// SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition // Screensaver.cpp // // Screensaver, supporting the following types: // Dim, black, slideshow, video. // #include "Screensaver.h" #include "FileData.h" #include "Log.h" #include "SystemData.h" #include "components/VideoFFmpegComponent.h" #include "resources/Font.h" #include "utils/FileSystemUtil.h" #include "utils/StringUtil.h" #include "views/GamelistView.h" #include "views/ViewController.h" #include #include #include #if defined(_WIN64) #include #endif #define FADE_TIME 300.0f Screensaver::Screensaver() : mRenderer {Renderer::getInstance()} , mWindow {Window::getInstance()} , mState {STATE_INACTIVE} , mImageScreensaver {nullptr} , mVideoScreensaver {nullptr} , 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} { mWindow->setScreensaver(this); } Screensaver::~Screensaver() { mCurrentGame = nullptr; delete mVideoScreensaver; delete mImageScreensaver; } void Screensaver::startScreensaver(bool generateMediaList) { ViewController::getInstance()->pauseViewVideos(); 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; 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"); // 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. if (mImageFiles.size() > 0 || mImageCustomFiles.size() > 0) { if (Settings::getInstance()->getBool("ScreensaverSlideshowGameInfo")) generateOverlayInfo(); if (!mImageScreensaver) mImageScreensaver = new ImageComponent(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(Renderer::getScreenWidth(), Renderer::getScreenHeight()); else mImageScreensaver->setMaxSize(Renderer::getScreenWidth(), 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. if (generateMediaList) generateVideoList(); pickRandomVideo(path); if (mVideoFiles.size() > 0) mHasMediaFiles = true; if (!path.empty() && Utils::FileSystem::exists(path)) { if (Settings::getInstance()->getBool("ScreensaverVideoGameInfo")) generateOverlayInfo(); mVideoScreensaver = new VideoFFmpegComponent; mVideoScreensaver->setOrigin(0.5f, 0.5f); mVideoScreensaver->setPosition(Renderer::getScreenWidth() / 2.0f, Renderer::getScreenHeight() / 2.0f); if (Settings::getInstance()->getBool("ScreensaverStretchVideos")) mVideoScreensaver->setResize(Renderer::getScreenWidth(), Renderer::getScreenHeight()); else mVideoScreensaver->setMaxSize(Renderer::getScreenWidth(), Renderer::getScreenHeight()); mVideoScreensaver->setVideo(path); mVideoScreensaver->setScreensaverMode(true); mVideoScreensaver->startVideoPlayer(); mTimer = 0; return; } } // No videos or images, just use a standard screensaver. mState = STATE_SCREENSAVER_ACTIVE; mCurrentGame = nullptr; } void Screensaver::stopScreensaver() { delete mVideoScreensaver; mVideoScreensaver = nullptr; delete mImageScreensaver; mImageScreensaver = nullptr; mState = STATE_INACTIVE; mDimValue = 1.0f; mRectangleFadeIn = 50; mTextFadeIn = 0; mSaturationAmount = 1.0f; if (mGameOverlay) mGameOverlay.reset(); ViewController::getInstance()->startViewVideos(); } void Screensaver::nextGame() { stopScreensaver(); startScreensaver(false); } void Screensaver::launchGame() { if (mCurrentGame != nullptr) { // Launching game ViewController::getInstance()->triggerGameLaunch(mCurrentGame); ViewController::getInstance()->goToGamelist(mCurrentGame->getSystem()); GamelistView* view { ViewController::getInstance()->getGamelistView(mCurrentGame->getSystem()).get()}; view->setCursor(mCurrentGame); view->stopListScrolling(); ViewController::getInstance()->cancelViewTransitions(); ViewController::getInstance()->pauseViewVideos(); } } void Screensaver::goToGame() { if (mCurrentGame != nullptr) { // Go to the game in the gamelist view, but don't launch it. ViewController::getInstance()->goToGamelist(mCurrentGame->getSystem()); GamelistView* view { ViewController::getInstance()->getGamelistView(mCurrentGame->getSystem()).get()}; view->setCursor(mCurrentGame); view->stopListScrolling(); ViewController::getInstance()->cancelViewTransitions(); } } void Screensaver::renderScreensaver() { std::string screensaverType = Settings::getInstance()->getString("ScreensaverType"); glm::mat4 trans {Renderer::getIdentity()}; mRenderer->setMatrix(trans); if (mVideoScreensaver && screensaverType == "video") { // Render a black background below the video. mRenderer->drawRect(0.0f, 0.0f, Renderer::getScreenWidth(), Renderer::getScreenHeight(), 0x000000FF, 0x000000FF); // Only render the video if the state requires it. if (static_cast(mState) >= STATE_FADE_IN_VIDEO) mVideoScreensaver->render(trans); } else if (mImageScreensaver && screensaverType == "slideshow") { // Render a black background below the image. mRenderer->drawRect(0.0f, 0.0f, Renderer::getScreenWidth(), Renderer::getScreenHeight(), 0x000000FF, 0x000000FF); // Only render the image if the state requires it. if (static_cast(mState) >= STATE_FADE_IN_VIDEO) { if (mImageScreensaver->hasImage()) { mImageScreensaver->setOpacity(1.0f - mOpacity); glm::mat4 trans {Renderer::getIdentity()}; mImageScreensaver->render(trans); } } } if (isScreensaverActive()) { if (Settings::getInstance()->getString("ScreensaverType") == "slideshow") { if (mHasMediaFiles) { if (Settings::getInstance()->getBool("ScreensaverSlideshowScanlines")) mRenderer->shaderPostprocessing(Renderer::Shader::SCANLINES); if (Settings::getInstance()->getBool("ScreensaverSlideshowGameInfo") && mGameOverlay) { if (mGameOverlayRectangleCoords.size() == 4) { mRenderer->drawRect( mGameOverlayRectangleCoords[0], mGameOverlayRectangleCoords[1], mGameOverlayRectangleCoords[2], mGameOverlayRectangleCoords[3], 0x00000000 | mRectangleFadeIn, 0x00000000 | mRectangleFadeIn); } mRectangleFadeIn = glm::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 = glm::clamp(mTextFadeIn + 2 + mTextFadeIn / 6, 0, 255); } } else { mFallbackScreensaver = true; } } else if (Settings::getInstance()->getString("ScreensaverType") == "video") { if (mHasMediaFiles) { Renderer::postProcessingParams 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(); // clang-format off 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 // clang-format on } if (shaders != 0) mRenderer->shaderPostprocessing(shaders, videoParameters); if (Settings::getInstance()->getBool("ScreensaverVideoGameInfo") && mGameOverlay) { if (mGameOverlayRectangleCoords.size() == 4) { mRenderer->drawRect( mGameOverlayRectangleCoords[0], mGameOverlayRectangleCoords[1], mGameOverlayRectangleCoords[2], mGameOverlayRectangleCoords[3], 0x00000000 | mRectangleFadeIn, 0x00000000 | mRectangleFadeIn); } mRectangleFadeIn = glm::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 = glm::clamp(mTextFadeIn + 2 + mTextFadeIn / 6, 0, 255); } } else { mFallbackScreensaver = true; } } if (mFallbackScreensaver || Settings::getInstance()->getString("ScreensaverType") == "dim") { Renderer::postProcessingParams dimParameters; dimParameters.dimming = mDimValue; dimParameters.saturation = mSaturationAmount; mRenderer->shaderPostprocessing(Renderer::Shader::CORE, dimParameters); if (mDimValue > 0.4) mDimValue = glm::clamp(mDimValue - 0.021f, 0.4f, 1.0f); if (mSaturationAmount > 0.0) mSaturationAmount = glm::clamp(mSaturationAmount - 0.035f, 0.0f, 1.0f); } else if (Settings::getInstance()->getString("ScreensaverType") == "black") { Renderer::postProcessingParams blackParameters; blackParameters.dimming = mDimValue; mRenderer->shaderPostprocessing(Renderer::Shader::CORE, blackParameters); if (mDimValue > 0.0) mDimValue = glm::clamp(mDimValue - 0.045f, 0.0f, 1.0f); } } } void Screensaver::update(int deltaTime) { // Use this to update the fade value for the current fade stage. if (mState == STATE_FADE_OUT_WINDOW) { mOpacity += static_cast(deltaTime) / FADE_TIME; if (mOpacity >= 1.0f) { mOpacity = 1.0f; // Update to the next state. mState = STATE_FADE_IN_VIDEO; } } else if (mState == STATE_FADE_IN_VIDEO) { mOpacity -= static_cast(deltaTime) / FADE_TIME; if (mOpacity <= 0.0f) { mOpacity = 0.0f; // Update to the next state. mState = STATE_SCREENSAVER_ACTIVE; } } 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 the video player will trigger a skip to the next game. if (mMediaSwapTime != 0) { mTimer += deltaTime; if (mTimer > mMediaSwapTime) nextGame(); } if (mTriggerNextGame) { mTriggerNextGame = false; nextGame(); } } // If we have a loaded a video or image, then update it. if (mVideoScreensaver) mVideoScreensaver->update(deltaTime); if (mImageScreensaver) mImageScreensaver->update(deltaTime); } void Screensaver::generateImageList() { for (auto it = SystemData::sSystemVector.cbegin(); // Line break. it != SystemData::sSystemVector.cend(); ++it) { // We only want nodes from game systems that are not collections. if (!(*it)->isGameSystem() || (*it)->isCollection()) continue; std::vector allFiles = (*it)->getRootFolder()->getFilesRecursive(GAME, true); for (auto it2 = allFiles.cbegin(); it2 != allFiles.cend(); ++it2) { std::string imagePath = (*it2)->getImagePath(); if (imagePath != "") mImageFiles.push_back((*it2)); } } } void Screensaver::generateVideoList() { for (auto it = SystemData::sSystemVector.cbegin(); // Line break. it != SystemData::sSystemVector.cend(); ++it) { // We only want nodes from game systems that are not collections. if (!(*it)->isGameSystem() || (*it)->isCollection()) continue; std::vector allFiles = (*it)->getRootFolder()->getFilesRecursive(GAME, true); for (auto it2 = allFiles.cbegin(); it2 != allFiles.cend(); ++it2) { std::string videoPath = (*it2)->getVideoPath(); if (videoPath != "") mVideoFiles.push_back((*it2)); } } } void Screensaver::generateCustomImageList() { std::string imageDir = Utils::FileSystem::expandHomePath( Settings::getInstance()->getString("ScreensaverSlideshowImageDir")); // This makes it possible to set the custom image directory relative to the ES-DE binary // directory or the ROM directory. imageDir = Utils::String::replace(imageDir, "%ESPATH%", Utils::FileSystem::getExePath()); imageDir = Utils::String::replace(imageDir, "%ROMPATH%", FileData::getROMDirectory()); if (imageDir != "" && Utils::FileSystem::isDirectory(imageDir)) { std::string imageFilter = ".jpg, .JPG, .png, .PNG"; Utils::FileSystem::StringList dirContent = Utils::FileSystem::getDirContent( imageDir, Settings::getInstance()->getBool("ScreensaverSlideshowRecurse")); for (auto it = dirContent.begin(); it != dirContent.end(); ++it) { if (Utils::FileSystem::isRegularFile(*it)) { if (imageFilter.find(Utils::FileSystem::getExtension(*it)) != std::string::npos) mImageCustomFiles.push_back(*it); } } } else { LOG(LogWarning) << "Custom screensaver image directory '" << imageDir << "' does not exist"; } } void Screensaver::pickRandomImage(std::string& path) { mCurrentGame = nullptr; 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(); return; } unsigned int index; do { // Get a random number in range. std::random_device randDev; // Mersenne Twister pseudorandom number generator. std::mt19937 engine {randDev()}; std::uniform_int_distribution uniform_dist(0, static_cast(mImageFiles.size()) - 1); index = uniform_dist(engine); } while (mPreviousGame && mImageFiles.at(index) == mPreviousGame); path = mImageFiles.at(index)->getImagePath(); mGameName = mImageFiles.at(index)->getName(); mSystemName = mImageFiles.at(index)->getSystem()->getFullName(); mCurrentGame = mImageFiles.at(index); } void Screensaver::pickRandomVideo(std::string& path) { 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(); return; } unsigned int index; do { // Get a random number in range. std::random_device randDev; // Mersenne Twister pseudorandom number generator. std::mt19937 engine {randDev()}; std::uniform_int_distribution uniform_dist(0, static_cast(mVideoFiles.size()) - 1); 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); } void Screensaver::pickRandomCustomImage(std::string& path) { if (mImageCustomFiles.size() == 0) return; if (mVideoFiles.size() == 1) { mPreviousCustomImage = mImageCustomFiles.front(); path = mImageCustomFiles.front(); return; } unsigned int index; do { // Get a random number in range. std::random_device randDev; // Mersenne Twister pseudorandom number generator. std::mt19937 engine {randDev()}; std::uniform_int_distribution uniform_dist( 0, static_cast(mImageCustomFiles.size()) - 1); index = uniform_dist(engine); } while (mPreviousCustomImage != "" && mImageCustomFiles.at(index) == mPreviousCustomImage); path = mImageCustomFiles.at(index); mPreviousCustomImage = path; mGameName = ""; mSystemName = ""; } void Screensaver::generateOverlayInfo() { if (mGameName == "" || mSystemName == "") return; float posX {mRenderer->getWindowWidth() * 0.023f}; float posY {mRenderer->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( 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; float marginX {mRenderer->getWindowWidth() * 0.01f}; mGameOverlayRectangleCoords.clear(); mGameOverlayRectangleCoords.push_back(posX - marginX); mGameOverlayRectangleCoords.push_back(posY); mGameOverlayRectangleCoords.push_back(textSizeX + marginX * 2.0f); mGameOverlayRectangleCoords.push_back(textSizeY); }