// // VideoComponent.cpp // // Base class for playing videos. // #include "components/VideoComponent.h" #include "resources/ResourceManager.h" #include "utils/FileSystemUtil.h" #include "PowerSaver.h" #include "ThemeData.h" #include "Window.h" #include #define FADE_IN_START_OPACITY 0.5f #define FADE_IN_TIME 1300 #define FADE_OUT_TIME 100 std::string getTitlePath() { std::string titleFolder = getTitleFolder(); return titleFolder + "last_title.srt"; } std::string getTitleFolder() { std::string home = Utils::FileSystem::getHomePath(); return home + "/.emulationstation/tmp/"; } void writeSubtitle(const char* gameName, const char* systemName, bool always) { FILE* file = fopen(getTitlePath().c_str(), "w"); int end = (int)(Settings::getInstance()->getInt("ScreenSaverSwapVideoTimeout") / (1000)); if (always) fprintf(file, "1\n00:00:01,000 --> 00:00:%d,000\n", end); else fprintf(file, "1\n00:00:01,000 --> 00:00:08,000\n"); fprintf(file, "%s\n", gameName); fprintf(file, "%s\n\n", systemName); if (!always) { if (end > 12) fprintf(file, "2\n00:00:%d,000 --> 00:00:%d,000\n%s\n%s\n", end-4, end, gameName, systemName); } fflush(file); fclose(file); file = nullptr; } void VideoComponent::setScreensaverMode(bool isScreensaver) { mScreensaverMode = isScreensaver; } VideoComponent::VideoComponent( Window* window) : GuiComponent(window), mStaticImage(window), mVideoHeight(0), mVideoWidth(0), mStartDelayed(false), mIsPlaying(false), mPause(false), mShowing(false), mScreensaverActive(false), mGameLaunched(false), mDisable(false), mScreensaverMode(false), mTargetIsMax(false), mTargetSize(0, 0) { // Setup the default configuration. mConfig.showSnapshotDelay = false; mConfig.showSnapshotNoVideo = false; mConfig.startDelay = 0; if (mWindow->getGuiStackSize() > 1) topWindow(false); std::string path = getTitleFolder(); if (!Utils::FileSystem::exists(path)) Utils::FileSystem::createDirectory(path); } VideoComponent::~VideoComponent() { // Stop any currently running video. stopVideo(); // Delete subtitle file, if existing. remove(getTitlePath().c_str()); } void VideoComponent::onOriginChanged() { // Update the embeded static image. mStaticImage.setOrigin(mOrigin); } void VideoComponent::onPositionChanged() { // Update the embeded static image. mStaticImage.setPosition(mPosition); } void VideoComponent::onSizeChanged() { // Update the embeded static image. mStaticImage.onSizeChanged(); } bool VideoComponent::setVideo(std::string path) { // Convert the path into a generic format. std::string fullPath = Utils::FileSystem::getCanonicalPath(path); // Check that it's changed. if (fullPath == mVideoPath) return !path.empty(); // Store the path. mVideoPath = fullPath; // If the file exists then set the new video. if (!fullPath.empty() && ResourceManager::getInstance()->fileExists(fullPath)) { // Return true to show that we are going to attempt to play a video. return true; } // Return false to show that no video will be displayed. return false; } void VideoComponent::setImage(std::string path) { // Check that the image has changed. if (path == mStaticImagePath) return; mStaticImage.setImage(path); mFadeIn = FADE_IN_START_OPACITY; mStaticImagePath = path; } void VideoComponent::setDefaultVideo() { setVideo(mConfig.defaultVideoPath); } void VideoComponent::setOpacity(unsigned char opacity) { // Update the embeded static image. mStaticImage.setOpacity(opacity); } void VideoComponent::render(const Transform4x4f& parentTrans) { if (!isVisible()) return; Transform4x4f trans = parentTrans * getTransform(); GuiComponent::renderChildren(trans); Renderer::setMatrix(trans); // Handle the case where the video is delayed. handleStartDelay(); // Handle looping of the video. handleLooping(); // Pause video in case a game has been launched. pauseVideo(); } void VideoComponent::renderSnapshot(const Transform4x4f& parentTrans) { // This is the case where the video is not currently being displayed. Work out // if we need to display a static image. if ((mConfig.showSnapshotNoVideo && mVideoPath.empty()) || (mStartDelayed && mConfig.showSnapshotDelay)) { // Display the static image instead. mStaticImage.setOpacity(static_cast(mFadeIn * 255.0f)); mStaticImage.render(parentTrans); } } void VideoComponent::applyTheme(const std::shared_ptr& theme, const std::string& view, const std::string& element, unsigned int properties) { using namespace ThemeFlags; GuiComponent::applyTheme(theme, view, element, (properties ^ SIZE) | ((properties & (SIZE | POSITION)) ? ORIGIN : 0)); const ThemeData::ThemeElement* elem = theme->getElement(view, element, "video"); if (!elem) return; Vector2f scale = getParent() ? getParent()->getSize() : Vector2f(static_cast(Renderer::getScreenWidth()), static_cast(Renderer::getScreenHeight())); if (properties & ThemeFlags::SIZE) { if (elem->has("size")) setResize(elem->get("size") * scale); else if (elem->has("maxSize")) setMaxSize(elem->get("maxSize") * scale); } if (elem->has("default")) mConfig.defaultVideoPath = elem->get("default"); if ((properties & ThemeFlags::DELAY) && elem->has("delay")) mConfig.startDelay = static_cast((elem->get("delay") * 1000.0f)); if (elem->has("showSnapshotNoVideo")) mConfig.showSnapshotNoVideo = elem->get("showSnapshotNoVideo"); if (elem->has("showSnapshotDelay")) mConfig.showSnapshotDelay = elem->get("showSnapshotDelay"); } std::vector VideoComponent::getHelpPrompts() { std::vector ret; ret.push_back(HelpPrompt("a", "select")); return ret; } void VideoComponent::handleStartDelay() { // Only play if any delay has timed out. if (mStartDelayed) { // If the setting to override the theme-supplied video delay setting has been enabled, // then play the video immediately. if (!Settings::getInstance()->getBool("PlayVideosImmediately")) { if (mStartTime > SDL_GetTicks()) { // Timeout not yet completed. return; } } // Completed. mStartDelayed = false; // Clear the playing flag so startVideo works. mIsPlaying = false; startVideo(); } } void VideoComponent::handleLooping() { } void VideoComponent::startVideoWithDelay() { mPause = false; // If not playing then either start the video or initiate the delay. if (!mIsPlaying) { // Set the video that we are going to be playing so we don't attempt to restart it. mPlayingVideoPath = mVideoPath; if (mConfig.startDelay == 0 || PowerSaver::getMode() == PowerSaver::INSTANT) { // No delay. Just start the video. mStartDelayed = false; startVideo(); } else { // Configure the start delay. mStartDelayed = true; mFadeIn = FADE_IN_START_OPACITY; mStartTime = SDL_GetTicks() + mConfig.startDelay; } mIsPlaying = true; } } void VideoComponent::update(int deltaTime) { manageState(); // If the video start is delayed and there is less than the fade time, then set // the image fade accordingly. if (mStartDelayed) { Uint32 ticks = SDL_GetTicks(); if (mStartTime > ticks) { Uint32 diff = mStartTime - ticks; if (diff < FADE_OUT_TIME) { mFadeIn = static_cast(diff) / static_cast(FADE_OUT_TIME); return; } } } if (mFadeIn < 1.0f) mFadeIn = Math::clamp(mFadeIn + (deltaTime / static_cast(FADE_IN_TIME)), 0.0, 1.0); GuiComponent::update(deltaTime); } void VideoComponent::manageState() { // We will only show the video if the component is on display and the screensaver // is not active. bool show = mShowing && !mScreensaverActive && !mDisable; // See if we're already playing. if (mIsPlaying) { // If we are not on display then stop the video from playing. if (!show) { stopVideo(); } else { if (mVideoPath != mPlayingVideoPath) { // Path changed. Stop the video. We will start it again below because // mIsPlaying will be modified by stopVideo to be false. stopVideo(); } } } // Need to recheck variable rather than 'else' because it may be modified above. if (!mIsPlaying) { // If we are on display then see if we should start the video. if (show && !mVideoPath.empty()) startVideoWithDelay(); } // If a game has just been launched and a video is actually shown, then request a // pause of the video so it doesn't continue to play in the background while the // game is running. if (mGameLaunched && show && !mPause) mPause = true; } void VideoComponent::onShow() { mShowing = true; manageState(); } void VideoComponent::onHide() { mShowing = false; manageState(); } void VideoComponent::onScreenSaverActivate() { mScreensaverActive = true; manageState(); } void VideoComponent::onScreenSaverDeactivate() { mScreensaverActive = false; manageState(); } void VideoComponent::onGameLaunchedActivate() { mGameLaunched = true; manageState(); } void VideoComponent::onGameLaunchedDeactivate() { mGameLaunched = false; stopVideo(); manageState(); } void VideoComponent::topWindow(bool isTop) { mDisable = !isTop; manageState(); }