mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-29 09:35:39 +00:00
Reduced the slideshow screensaver fade-in time
Also made some general code cleanup
This commit is contained in:
parent
964f9fabff
commit
c32bbc4888
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@ -22,24 +22,23 @@
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#include <random>
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#include <random>
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#include <time.h>
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#include <time.h>
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#include <unordered_map>
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#if defined(_WIN64)
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#if defined(_WIN64)
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#include <cstring>
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#include <cstring>
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#endif
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#endif
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#define FADE_TIME 300.0f
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#define IMAGES_FADE_IN_TIME 450.0f
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Screensaver::Screensaver()
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Screensaver::Screensaver()
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: mRenderer {Renderer::getInstance()}
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: mRenderer {Renderer::getInstance()}
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, mWindow {Window::getInstance()}
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, mWindow {Window::getInstance()}
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, mState {STATE_INACTIVE}
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, mImageScreensaver {nullptr}
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, mImageScreensaver {nullptr}
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, mVideoScreensaver {nullptr}
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, mVideoScreensaver {nullptr}
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, mCurrentGame {nullptr}
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, mCurrentGame {nullptr}
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, mPreviousGame {nullptr}
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, mPreviousGame {nullptr}
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, mTimer {0}
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, mTimer {0}
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, mMediaSwapTime {0}
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, mMediaSwapTime {0}
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, mScreensaverActive {false}
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, mTriggerNextGame {false}
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, mTriggerNextGame {false}
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, mHasMediaFiles {false}
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, mHasMediaFiles {false}
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, mFallbackScreensaver {false}
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, mFallbackScreensaver {false}
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@ -63,6 +62,7 @@ void Screensaver::startScreensaver(bool generateMediaList)
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mScreensaverType = "dim";
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mScreensaverType = "dim";
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}
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}
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std::string path;
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std::string path;
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mScreensaverActive = true;
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mHasMediaFiles = false;
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mHasMediaFiles = false;
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mFallbackScreensaver = false;
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mFallbackScreensaver = false;
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mOpacity = 0.0f;
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mOpacity = 0.0f;
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@ -85,9 +85,6 @@ void Screensaver::startScreensaver(bool generateMediaList)
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mImageCustomFiles.clear();
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mImageCustomFiles.clear();
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}
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}
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// This creates a fade transition between the images.
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mState = STATE_FADE_OUT_WINDOW;
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mMediaSwapTime = Settings::getInstance()->getInt("ScreensaverSwapImageTimeout");
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mMediaSwapTime = Settings::getInstance()->getInt("ScreensaverSwapImageTimeout");
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// Load a random image.
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// Load a random image.
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@ -141,9 +138,6 @@ void Screensaver::startScreensaver(bool generateMediaList)
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if (generateMediaList)
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if (generateMediaList)
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mVideoFiles.clear();
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mVideoFiles.clear();
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// This creates a fade transition between the videos.
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mState = STATE_FADE_OUT_WINDOW;
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mMediaSwapTime = Settings::getInstance()->getInt("ScreensaverSwapVideoTimeout");
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mMediaSwapTime = Settings::getInstance()->getInt("ScreensaverSwapVideoTimeout");
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// Load a random video.
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// Load a random video.
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@ -178,7 +172,6 @@ void Screensaver::startScreensaver(bool generateMediaList)
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}
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}
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}
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}
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// No videos or images, just use a standard screensaver.
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// No videos or images, just use a standard screensaver.
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mState = STATE_SCREENSAVER_ACTIVE;
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mCurrentGame = nullptr;
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mCurrentGame = nullptr;
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}
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}
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@ -187,7 +180,7 @@ void Screensaver::stopScreensaver()
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mImageScreensaver.reset();
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mImageScreensaver.reset();
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mVideoScreensaver.reset();
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mVideoScreensaver.reset();
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mState = STATE_INACTIVE;
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mScreensaverActive = false;
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mDimValue = 1.0f;
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mDimValue = 1.0f;
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mRectangleFadeIn = 50;
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mRectangleFadeIn = 50;
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mTextFadeIn = 0;
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mTextFadeIn = 0;
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@ -270,24 +263,18 @@ void Screensaver::renderScreensaver()
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// Render a black background below the video.
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// Render a black background below the video.
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mRenderer->drawRect(0.0f, 0.0f, Renderer::getScreenWidth(), Renderer::getScreenHeight(),
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mRenderer->drawRect(0.0f, 0.0f, Renderer::getScreenWidth(), Renderer::getScreenHeight(),
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0x000000FF, 0x000000FF);
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0x000000FF, 0x000000FF);
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// Only render the video if the state requires it.
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if (static_cast<int>(mState) >= STATE_FADE_IN_VIDEO)
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mVideoScreensaver->render(trans);
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mVideoScreensaver->render(trans);
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}
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}
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else if (mImageScreensaver && mScreensaverType == "slideshow") {
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else if (mImageScreensaver && mScreensaverType == "slideshow") {
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// Render a black background below the image.
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// Render a black background below the image.
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mRenderer->drawRect(0.0f, 0.0f, Renderer::getScreenWidth(), Renderer::getScreenHeight(),
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mRenderer->drawRect(0.0f, 0.0f, Renderer::getScreenWidth(), Renderer::getScreenHeight(),
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0x000000FF, 0x000000FF);
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0x000000FF, 0x000000FF);
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// Leave a small gap without rendering during fade-in.
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// Only render the image if the state requires it.
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if (mOpacity > 0.5f) {
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if (static_cast<int>(mState) >= STATE_FADE_IN_VIDEO) {
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mImageScreensaver->setOpacity(mOpacity);
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if (mImageScreensaver->hasImage()) {
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mImageScreensaver->setOpacity(1.0f - mOpacity);
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mImageScreensaver->render(trans);
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mImageScreensaver->render(trans);
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}
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}
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}
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}
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}
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if (isScreensaverActive()) {
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if (isScreensaverActive()) {
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if (mScreensaverType == "slideshow") {
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if (mScreensaverType == "slideshow") {
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@ -382,25 +369,6 @@ void Screensaver::renderScreensaver()
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void Screensaver::update(int deltaTime)
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void Screensaver::update(int deltaTime)
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{
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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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mOpacity += static_cast<float>(deltaTime) / FADE_TIME;
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if (mOpacity >= 1.0f) {
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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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mOpacity -= static_cast<float>(deltaTime) / FADE_TIME;
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if (mOpacity <= 0.0f) {
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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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// Update the timer that swaps the media, unless the swap time is set to 0 (only
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// Update the timer that swaps the media, unless the swap time is set to 0 (only
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// applicable for the video screensaver). This means that videos play to the end,
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// applicable for the video screensaver). This means that videos play to the end,
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// at which point the video player will trigger a skip to the next game.
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// at which point the video player will trigger a skip to the next game.
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@ -413,13 +381,16 @@ void Screensaver::update(int deltaTime)
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mTriggerNextGame = false;
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mTriggerNextGame = false;
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nextGame();
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nextGame();
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}
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}
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// Fade-in for the video screensaver is handled in VideoComponent.
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if (mImageScreensaver && mOpacity < 1.0f) {
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mOpacity += static_cast<float>(deltaTime) / IMAGES_FADE_IN_TIME;
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if (mOpacity > 1.0f)
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mOpacity = 1.0f;
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}
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}
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// If we have a loaded a video or image, then update it.
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if (mVideoScreensaver)
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if (mVideoScreensaver)
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mVideoScreensaver->update(deltaTime);
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mVideoScreensaver->update(deltaTime);
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if (mImageScreensaver)
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mImageScreensaver->update(deltaTime);
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}
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}
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void Screensaver::generateImageList()
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void Screensaver::generateImageList()
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@ -11,18 +11,16 @@
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#define ES_APP_SCREENSAVER_H
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#define ES_APP_SCREENSAVER_H
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#include "Window.h"
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#include "Window.h"
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#include "components/ImageComponent.h"
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#include "components/VideoComponent.h"
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#include "resources/Font.h"
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#include "resources/Font.h"
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class ImageComponent;
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class VideoComponent;
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// Screensaver implementation.
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class Screensaver : public Window::Screensaver
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class Screensaver : public Window::Screensaver
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{
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{
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public:
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public:
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Screensaver();
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Screensaver();
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virtual bool isScreensaverActive() { return (mState != STATE_INACTIVE); }
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virtual bool isScreensaverActive() { return mScreensaverActive; }
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virtual bool isFallbackScreensaver() { return mFallbackScreensaver; }
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virtual bool isFallbackScreensaver() { return mFallbackScreensaver; }
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virtual void startScreensaver(bool generateMediaList);
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virtual void startScreensaver(bool generateMediaList);
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@ -46,16 +44,8 @@ private:
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void pickRandomCustomImage(std::string& path);
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void pickRandomCustomImage(std::string& path);
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void generateOverlayInfo();
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void generateOverlayInfo();
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enum STATE {
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STATE_INACTIVE,
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STATE_FADE_OUT_WINDOW,
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STATE_FADE_IN_VIDEO,
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STATE_SCREENSAVER_ACTIVE
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};
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Renderer* mRenderer;
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Renderer* mRenderer;
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Window* mWindow;
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Window* mWindow;
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STATE mState;
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std::vector<FileData*> mImageFiles;
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std::vector<FileData*> mImageFiles;
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std::vector<FileData*> mVideoFiles;
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std::vector<FileData*> mVideoFiles;
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@ -72,6 +62,7 @@ private:
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int mTimer;
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int mTimer;
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int mMediaSwapTime;
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int mMediaSwapTime;
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bool mScreensaverActive;
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bool mTriggerNextGame;
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bool mTriggerNextGame;
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bool mHasMediaFiles;
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bool mHasMediaFiles;
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bool mFallbackScreensaver;
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bool mFallbackScreensaver;
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@ -128,7 +128,6 @@ bool SystemView::input(InputConfig* config, Input input)
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ViewController::getInstance()->stopScrolling();
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ViewController::getInstance()->stopScrolling();
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ViewController::getInstance()->cancelViewTransitions();
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ViewController::getInstance()->cancelViewTransitions();
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mWindow->startScreensaver(false);
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mWindow->startScreensaver(false);
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mWindow->renderScreensaver();
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}
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}
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return true;
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return true;
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}
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}
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if (mInfoPopup)
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if (mInfoPopup)
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mInfoPopup->render(trans);
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mInfoPopup->render(trans);
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// Always call the screensaver render function regardless of whether the screensaver is active
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// or not because it may perform a fade on transition.
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renderScreensaver();
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if (mRenderMediaViewer)
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if (mRenderMediaViewer)
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mMediaViewer->render(trans);
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mMediaViewer->render(trans);
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@ -655,6 +651,9 @@ void Window::render()
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if (mRenderLaunchScreen)
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if (mRenderLaunchScreen)
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mLaunchScreen->render(trans);
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mLaunchScreen->render(trans);
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if (mRenderScreensaver)
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mScreensaver->renderScreensaver();
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if (Settings::getInstance()->getBool("DisplayGPUStatistics") && mFrameDataText) {
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if (Settings::getInstance()->getBool("DisplayGPUStatistics") && mFrameDataText) {
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mRenderer->setMatrix(mRenderer->getIdentity());
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mRenderer->setMatrix(mRenderer->getIdentity());
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mDefaultFonts.at(1)->renderTextCache(mFrameDataText.get());
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mDefaultFonts.at(1)->renderTextCache(mFrameDataText.get());
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@ -829,12 +828,6 @@ bool Window::stopScreensaver()
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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 Window::renderScreensaver()
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{
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if (mScreensaver)
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mScreensaver->renderScreensaver();
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}
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void Window::startMediaViewer(FileData* game)
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void Window::startMediaViewer(FileData* game)
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{
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{
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if (mMediaViewer) {
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if (mMediaViewer) {
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@ -127,7 +127,6 @@ public:
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void startScreensaver(bool onTimer);
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void startScreensaver(bool onTimer);
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bool stopScreensaver();
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bool stopScreensaver();
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void renderScreensaver();
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void screensaverTriggerNextGame() { mScreensaver->triggerNextGame(); }
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void screensaverTriggerNextGame() { mScreensaver->triggerNextGame(); }
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void setScreensaver(Screensaver* screensaver) { mScreensaver = screensaver; }
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void setScreensaver(Screensaver* screensaver) { mScreensaver = screensaver; }
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bool isScreensaverActive() { return mRenderScreensaver; }
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bool isScreensaverActive() { return mRenderScreensaver; }
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