// SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition // SystemScreensaver.cpp // // Screensaver, supporting the following types: // Dim, black, slideshow, video. // #include "SystemScreensaver.h" #if defined(_RPI_) #include "components/VideoOmxComponent.h" #endif #include "components/VideoVlcComponent.h" #include "resources/Font.h" #include "utils/FileSystemUtil.h" #include "utils/StringUtil.h" #include "views/gamelist/IGameListView.h" #include "views/ViewController.h" #include "FileData.h" #include "Log.h" #include "SystemData.h" #include #include #include #if defined(_WIN64) #include #endif #define FADE_TIME 300 SystemScreensaver::SystemScreensaver( Window* window) : mWindow(window), mState(STATE_INACTIVE), mImageScreensaver(nullptr), mVideoScreensaver(nullptr), mCurrentGame(nullptr), mPreviousGame(nullptr), mTimer(0), mMediaSwapTime(0), mTriggerNextGame(false), mHasMediaFiles(false), mOpacity(0.0f), mDimValue(1.0), mRectangleFadeIn(50), mTextFadeIn(0), mSaturationAmount(1.0) { mWindow->setScreensaver(this); } SystemScreensaver::~SystemScreensaver() { mCurrentGame = nullptr; delete mVideoScreensaver; delete mImageScreensaver; } bool SystemScreensaver::allowSleep() { return ((mVideoScreensaver == nullptr) && (mImageScreensaver == nullptr)); } bool SystemScreensaver::isScreensaverActive() { return (mState != STATE_INACTIVE); } void SystemScreensaver::startScreensaver(bool generateMediaList) { std::string path = ""; std::string screensaverType = Settings::getInstance()->getString("ScreensaverType"); mHasMediaFiles = 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(mWindow, 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(static_cast(Renderer::getScreenWidth()), static_cast(Renderer::getScreenHeight())); else mImageScreensaver->setMaxSize(static_cast(Renderer::getScreenWidth()), static_cast(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(); #if defined(_RPI_) // Create the correct type of video component. if (Settings::getInstance()->getBool("ScreensaverOmxPlayer")) mVideoScreensaver = new VideoOmxComponent(mWindow); else mVideoScreensaver = new VideoVlcComponent(mWindow); #else mVideoScreensaver = new VideoVlcComponent(mWindow); #endif mVideoScreensaver->topWindow(true); mVideoScreensaver->setOrigin(0.5f, 0.5f); mVideoScreensaver->setPosition(Renderer::getScreenWidth() / 2.0f, Renderer::getScreenHeight() / 2.0f); if (Settings::getInstance()->getBool("ScreensaverStretchVideos")) mVideoScreensaver->setResize(static_cast(Renderer::getScreenWidth()), static_cast(Renderer::getScreenHeight())); else mVideoScreensaver->setMaxSize(static_cast(Renderer::getScreenWidth()), static_cast(Renderer::getScreenHeight())); mVideoScreensaver->setVideo(path); mVideoScreensaver->setScreensaverMode(true); mVideoScreensaver->onShow(); mTimer = 0; return; } } // No videos or images, just use a standard screensaver. mState = STATE_SCREENSAVER_ACTIVE; mCurrentGame = nullptr; } void SystemScreensaver::stopScreensaver() { delete mVideoScreensaver; mVideoScreensaver = nullptr; delete mImageScreensaver; mImageScreensaver = nullptr; mState = STATE_INACTIVE; mDimValue = 1.0; mRectangleFadeIn = 50; mTextFadeIn = 0; mSaturationAmount = 1.0; if (mGameOverlay) mGameOverlay.release(); } void SystemScreensaver::nextGame() { stopScreensaver(); startScreensaver(false); } void SystemScreensaver::launchGame() { if (mCurrentGame != nullptr) { // Launching game ViewController::get()->triggerGameLaunch(mCurrentGame); ViewController::get()->goToGameList(mCurrentGame->getSystem()); IGameListView* view = ViewController::get()-> getGameListView(mCurrentGame->getSystem()).get(); view->setCursor(mCurrentGame); ViewController::get()->cancelViewTransitions(); } } void SystemScreensaver::goToGame() { if (mCurrentGame != nullptr) { // Go to the game in the gamelist view, but don't launch it. ViewController::get()->goToGameList(mCurrentGame->getSystem()); IGameListView* view = ViewController::get()-> getGameListView(mCurrentGame->getSystem()).get(); view->setCursor(mCurrentGame); ViewController::get()->cancelViewTransitions(); } } void SystemScreensaver::renderScreensaver() { std::string screensaverType = Settings::getInstance()->getString("ScreensaverType"); if (mVideoScreensaver && screensaverType == "video") { // Render a black background below the video. Renderer::setMatrix(Transform4x4f::Identity()); Renderer::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) { Transform4x4f transform = Transform4x4f::Identity(); mVideoScreensaver->render(transform); } } else if (mImageScreensaver && screensaverType == "slideshow") { // Render a black background below the image. Renderer::setMatrix(Transform4x4f::Identity()); Renderer::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(255 - static_cast(mOpacity * 255)); Transform4x4f transform = Transform4x4f::Identity(); mImageScreensaver->render(transform); } } } if (isScreensaverActive()) { Renderer::setMatrix(Transform4x4f::Identity()); if (Settings::getInstance()->getString("ScreensaverType") == "slideshow") { if (mHasMediaFiles) { #if defined(USE_OPENGL_21) if (Settings::getInstance()->getBool("ScreensaverSlideshowScanlines")) Renderer::shaderPostprocessing(Renderer::SHADER_SCANLINES); #endif if (Settings::getInstance()->getBool("ScreensaverSlideshowGameInfo") && mGameOverlay) { if (mGameOverlayRectangleCoords.size() == 4) { Renderer::drawRect(mGameOverlayRectangleCoords[0], mGameOverlayRectangleCoords[1], mGameOverlayRectangleCoords[2], mGameOverlayRectangleCoords[3], 0x00000000 | mRectangleFadeIn, 0x00000000 | mRectangleFadeIn ); } mRectangleFadeIn = Math::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 = Math::clamp(mTextFadeIn + 2 + mTextFadeIn / 6, 0, 255); } } else { // If there are no images, fade in a black screen. #if defined(USE_OPENGL_21) Renderer::shaderParameters blackParameters; blackParameters.fragmentDimValue = mDimValue; Renderer::shaderPostprocessing(Renderer::SHADER_DIM, blackParameters); #else Renderer::drawRect(0.0f, 0.0f, Renderer::getScreenWidth(), Renderer::getScreenHeight(), 0x000000FF, 0x000000FF, mDimValue); #endif if (mDimValue > 0.0) mDimValue = Math::clamp(mDimValue-0.045, 0.0, 1.0); } } if (Settings::getInstance()->getString("ScreensaverType") == "video") { if (mHasMediaFiles) { #if defined(USE_OPENGL_21) if (Settings::getInstance()->getBool("ScreensaverVideoBlur")) Renderer::shaderPostprocessing(Renderer::SHADER_BLUR_HORIZONTAL); if (Settings::getInstance()->getBool("ScreensaverVideoScanlines")) Renderer::shaderPostprocessing(Renderer::SHADER_SCANLINES); #endif if (Settings::getInstance()->getBool("ScreensaverVideoGameInfo") && mGameOverlay) { if (mGameOverlayRectangleCoords.size() == 4) { #if defined(USE_OPENGL_21) Renderer::shaderPostprocessing(Renderer::SHADER_OPACITY); #endif Renderer::drawRect(mGameOverlayRectangleCoords[0], mGameOverlayRectangleCoords[1], mGameOverlayRectangleCoords[2], mGameOverlayRectangleCoords[3], 0x00000000 | mRectangleFadeIn, 0x00000000 | mRectangleFadeIn ); } mRectangleFadeIn = Math::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 = Math::clamp(mTextFadeIn + 2 + mTextFadeIn / 6, 0, 255); } } else { // If there are no videos, fade in a black screen. #if defined(USE_OPENGL_21) Renderer::shaderParameters blackParameters; blackParameters.fragmentDimValue = mDimValue; Renderer::shaderPostprocessing(Renderer::SHADER_DIM, blackParameters); #else Renderer::drawRect(0.0f, 0.0f, Renderer::getScreenWidth(), Renderer::getScreenHeight(), 0x000000FF, 0x000000FF, mDimValue); #endif if (mDimValue > 0.0) mDimValue = Math::clamp(mDimValue-0.045, 0.0, 1.0); } } else if (Settings::getInstance()->getString("ScreensaverType") == "dim") { #if defined(USE_OPENGL_21) Renderer::shaderParameters dimParameters; dimParameters.fragmentDimValue = mDimValue; Renderer::shaderPostprocessing(Renderer::SHADER_DIM, dimParameters); if (mDimValue > 0.4) mDimValue = Math::clamp(mDimValue-0.021, 0.4, 1.0); dimParameters.fragmentSaturation = mSaturationAmount; Renderer::shaderPostprocessing(Renderer::SHADER_DESATURATE, dimParameters); if (mSaturationAmount > 0.0) mSaturationAmount = Math::clamp(mSaturationAmount-0.035, 0.0, 1.0); #else Renderer::drawRect(0.0f, 0.0f, Renderer::getScreenWidth(), Renderer::getScreenHeight(), 0x000000A0, 0x000000A0); #endif } else if (Settings::getInstance()->getString("ScreensaverType") == "black") { #if defined(USE_OPENGL_21) Renderer::shaderParameters blackParameters; blackParameters.fragmentDimValue = mDimValue; Renderer::shaderPostprocessing(Renderer::SHADER_DIM, blackParameters); if (mDimValue > 0.0) mDimValue = Math::clamp(mDimValue-0.045, 0.0, 1.0); #else Renderer::drawRect(0.0f, 0.0f, Renderer::getScreenWidth(), Renderer::getScreenHeight(), 0x000000FF, 0x000000FF); #endif } } } void SystemScreensaver::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 VideoVlcComponent 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 SystemScreensaver::generateImageList() { for (auto it = SystemData::sSystemVector.cbegin(); 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 it = allFiles.begin(); it != allFiles.end(); it++) { std::string imagePath = (*it)->getImagePath(); if (imagePath != "") mImageFiles.push_back((*it)); } } } void SystemScreensaver::generateVideoList() { for (auto it = SystemData::sSystemVector.cbegin(); 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 it = allFiles.begin(); it != allFiles.end(); it++) { std::string videoPath = (*it)->getVideoPath(); if (videoPath != "") mVideoFiles.push_back((*it)); } } } void SystemScreensaver::generateCustomImageList() { std::string imageDir = Utils::FileSystem::expandHomePath( Settings::getInstance()->getString("ScreensaverSlideshowImageDir")); 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 SystemScreensaver::pickRandomImage(std::string& path) { mCurrentGame = nullptr; if (mImageFiles.size() == 0) return; if (mImageFiles.size() == 1) { mPreviousGame = nullptr; mCurrentGame = mImageFiles.front(); path = mImageFiles.front()->getImagePath(); 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, 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 SystemScreensaver::pickRandomVideo(std::string& path) { mCurrentGame = nullptr; if (mVideoFiles.size() == 0) return; if (mVideoFiles.size() == 1) { mPreviousGame = nullptr; mCurrentGame = mVideoFiles.front(); path = mVideoFiles.front()->getVideoPath(); 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, 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 SystemScreensaver::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, mImageCustomFiles.size() - 1); index = uniform_dist(engine); } while (mPreviousCustomImage != "" && mImageCustomFiles.at(index) == mPreviousCustomImage); path = mImageCustomFiles.at(index); mPreviousCustomImage = path; mGameName = ""; mSystemName = ""; } void SystemScreensaver::generateOverlayInfo() { if (mGameName == "" || mSystemName == "") return; float posX = static_cast(Renderer::getWindowWidth()) * 0.023; float posY = static_cast(Renderer::getWindowHeight()) * 0.02; std::string favoriteChar; if (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 = Renderer::getWindowWidth() * 0.01; mGameOverlayRectangleCoords.clear(); mGameOverlayRectangleCoords.push_back(posX - marginX); mGameOverlayRectangleCoords.push_back(posY); mGameOverlayRectangleCoords.push_back(textSizeX + marginX * 2); mGameOverlayRectangleCoords.push_back(textSizeY); }