OCD update renaming ScreenSaver to Screensaver.

This commit is contained in:
Leon Styhre 2020-11-10 22:33:57 +01:00
parent bbb2aa5217
commit 6368ae0cc1
12 changed files with 56 additions and 56 deletions

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@ -10,7 +10,7 @@ set(ES_HEADERS
${CMAKE_CURRENT_SOURCE_DIR}/src/VolumeControl.h
${CMAKE_CURRENT_SOURCE_DIR}/src/Gamelist.h
${CMAKE_CURRENT_SOURCE_DIR}/src/FileFilterIndex.h
${CMAKE_CURRENT_SOURCE_DIR}/src/SystemScreenSaver.h
${CMAKE_CURRENT_SOURCE_DIR}/src/SystemScreensaver.h
${CMAKE_CURRENT_SOURCE_DIR}/src/CollectionSystemManager.h
# Guis
@ -58,7 +58,7 @@ set(ES_SOURCES
${CMAKE_CURRENT_SOURCE_DIR}/src/VolumeControl.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Gamelist.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/FileFilterIndex.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/SystemScreenSaver.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/SystemScreensaver.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/CollectionSystemManager.cpp
# Guis

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@ -1,13 +1,13 @@
// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// SystemScreenSaver.cpp
// SystemScreensaver.cpp
//
// Screensaver, supporting the following types:
// Dim, black, slideshow, video.
//
#include "SystemScreenSaver.h"
#include "SystemScreensaver.h"
#if defined(_RPI_)
#include "components/VideoPlayerComponent.h"

View file

@ -1,7 +1,7 @@
// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// SystemScreenSaver.h
// SystemScreensaver.h
//
// Screensaver, supporting the following types:
// Dim, black, slideshow, video.

View file

@ -33,7 +33,7 @@
#include "PowerSaver.h"
#include "Settings.h"
#include "SystemData.h"
#include "SystemScreenSaver.h"
#include "SystemScreensaver.h"
#include <SDL2/SDL_events.h>
#include <SDL2/SDL_main.h>

View file

@ -545,16 +545,16 @@ void GuiComponent::onUnpauseVideo()
getChild(i)->onUnpauseVideo();
}
void GuiComponent::onScreenSaverActivate()
void GuiComponent::onScreensaverActivate()
{
for (unsigned int i = 0; i < getChildCount(); i++)
getChild(i)->onScreenSaverActivate();
getChild(i)->onScreensaverActivate();
}
void GuiComponent::onScreenSaverDeactivate()
void GuiComponent::onScreensaverDeactivate()
{
for (unsigned int i = 0; i < getChildCount(); i++)
getChild(i)->onScreenSaverDeactivate();
getChild(i)->onScreensaverDeactivate();
}
void GuiComponent::onGameLaunchedActivate()

View file

@ -177,8 +177,8 @@ public:
virtual void setRenderView(bool status) { mRenderView = status; }
virtual bool getRenderView() { return mRenderView; };
virtual void onScreenSaverActivate();
virtual void onScreenSaverDeactivate();
virtual void onScreensaverActivate();
virtual void onScreensaverDeactivate();
virtual void onGameLaunchedActivate();
virtual void onGameLaunchedDeactivate();
virtual void topWindow(bool isTop);

View file

@ -16,10 +16,10 @@
#endif
bool PowerSaver::mState = false;
bool PowerSaver::mRunningScreenSaver = false;
bool PowerSaver::mRunningScreensaver = false;
int PowerSaver::mWakeupTimeout = -1;
int PowerSaver::mScreenSaverTimeout = -1;
int PowerSaver::mScreensaverTimeout = -1;
PowerSaver::mode PowerSaver::mMode = PowerSaver::DISABLED;
void PowerSaver::init()
@ -34,7 +34,7 @@ int PowerSaver::getTimeout()
AudioManager::getInstance()->deinit();
// Used only for SDL_WaitEventTimeout. Use `getMode()` for modes.
return mRunningScreenSaver ? mWakeupTimeout : mScreenSaverTimeout;
return mRunningScreensaver ? mWakeupTimeout : mScreensaverTimeout;
}
void PowerSaver::loadWakeupTime()
@ -51,8 +51,8 @@ void PowerSaver::loadWakeupTime()
void PowerSaver::updateTimeouts()
{
mScreenSaverTimeout = (unsigned int) Settings::getInstance()->getInt("ScreensaverTimer");
mScreenSaverTimeout = mScreenSaverTimeout > 0 ? mScreenSaverTimeout - getMode() : -1;
mScreensaverTimeout = (unsigned int) Settings::getInstance()->getInt("ScreensaverTimer");
mScreensaverTimeout = mScreensaverTimeout > 0 ? mScreensaverTimeout - getMode() : -1;
loadWakeupTime();
}
@ -93,7 +93,7 @@ void PowerSaver::setState(bool state)
void PowerSaver::runningScreensaver(bool state)
{
mRunningScreenSaver = state;
mRunningScreensaver = state;
if (mWakeupTimeout < mMode) {
// Disable PS if wake up time is less than mode as PS will never trigger.
setState(!state);
@ -102,5 +102,5 @@ void PowerSaver::runningScreensaver(bool state)
bool PowerSaver::isScreensaverActive()
{
return mRunningScreenSaver;
return mRunningScreensaver;
}

View file

@ -42,17 +42,17 @@ public:
static void pause() { setState(false); }
static void resume() { setState(true); }
// This is used by ScreenSaver to let PS know when to switch to SS timeouts.
// This is used by Screensaver to let PS know when to switch to SS timeouts.
static void runningScreensaver(bool state);
static bool isScreensaverActive();
private:
static bool mState;
static bool mRunningScreenSaver;
static bool mRunningScreensaver;
static mode mMode;
static int mWakeupTimeout;
static int mScreenSaverTimeout;
static int mScreensaverTimeout;
static void loadWakeupTime();
};

View file

@ -20,7 +20,7 @@
#include <iomanip>
Window::Window()
: mScreenSaver(nullptr),
: mScreensaver(nullptr),
mInfoPopup(nullptr),
mNormalizeNextUpdate(false),
mFrameTimeElapsed(0),
@ -29,7 +29,7 @@ Window::Window()
mAllowSleep(true),
mSleeping(false),
mTimeSinceLastInput(0),
mRenderScreenSaver(false),
mRenderScreensaver(false),
mGameLaunchedState(false),
mAllowTextScrolling(true),
mCachedBackground(false),
@ -144,8 +144,8 @@ void Window::input(InputConfig* config, Input input)
if (Settings::getInstance()->getBool("Debug"))
logInput(config, input);
if (mScreenSaver) {
if (mScreenSaver->isScreensaverActive() &&
if (mScreensaver) {
if (mScreensaver->isScreensaverActive() &&
Settings::getInstance()->getBool("ScreensaverControls") &&
((Settings::getInstance()->getString("ScreensaverType") == "video") ||
(Settings::getInstance()->getString("ScreensaverType") == "slideshow"))) {
@ -154,21 +154,21 @@ void Window::input(InputConfig* config, Input input)
Settings::getInstance()->getBool("ScreensaverSlideshowCustomImages"))
customImageSlideshow = true;
if (customImageSlideshow || mScreenSaver->getCurrentGame() != nullptr &&
if (customImageSlideshow || mScreensaver->getCurrentGame() != nullptr &&
(config->isMappedTo("a", input) ||
config->isMappedLike("left", input) || config->isMappedLike("right", input))) {
// Left or right browses to the next video or image.
if (config->isMappedLike("left", input) || config->isMappedLike("right", input)) {
if (input.value != 0) {
// Handle screensaver control.
mScreenSaver->nextGame();
mScreensaver->nextGame();
}
return;
}
else if (config->isMappedTo("a", input) && input.value != 0) {
// Launch game.
cancelScreensaver();
mScreenSaver->launchGame();
mScreensaver->launchGame();
// To force handling the wake up process.
mSleeping = true;
}
@ -279,8 +279,8 @@ void Window::update(int deltaTime)
peekGui()->update(deltaTime);
// Update the screensaver.
if (mScreenSaver)
mScreenSaver->update(deltaTime);
if (mScreensaver)
mScreensaver->update(deltaTime);
}
void Window::render()
@ -294,7 +294,7 @@ void Window::render()
auto& bottom = mGuiStack.front();
auto& top = mGuiStack.back();
if (mRenderScreenSaver) {
if (mRenderScreensaver) {
bottom->cancelAllAnimations();
bottom->stopAllAnimations();
}
@ -373,7 +373,7 @@ void Window::render()
// the screensaver in the background when running a game.
else if (mGameLaunchedState)
mTimeSinceLastInput = 0;
else if (!isProcessing() && !mScreenSaver->isScreensaverActive())
else if (!isProcessing() && !mScreensaver->isScreensaverActive())
startScreensaver();
}
@ -381,11 +381,11 @@ void Window::render()
// or not because it may perform a fade on transition.
renderScreensaver();
if (!mRenderScreenSaver && mInfoPopup)
if (!mRenderScreensaver && mInfoPopup)
mInfoPopup->render(transform);
if (mTimeSinceLastInput >= screensaverTimer && screensaverTimer != 0) {
if (!isProcessing() && mAllowSleep && (!mScreenSaver)) {
if (!isProcessing() && mAllowSleep && (!mScreensaver)) {
// Go to sleep.
if (mSleeping == false) {
mSleeping = true;
@ -396,9 +396,9 @@ void Window::render()
#if defined(USE_OPENGL_21)
// Shaders for the screensavers.
if (mScreenSaver->isScreensaverActive()) {
if (mScreensaver->isScreensaverActive()) {
if (Settings::getInstance()->getString("ScreensaverType") == "video") {
if (mScreenSaver->getHasMediaFiles()) {
if (mScreensaver->getHasMediaFiles()) {
if (Settings::getInstance()->getBool("ScreensaverVideoBlur"))
Renderer::shaderPostprocessing(Renderer::SHADER_BLUR_HORIZONTAL);
if (Settings::getInstance()->getBool("ScreensaverVideoScanlines"))
@ -414,7 +414,7 @@ void Window::render()
}
}
else if (Settings::getInstance()->getString("ScreensaverType") == "slideshow") {
if (mScreenSaver->getHasMediaFiles()) {
if (mScreensaver->getHasMediaFiles()) {
if (Settings::getInstance()->getBool("ScreensaverImageScanlines"))
Renderer::shaderPostprocessing(Renderer::SHADER_SCANLINES);
}
@ -607,26 +607,26 @@ void Window::unsetLaunchedGame()
void Window::startScreensaver()
{
if (mScreenSaver && !mRenderScreenSaver) {
if (mScreensaver && !mRenderScreensaver) {
// Tell the GUI components the screensaver is starting.
for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); it++)
(*it)->onScreenSaverActivate();
(*it)->onScreensaverActivate();
stopInfoPopup();
mScreenSaver->startScreensaver(true);
mRenderScreenSaver = true;
mScreensaver->startScreensaver(true);
mRenderScreensaver = true;
}
}
bool Window::cancelScreensaver()
{
if (mScreenSaver && mRenderScreenSaver) {
mScreenSaver->stopScreensaver();
mRenderScreenSaver = false;
if (mScreensaver && mRenderScreensaver) {
mScreensaver->stopScreensaver();
mRenderScreensaver = false;
// Tell the GUI components the screensaver has stopped.
for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); it++) {
(*it)->onScreenSaverDeactivate();
(*it)->onScreensaverDeactivate();
// If the menu is open, pause the video so it won't start playing beneath the menu.
if (mGuiStack.front() != mGuiStack.back())
(*it)->onPauseVideo();
@ -643,6 +643,6 @@ bool Window::cancelScreensaver()
void Window::renderScreensaver()
{
if (mScreenSaver)
mScreenSaver->renderScreensaver();
if (mScreensaver)
mScreensaver->renderScreensaver();
}

View file

@ -81,14 +81,14 @@ public:
void renderHelpPromptsEarly(); // Used to render HelpPrompts before a fade.
void setHelpPrompts(const std::vector<HelpPrompt>& prompts, const HelpStyle& style);
void setScreensaver(Screensaver* screenSaver) { mScreenSaver = screenSaver; }
void setScreensaver(Screensaver* screensaver) { mScreensaver = screensaver; }
void setInfoPopup(InfoPopup* infoPopup) { delete mInfoPopup; mInfoPopup = infoPopup; }
inline void stopInfoPopup() { if (mInfoPopup) mInfoPopup->stop(); };
void startScreensaver();
bool cancelScreensaver();
void renderScreensaver();
bool isScreensaverActive() { return mRenderScreenSaver; };
bool isScreensaverActive() { return mRenderScreensaver; };
void setLaunchedGame();
void unsetLaunchedGame();
@ -107,7 +107,7 @@ private:
HelpComponent* mHelp;
ImageComponent* mBackgroundOverlay;
Screensaver* mScreenSaver;
Screensaver* mScreensaver;
InfoPopup* mInfoPopup;
std::vector<GuiComponent*> mGuiStack;
std::vector<std::shared_ptr<Font>> mDefaultFonts;
@ -121,7 +121,7 @@ private:
bool mSleeping;
unsigned int mTimeSinceLastInput;
bool mRenderScreenSaver;
bool mRenderScreensaver;
bool mGameLaunchedState;
bool mAllowTextScrolling;
bool mCachedBackground;

View file

@ -328,7 +328,7 @@ void VideoComponent::onUnpauseVideo()
manageState();
}
void VideoComponent::onScreenSaverActivate()
void VideoComponent::onScreensaverActivate()
{
mBlockPlayer = true;
mPause = true;
@ -337,7 +337,7 @@ void VideoComponent::onScreenSaverActivate()
manageState();
}
void VideoComponent::onScreenSaverDeactivate()
void VideoComponent::onScreensaverDeactivate()
{
mBlockPlayer = false;
// Stop video when deactivating the screensaver to force a reload of the

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@ -46,8 +46,8 @@ public:
virtual void onPauseVideo() override;
virtual void onUnpauseVideo() override;
virtual bool isVideoPaused() override { return mPause; }
virtual void onScreenSaverActivate() override;
virtual void onScreenSaverDeactivate() override;
virtual void onScreensaverActivate() override;
virtual void onScreensaverDeactivate() override;
virtual void onGameLaunchedActivate() override;
virtual void onGameLaunchedDeactivate() override;
virtual void topWindow(bool isTop) override;