#include "SystemScreenSaver.h" #ifdef _RPI_ #include "components/VideoPlayerComponent.h" #endif #include "components/VideoVlcComponent.h" #include "platform.h" #include "Renderer.h" #include "Settings.h" #include "SystemData.h" #include "Util.h" #include "Log.h" #include "views/ViewController.h" #include "views/gamelist/IGameListView.h" #include #define FADE_TIME 300 #define SWAP_VIDEO_TIMEOUT 30000 SystemScreenSaver::SystemScreenSaver(Window* window) : mVideoScreensaver(NULL), mWindow(window), mCounted(false), mVideoCount(0), mState(STATE_INACTIVE), mOpacity(0.0f), mTimer(0), mSystemName(""), mGameName(""), mCurrentGame(NULL) { mWindow->setScreenSaver(this); std::string path = getTitleFolder(); if(!boost::filesystem::exists(path)) boost::filesystem::create_directory(path); srand((unsigned int)time(NULL)); } SystemScreenSaver::~SystemScreenSaver() { // Delete subtitle file, if existing remove(getTitlePath().c_str()); mCurrentGame = NULL; delete mVideoScreensaver; } bool SystemScreenSaver::allowSleep() { //return false; return (mVideoScreensaver == NULL); } bool SystemScreenSaver::isScreenSaverActive() { return (mState != STATE_INACTIVE); } void SystemScreenSaver::startScreenSaver() { if (!mVideoScreensaver && (Settings::getInstance()->getString("ScreenSaverBehavior") == "random video")) { // Configure to fade out the windows mState = STATE_FADE_OUT_WINDOW; mOpacity = 0.0f; // Load a random video std::string path = ""; pickRandomVideo(path); int retry = 200; while(retry > 0 && ((path.empty() || !boost::filesystem::exists(path)) || mCurrentGame == NULL)) { retry--; pickRandomVideo(path); } if (!path.empty() && boost::filesystem::exists(path)) { // Create the correct type of video component #ifdef _RPI_ if (Settings::getInstance()->getBool("ScreenSaverOmxPlayer")) mVideoScreensaver = new VideoPlayerComponent(mWindow, getTitlePath()); else mVideoScreensaver = new VideoVlcComponent(mWindow, getTitlePath()); #else mVideoScreensaver = new VideoVlcComponent(mWindow, getTitlePath()); #endif mVideoScreensaver->setOrigin(0.5f, 0.5f); mVideoScreensaver->setPosition(Renderer::getScreenWidth()/2, Renderer::getScreenHeight()/2); if (Settings::getInstance()->getBool("StretchVideoOnScreenSaver")) { mVideoScreensaver->setResize((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight()); } else { mVideoScreensaver->setMaxSize((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight()); } mVideoScreensaver->setVideo(path); mVideoScreensaver->setScreensaverMode(true); mVideoScreensaver->onShow(); mTimer = 0; return; } } // No videos. Just use a standard screensaver mState = STATE_SCREENSAVER_ACTIVE; mCurrentGame = NULL; } void SystemScreenSaver::stopScreenSaver() { delete mVideoScreensaver; mVideoScreensaver = NULL; mState = STATE_INACTIVE; } void SystemScreenSaver::renderScreenSaver() { if (mVideoScreensaver && Settings::getInstance()->getString("ScreenSaverBehavior") == "random video") { // Render black background Renderer::setMatrix(Eigen::Affine3f::Identity()); Renderer::drawRect(0, 0, Renderer::getScreenWidth(), Renderer::getScreenHeight(), (unsigned char)(255)); // Only render the video if the state requires it if ((int)mState >= STATE_FADE_IN_VIDEO) { Eigen::Affine3f transform = Eigen::Affine3f::Identity(); mVideoScreensaver->render(transform); } } else if (mState != STATE_INACTIVE) { Renderer::setMatrix(Eigen::Affine3f::Identity()); unsigned char opacity = Settings::getInstance()->getString("ScreenSaverBehavior") == "dim" ? 0xA0 : 0xFF; Renderer::drawRect(0, 0, Renderer::getScreenWidth(), Renderer::getScreenHeight(), 0x00000000 | opacity); } } void SystemScreenSaver::countVideos() { if (!mCounted) { mVideoCount = 0; mCounted = true; std::vector:: iterator it; for (it = SystemData::sSystemVector.begin(); it != SystemData::sSystemVector.end(); ++it) { if (!(*it)->isCollection()) { pugi::xml_document doc; pugi::xml_node root; std::string xmlReadPath = (*it)->getGamelistPath(false); if(boost::filesystem::exists(xmlReadPath)) { pugi::xml_parse_result result = doc.load_file(xmlReadPath.c_str()); if (!result) continue; root = doc.child("gameList"); if (!root) continue; for(pugi::xml_node fileNode = root.child("game"); fileNode; fileNode = fileNode.next_sibling("game")) { pugi::xml_node videoNode = fileNode.child("video"); if (videoNode) ++mVideoCount; } } } } } } void SystemScreenSaver::pickRandomVideo(std::string& path) { countVideos(); mCurrentGame = NULL; if (mVideoCount > 0) { int video = (int)(((float)rand() / float(RAND_MAX)) * (float)mVideoCount); std::vector:: iterator it; for (it = SystemData::sSystemVector.begin(); it != SystemData::sSystemVector.end(); ++it) { pugi::xml_document doc; pugi::xml_node root; std::string xmlReadPath = (*it)->getGamelistPath(false); if(boost::filesystem::exists(xmlReadPath)) { pugi::xml_parse_result result = doc.load_file(xmlReadPath.c_str()); if (!result) continue; root = doc.child("gameList"); if (!root) continue; for(pugi::xml_node fileNode = root.child("game"); fileNode; fileNode = fileNode.next_sibling("game")) { pugi::xml_node videoNode = fileNode.child("video"); if (videoNode) { // See if this is the randomly selected video if (video-- == 0) { // Yes. Resolve to a full path path = resolvePath(videoNode.text().get(), (*it)->getStartPath(), true).generic_string(); mSystemName = (*it)->getFullName(); mGameName = fileNode.child("name").text().get(); // getting corresponding FileData // try the easy way. Should work for the majority of cases, unless in subfolders FileData* rootFileData = (*it)->getRootFolder(); std::string gamePath = resolvePath(fileNode.child("path").text().get(), (*it)->getStartPath(), false).string(); std::string shortPath = gamePath; shortPath = shortPath.replace(0, (*it)->getStartPath().length()+1, ""); const std::unordered_map& children = rootFileData->getChildrenByFilename(); std::unordered_map::const_iterator screenSaverGame = children.find(shortPath); if (screenSaverGame != children.end()) { // Found the corresponding FileData mCurrentGame = screenSaverGame->second; } else { // Couldn't find FileData. Going for the full iteration. // iterate on children FileType type = GAME; std::vector allFiles = rootFileData->getFilesRecursive(type); std::vector::iterator itf; // declare an iterator to a vector of strings int i = 0; for(itf=allFiles.begin() ; itf < allFiles.end(); itf++,i++ ) { if ((*itf)->getPath() == gamePath) { mCurrentGame = (*itf); break; } } } // end of getting FileData if (Settings::getInstance()->getString("ScreenSaverGameInfo") != "never") writeSubtitle(mGameName.c_str(), mSystemName.c_str(), (Settings::getInstance()->getString("ScreenSaverGameInfo") == "always")); return; } } } } } } } void SystemScreenSaver::update(int deltaTime) { // Use this to update the fade value for the current fade stage if (mState == STATE_FADE_OUT_WINDOW) { mOpacity += (float)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 -= (float)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 videos mTimer += deltaTime; if (mTimer > SWAP_VIDEO_TIMEOUT) { nextVideo(); } } // If we have a loaded video then update it if (mVideoScreensaver) mVideoScreensaver->update(deltaTime); } void SystemScreenSaver::nextVideo() { stopScreenSaver(); startScreenSaver(); mState = STATE_SCREENSAVER_ACTIVE; } FileData* SystemScreenSaver::getCurrentGame() { return mCurrentGame; } void SystemScreenSaver::launchGame() { // launching Game ViewController::get()->goToGameList(mCurrentGame->getSystem()); IGameListView* view = ViewController::get()->getGameListView(mCurrentGame->getSystem()).get(); view->setCursor(mCurrentGame); if (Settings::getInstance()->getBool("ScreenSaverControls")) { view->launch(mCurrentGame); } }