// SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition // Screensaver.h // // Screensaver, supporting the following types: // Dim, black, slideshow, video. // #ifndef ES_APP_SCREENSAVER_H #define ES_APP_SCREENSAVER_H #include "Window.h" #include "resources/Font.h" class ImageComponent; class VideoComponent; // Screensaver implementation. class Screensaver : public Window::Screensaver { public: Screensaver(); virtual ~Screensaver(); virtual bool isScreensaverActive() { return (mState != STATE_INACTIVE); } virtual bool isFallbackScreensaver() { return mFallbackScreensaver; } virtual void startScreensaver(bool generateMediaList); virtual void stopScreensaver(); virtual void nextGame(); virtual void launchGame(); virtual void goToGame(); virtual void renderScreensaver(); virtual void update(int deltaTime); virtual FileData* getCurrentGame() { return mCurrentGame; } virtual void triggerNextGame() { mTriggerNextGame = true; } private: void generateImageList(); void generateVideoList(); void generateCustomImageList(); void pickRandomImage(std::string& path); void pickRandomVideo(std::string& path); void pickRandomCustomImage(std::string& path); void generateOverlayInfo(); enum STATE { STATE_INACTIVE, STATE_FADE_OUT_WINDOW, STATE_FADE_IN_VIDEO, STATE_SCREENSAVER_ACTIVE }; Renderer* mRenderer; Window* mWindow; STATE mState; std::vector mImageFiles; std::vector mVideoFiles; std::vector mImageCustomFiles; ImageComponent* mImageScreensaver; VideoComponent* mVideoScreensaver; FileData* mCurrentGame; FileData* mPreviousGame; std::string mPreviousCustomImage; std::string mGameName; std::string mSystemName; int mTimer; int mMediaSwapTime; bool mTriggerNextGame; bool mHasMediaFiles; bool mFallbackScreensaver; float mOpacity; float mDimValue; unsigned char mRectangleFadeIn; unsigned char mTextFadeIn; float mSaturationAmount; std::unique_ptr mGameOverlay; std::vector> mGameOverlayFont; std::vector mGameOverlayRectangleCoords; }; #endif // ES_APP_SCREENSAVER_H