mBlockPlayer) {
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if (mBlockPlayer)
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setImage(mStaticImagePath);
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return;
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return;
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// Only play if any delay has timed out.
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if (mStartDelayed) {
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// If the setting to override the theme-supplied video delay setting has been enabled,
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// then play the video immediately.
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if (!Settings::getInstance()->getBool("PlayVideosImmediately")) {
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// If there is a video file available but no static image, then start playing the
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// video immediately regardless of theme configuration or settings.
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if (mStaticImagePath != "") {
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if (mStartTime > SDL_GetTicks()) {
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// Timeout not yet completed.
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return;
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}
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}
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}
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// Completed.
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mStartDelayed = false;
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// Clear the playing flag so startVideo works.
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mIsPlaying = false;
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startVideo();
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}
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}
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manageState();
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// Fade in videos, which is handled a bit differently depending on whether it's the
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// video screensaver that is running, or if it's the video in the gamelist.
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if (mScreensaverMode && mFadeIn < 1.0f)
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mFadeIn = Math::clamp(mFadeIn + (deltaTime /
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static_cast<float>(SCREENSAVER_FADE_IN_TIME)), 0.0, 1.0);
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else if (mFadeIn < 1.0f)
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mFadeIn = Math::clamp(mFadeIn + 0.01, 0.0f, 1.0f);
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GuiComponent::update(deltaTime);
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}
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}
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void VideoComponent::manageState()
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void VideoComponent::manageState()
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@ -314,79 +381,3 @@ void VideoComponent::manageState()
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if (mGameLaunched && show && !mPause)
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if (mGameLaunched && show && !mPause)
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mPause = true;
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mPause = true;
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}
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}
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void VideoComponent::onShow()
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{
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mBlockPlayer = false;
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mPause = false;
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mShowing = true;
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manageState();
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}
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void VideoComponent::onHide()
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{
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mShowing = false;
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manageState();
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}
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void VideoComponent::onPauseVideo()
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{
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mBlockPlayer = true;
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mPause = true;
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manageState();
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}
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void VideoComponent::onUnpauseVideo()
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{
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mBlockPlayer = false;
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mPause = false;
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manageState();
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}
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void VideoComponent::onScreensaverActivate()
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{
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mBlockPlayer = true;
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mPause = true;
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if (Settings::getInstance()->getString("ScreensaverType") == "dim")
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stopVideo();
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manageState();
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}
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void VideoComponent::onScreensaverDeactivate()
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{
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mBlockPlayer = false;
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// Stop video when deactivating the screensaver to force a reload of the
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// static image (if the theme is configured as such).
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stopVideo();
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manageState();
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}
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void VideoComponent::onGameLaunchedActivate()
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{
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mGameLaunched = true;
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manageState();
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}
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void VideoComponent::onGameLaunchedDeactivate()
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{
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mGameLaunched = false;
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stopVideo();
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manageState();
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}
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void VideoComponent::topWindow(bool isTop)
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{
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if (isTop) {
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mBlockPlayer = false;
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mPause = false;
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// Stop video when closing the menu to force a reload of the
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// static image (if the theme is configured as such).
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stopVideo();
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}
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else {
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mBlockPlayer = true;
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mPause = true;
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}
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manageState();
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}
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@ -32,14 +32,14 @@ public:
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// Loads the video at the given filepath.
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// Loads the video at the given filepath.
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bool setVideo(std::string path);
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bool setVideo(std::string path);
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// Loads a static image that is displayed if the video cannot be played.
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void setImage(std::string path);
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// Configures the component to show the default video.
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// Configures the component to show the default video.
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void setDefaultVideo();
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void setDefaultVideo();
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// Loads a static image that is displayed if the video cannot be played.
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void setImage(std::string path);
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// Sets whether it's going to render in screensaver mode.
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// Sets whether it's going to render in screensaver mode.
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void setScreensaverMode(bool isScreensaver);
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void setScreensaverMode(bool isScreensaver);
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// Set the opacity for the embedded static image.
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void setOpacity(unsigned char opacity) override;
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virtual void onShow() override;
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virtual void onShow() override;
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virtual void onHide() override;
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virtual void onHide() override;
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@ -52,10 +52,10 @@ public:
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virtual void onGameLaunchedDeactivate() override;
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virtual void onGameLaunchedDeactivate() override;
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virtual void topWindow(bool isTop) override;
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virtual void topWindow(bool isTop) override;
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// These functions update the embedded static image.
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void onOriginChanged() override;
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void onOriginChanged() override;
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void onPositionChanged() override;
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void onPositionChanged() override;
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void onSizeChanged() override;
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void onSizeChanged() override;
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void setOpacity(unsigned char opacity) override;
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void render(const Transform4x4f& parentTrans) override;
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void render(const Transform4x4f& parentTrans) override;
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void renderSnapshot(const Transform4x4f& parentTrans);
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void renderSnapshot(const Transform4x4f& parentTrans);
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virtual void stopVideo() {};
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virtual void stopVideo() {};
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// Pause the video when a game has been launched.
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// Pause the video when a game has been launched.
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virtual void pauseVideo() {};
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virtual void pauseVideo() {};
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// Handle looping the video. Must be called periodically.
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// Handle looping of the video. Must be called periodically.
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virtual void handleLooping();
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virtual void handleLooping() {};
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// Start the video after any configured delay.
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// Start the video after any configured delay.
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void startVideoWithDelay();
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void startVideoWithDelay();
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// Handle any delay to the start of playing the video clip. Must be called periodically.
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// Handle any delay to the start of playing the video clip. Must be called periodically.
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void handleStartDelay();
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void handleStartDelay();
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// Manage the playing state of the component.
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// Manage the playing state of the component.
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void manageState();
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void manageState();
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