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638 lines
24 KiB
C++
638 lines
24 KiB
C++
// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// SystemScreensaver.cpp
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//
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// Screensaver, supporting the following types:
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// Dim, black, slideshow, video.
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//
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#include "SystemScreensaver.h"
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#if defined(_RPI_)
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#include "components/VideoOmxComponent.h"
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#endif
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#include "components/VideoVlcComponent.h"
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#include "resources/Font.h"
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#include "utils/FileSystemUtil.h"
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#include "utils/StringUtil.h"
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#include "views/gamelist/IGameListView.h"
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#include "views/ViewController.h"
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#include "FileData.h"
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#include "Log.h"
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#include "SystemData.h"
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#include <random>
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#include <time.h>
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#include <unordered_map>
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#if defined(_WIN64)
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#include <cstring>
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#endif
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#define FADE_TIME 300
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SystemScreensaver::SystemScreensaver(
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Window* window)
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: mWindow(window),
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mState(STATE_INACTIVE),
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mImageScreensaver(nullptr),
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mVideoScreensaver(nullptr),
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mCurrentGame(nullptr),
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mPreviousGame(nullptr),
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mTimer(0),
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mMediaSwapTime(0),
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mTriggerNextGame(false),
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mHasMediaFiles(false),
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mOpacity(0.0f),
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mDimValue(1.0),
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mRectangleFadeIn(50),
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mTextFadeIn(0),
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mSaturationAmount(1.0)
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{
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mWindow->setScreensaver(this);
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}
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SystemScreensaver::~SystemScreensaver()
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{
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mCurrentGame = nullptr;
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delete mVideoScreensaver;
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delete mImageScreensaver;
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}
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bool SystemScreensaver::allowSleep()
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{
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return ((mVideoScreensaver == nullptr) && (mImageScreensaver == nullptr));
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}
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bool SystemScreensaver::isScreensaverActive()
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{
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return (mState != STATE_INACTIVE);
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}
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void SystemScreensaver::startScreensaver(bool generateMediaList)
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{
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std::string path = "";
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std::string screensaverType = Settings::getInstance()->getString("ScreensaverType");
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mHasMediaFiles = false;
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mOpacity = 0.0f;
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// Keep a reference to the default fonts, so they don't keep getting destroyed/recreated.
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if (mGameOverlayFont.empty()) {
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mGameOverlayFont.push_back(Font::get(FONT_SIZE_SMALL));
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mGameOverlayFont.push_back(Font::get(FONT_SIZE_MEDIUM));
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mGameOverlayFont.push_back(Font::get(FONT_SIZE_LARGE));
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}
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// Set mPreviousGame which will be used to avoid showing the same game again during
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// the random selection.
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if ((screensaverType == "slideshow" || screensaverType == "video") && mCurrentGame != nullptr)
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mPreviousGame = mCurrentGame;
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if (screensaverType == "slideshow") {
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if (generateMediaList) {
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mImageFiles.clear();
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mImageCustomFiles.clear();
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}
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// This creates a fade transition between the images.
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mState = STATE_FADE_OUT_WINDOW;
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mMediaSwapTime = Settings::getInstance()->getInt("ScreensaverSwapImageTimeout");
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// Load a random image.
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if (Settings::getInstance()->getBool("ScreensaverSlideshowCustomImages")) {
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if (generateMediaList)
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generateCustomImageList();
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pickRandomCustomImage(path);
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if (mImageCustomFiles.size() > 0)
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mHasMediaFiles = true;
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// Custom images are not tied to the game list.
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mCurrentGame = nullptr;
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}
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else {
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if (generateMediaList)
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generateImageList();
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pickRandomImage(path);
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}
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if (mImageFiles.size() > 0)
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mHasMediaFiles = true;
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// Don't attempt to render the screensaver if there are no images available, but
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// do flag it as running. This way render() will fade to a black screen, i.e. it
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// will activate the 'Black' screensaver type.
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if (mImageFiles.size() > 0 || mImageCustomFiles.size() > 0) {
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if (Settings::getInstance()->getBool("ScreensaverSlideshowGameInfo"))
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generateOverlayInfo();
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if (!mImageScreensaver)
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mImageScreensaver = new ImageComponent(mWindow, false, false);
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mTimer = 0;
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mImageScreensaver->setImage(path);
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mImageScreensaver->setOrigin(0.5f, 0.5f);
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mImageScreensaver->setPosition(Renderer::getScreenWidth() / 2.0f,
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Renderer::getScreenHeight() / 2.0f);
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if (Settings::getInstance()->getBool("ScreensaverStretchImages"))
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mImageScreensaver->setResize(static_cast<float>(Renderer::getScreenWidth()),
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static_cast<float>(Renderer::getScreenHeight()));
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else
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mImageScreensaver->setMaxSize(static_cast<float>(Renderer::getScreenWidth()),
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static_cast<float>(Renderer::getScreenHeight()));
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}
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mTimer = 0;
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return;
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}
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else if (!mVideoScreensaver && (screensaverType == "video")) {
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if (generateMediaList)
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mVideoFiles.clear();
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// This creates a fade transition between the videos.
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mState = STATE_FADE_OUT_WINDOW;
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mMediaSwapTime = Settings::getInstance()->getInt("ScreensaverSwapVideoTimeout");
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// Load a random video.
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if (generateMediaList)
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generateVideoList();
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pickRandomVideo(path);
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if (mVideoFiles.size() > 0)
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mHasMediaFiles = true;
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if (!path.empty() && Utils::FileSystem::exists(path)) {
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if (Settings::getInstance()->getBool("ScreensaverVideoGameInfo"))
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generateOverlayInfo();
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#if defined(_RPI_)
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// Create the correct type of video component.
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if (Settings::getInstance()->getBool("ScreensaverOmxPlayer"))
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mVideoScreensaver = new VideoOmxComponent(mWindow);
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else
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mVideoScreensaver = new VideoVlcComponent(mWindow);
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#else
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mVideoScreensaver = new VideoVlcComponent(mWindow);
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#endif
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mVideoScreensaver->topWindow(true);
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mVideoScreensaver->setOrigin(0.5f, 0.5f);
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mVideoScreensaver->setPosition(Renderer::getScreenWidth() / 2.0f,
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Renderer::getScreenHeight() / 2.0f);
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if (Settings::getInstance()->getBool("ScreensaverStretchVideos"))
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mVideoScreensaver->setResize(static_cast<float>(Renderer::getScreenWidth()),
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static_cast<float>(Renderer::getScreenHeight()));
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else
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mVideoScreensaver->setMaxSize(static_cast<float>(Renderer::getScreenWidth()),
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static_cast<float>(Renderer::getScreenHeight()));
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mVideoScreensaver->setVideo(path);
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mVideoScreensaver->setScreensaverMode(true);
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mVideoScreensaver->onShow();
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mTimer = 0;
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return;
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}
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}
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// No videos or images, just use a standard screensaver.
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mState = STATE_SCREENSAVER_ACTIVE;
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mCurrentGame = nullptr;
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}
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void SystemScreensaver::stopScreensaver()
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{
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delete mVideoScreensaver;
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mVideoScreensaver = nullptr;
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delete mImageScreensaver;
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mImageScreensaver = nullptr;
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mState = STATE_INACTIVE;
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mDimValue = 1.0;
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mRectangleFadeIn = 50;
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mTextFadeIn = 0;
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mSaturationAmount = 1.0;
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if (mGameOverlay)
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mGameOverlay.release();
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}
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void SystemScreensaver::nextGame() {
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stopScreensaver();
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startScreensaver(false);
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}
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void SystemScreensaver::launchGame()
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{
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if (mCurrentGame != nullptr) {
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// Launching game
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ViewController::get()->triggerGameLaunch(mCurrentGame);
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ViewController::get()->goToGameList(mCurrentGame->getSystem());
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IGameListView* view = ViewController::get()->
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getGameListView(mCurrentGame->getSystem()).get();
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view->setCursor(mCurrentGame);
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ViewController::get()->cancelViewTransitions();
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}
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}
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void SystemScreensaver::goToGame()
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{
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if (mCurrentGame != nullptr) {
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// Go to the game in the gamelist view, but don't launch it.
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ViewController::get()->goToGameList(mCurrentGame->getSystem());
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IGameListView* view = ViewController::get()->
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getGameListView(mCurrentGame->getSystem()).get();
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view->setCursor(mCurrentGame);
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ViewController::get()->cancelViewTransitions();
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}
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}
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void SystemScreensaver::renderScreensaver()
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{
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std::string screensaverType = Settings::getInstance()->getString("ScreensaverType");
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if (mVideoScreensaver && screensaverType == "video") {
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// Render a black background below the video.
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Renderer::setMatrix(Transform4x4f::Identity());
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Renderer::drawRect(0.0f, 0.0f, static_cast<float>(Renderer::getScreenWidth()),
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static_cast<float>(Renderer::getScreenHeight()), 0x000000FF, 0x000000FF);
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// Only render the video if the state requires it.
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if (static_cast<int>(mState) >= STATE_FADE_IN_VIDEO) {
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Transform4x4f transform = Transform4x4f::Identity();
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mVideoScreensaver->render(transform);
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}
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}
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else if (mImageScreensaver && screensaverType == "slideshow") {
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// Render a black background below the image.
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Renderer::setMatrix(Transform4x4f::Identity());
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Renderer::drawRect(0.0f, 0.0f, static_cast<float>(Renderer::getScreenWidth()),
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static_cast<float>(Renderer::getScreenHeight()), 0x000000FF, 0x000000FF);
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// Only render the image if the state requires it.
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if (static_cast<int>(mState) >= STATE_FADE_IN_VIDEO) {
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if (mImageScreensaver->hasImage()) {
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mImageScreensaver->setOpacity(255 - static_cast<unsigned char>(mOpacity * 255));
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Transform4x4f transform = Transform4x4f::Identity();
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mImageScreensaver->render(transform);
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}
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}
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}
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if (isScreensaverActive()) {
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Renderer::setMatrix(Transform4x4f::Identity());
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if (Settings::getInstance()->getString("ScreensaverType") == "slideshow") {
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if (mHasMediaFiles) {
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#if defined(USE_OPENGL_21)
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if (Settings::getInstance()->getBool("ScreensaverSlideshowScanlines"))
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Renderer::shaderPostprocessing(Renderer::SHADER_SCANLINES);
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#endif
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if (Settings::getInstance()->getBool("ScreensaverSlideshowGameInfo") &&
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mGameOverlay) {
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if (mGameOverlayRectangleCoords.size() == 4) {
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Renderer::drawRect(mGameOverlayRectangleCoords[0],
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mGameOverlayRectangleCoords[1], mGameOverlayRectangleCoords[2],
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mGameOverlayRectangleCoords[3], 0x00000000 | mRectangleFadeIn,
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0x00000000 | mRectangleFadeIn );
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}
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mRectangleFadeIn = Math::clamp(mRectangleFadeIn + 6 +
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mRectangleFadeIn / 20, 0, 170);
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mGameOverlay.get()->setColor(0xFFFFFF00 | mTextFadeIn);
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if (mTextFadeIn > 50)
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mGameOverlayFont.at(0)->renderTextCache(mGameOverlay.get());
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if (mTextFadeIn < 255)
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mTextFadeIn = Math::clamp(mTextFadeIn + 2 + mTextFadeIn / 6, 0, 255);
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}
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}
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else {
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// If there are no images, fade in a black screen.
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#if defined(USE_OPENGL_21)
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Renderer::shaderParameters blackParameters;
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blackParameters.fragmentDimValue = mDimValue;
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Renderer::shaderPostprocessing(Renderer::SHADER_DIM, blackParameters);
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#else
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Renderer::drawRect(0.0f, 0.0f, Renderer::getScreenWidth(),
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Renderer::getScreenHeight(), 0x000000FF, 0x000000FF, mDimValue);
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#endif
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if (mDimValue > 0.0)
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mDimValue = Math::clamp(mDimValue - 0.045f, 0.0f, 1.0f);
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}
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}
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if (Settings::getInstance()->getString("ScreensaverType") == "video") {
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if (mHasMediaFiles) {
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#if defined(USE_OPENGL_21)
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if (Settings::getInstance()->getBool("ScreensaverVideoBlur"))
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Renderer::shaderPostprocessing(Renderer::SHADER_BLUR_HORIZONTAL);
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if (Settings::getInstance()->getBool("ScreensaverVideoScanlines"))
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Renderer::shaderPostprocessing(Renderer::SHADER_SCANLINES);
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#endif
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if (Settings::getInstance()->getBool("ScreensaverVideoGameInfo") && mGameOverlay) {
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if (mGameOverlayRectangleCoords.size() == 4) {
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#if defined(USE_OPENGL_21)
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Renderer::shaderPostprocessing(Renderer::SHADER_OPACITY);
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#endif
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Renderer::drawRect(mGameOverlayRectangleCoords[0],
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mGameOverlayRectangleCoords[1], mGameOverlayRectangleCoords[2],
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mGameOverlayRectangleCoords[3], 0x00000000 | mRectangleFadeIn,
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0x00000000 | mRectangleFadeIn );
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}
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mRectangleFadeIn = Math::clamp(mRectangleFadeIn + 6 +
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mRectangleFadeIn / 20, 0, 170);
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mGameOverlay.get()->setColor(0xFFFFFF00 | mTextFadeIn);
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if (mTextFadeIn > 50)
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mGameOverlayFont.at(0)->renderTextCache(mGameOverlay.get());
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if (mTextFadeIn < 255)
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mTextFadeIn = Math::clamp(mTextFadeIn + 2 + mTextFadeIn / 6, 0, 255);
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}
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}
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else {
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// If there are no videos, fade in a black screen.
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#if defined(USE_OPENGL_21)
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Renderer::shaderParameters blackParameters;
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blackParameters.fragmentDimValue = mDimValue;
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Renderer::shaderPostprocessing(Renderer::SHADER_DIM, blackParameters);
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#else
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Renderer::drawRect(0.0f, 0.0f, Renderer::getScreenWidth(),
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Renderer::getScreenHeight(), 0x000000FF, 0x000000FF, mDimValue);
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#endif
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if (mDimValue > 0.0)
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mDimValue = Math::clamp(mDimValue - 0.045f, 0.0f, 1.0f);
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}
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}
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else if (Settings::getInstance()->getString("ScreensaverType") == "dim") {
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#if defined(USE_OPENGL_21)
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Renderer::shaderParameters dimParameters;
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dimParameters.fragmentDimValue = mDimValue;
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Renderer::shaderPostprocessing(Renderer::SHADER_DIM, dimParameters);
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if (mDimValue > 0.4)
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mDimValue = Math::clamp(mDimValue - 0.021f, 0.4f, 1.0f);
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dimParameters.fragmentSaturation = mSaturationAmount;
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Renderer::shaderPostprocessing(Renderer::SHADER_DESATURATE, dimParameters);
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if (mSaturationAmount > 0.0)
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mSaturationAmount = Math::clamp(mSaturationAmount - 0.035f, 0.0f, 1.0f);
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#else
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Renderer::drawRect(0.0f, 0.0f, Renderer::getScreenWidth(),
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Renderer::getScreenHeight(), 0x000000A0, 0x000000A0);
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#endif
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}
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else if (Settings::getInstance()->getString("ScreensaverType") == "black") {
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#if defined(USE_OPENGL_21)
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Renderer::shaderParameters blackParameters;
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blackParameters.fragmentDimValue = mDimValue;
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Renderer::shaderPostprocessing(Renderer::SHADER_DIM, blackParameters);
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if (mDimValue > 0.0)
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mDimValue = Math::clamp(mDimValue - 0.045f, 0.0f, 1.0f);
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#else
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Renderer::drawRect(0.0f, 0.0f, Renderer::getScreenWidth(),
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Renderer::getScreenHeight(), 0x000000FF, 0x000000FF);
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#endif
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}
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}
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}
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void SystemScreensaver::update(int deltaTime)
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{
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// Use this to update the fade value for the current fade stage.
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if (mState == STATE_FADE_OUT_WINDOW) {
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mOpacity += static_cast<float>(deltaTime) / FADE_TIME;
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if (mOpacity >= 1.0f) {
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mOpacity = 1.0f;
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// Update to the next state.
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mState = STATE_FADE_IN_VIDEO;
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}
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}
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else if (mState == STATE_FADE_IN_VIDEO) {
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mOpacity -= static_cast<float>(deltaTime) / FADE_TIME;
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if (mOpacity <= 0.0f) {
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mOpacity = 0.0f;
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// Update to the next state.
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mState = STATE_SCREENSAVER_ACTIVE;
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}
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}
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else if (mState == STATE_SCREENSAVER_ACTIVE) {
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// Update the timer that swaps the media, unless the swap time is set to 0 (only
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// applicable for the video screensaver). This means that videos play to the end,
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// at which point VideoVlcComponent will trigger a skip to the next game.
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if (mMediaSwapTime != 0) {
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mTimer += deltaTime;
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if (mTimer > mMediaSwapTime)
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nextGame();
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}
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if (mTriggerNextGame) {
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mTriggerNextGame = false;
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nextGame();
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}
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}
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// If we have a loaded a video or image, then update it.
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if (mVideoScreensaver)
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mVideoScreensaver->update(deltaTime);
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if (mImageScreensaver)
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mImageScreensaver->update(deltaTime);
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}
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void SystemScreensaver::generateImageList()
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{
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for (auto it = SystemData::sSystemVector.cbegin();
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it != SystemData::sSystemVector.cend(); it++) {
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// We only want nodes from game systems that are not collections.
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if (!(*it)->isGameSystem() || (*it)->isCollection())
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continue;
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std::vector<FileData*> allFiles = (*it)->getRootFolder()->getFilesRecursive(GAME, true);
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for (auto it = allFiles.begin(); it != allFiles.end(); it++) {
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std::string imagePath = (*it)->getImagePath();
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if (imagePath != "")
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mImageFiles.push_back((*it));
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}
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}
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}
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void SystemScreensaver::generateVideoList()
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{
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for (auto it = SystemData::sSystemVector.cbegin();
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it != SystemData::sSystemVector.cend(); it++) {
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// We only want nodes from game systems that are not collections.
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if (!(*it)->isGameSystem() || (*it)->isCollection())
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continue;
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std::vector<FileData*> allFiles = (*it)->getRootFolder()->getFilesRecursive(GAME, true);
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for (auto it = allFiles.begin(); it != allFiles.end(); it++) {
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std::string videoPath = (*it)->getVideoPath();
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if (videoPath != "")
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mVideoFiles.push_back((*it));
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}
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}
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}
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void SystemScreensaver::generateCustomImageList()
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{
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std::string imageDir = Utils::FileSystem::expandHomePath(
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Settings::getInstance()->getString("ScreensaverSlideshowImageDir"));
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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();
|
|
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<int>
|
|
uniform_dist(0, static_cast<int>(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();
|
|
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<int>
|
|
uniform_dist(0, static_cast<int>(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<int>
|
|
uniform_dist(0, static_cast<int>(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<float>(Renderer::getWindowWidth()) * 0.023f;
|
|
float posY = static_cast<float>(Renderer::getWindowHeight()) * 0.02f;
|
|
|
|
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<TextCache>(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() * 0.01f;
|
|
|
|
mGameOverlayRectangleCoords.clear();
|
|
mGameOverlayRectangleCoords.push_back(posX - marginX);
|
|
mGameOverlayRectangleCoords.push_back(posY);
|
|
mGameOverlayRectangleCoords.push_back(textSizeX + marginX * 2);
|
|
mGameOverlayRectangleCoords.push_back(textSizeY);
|
|
}
|