ES-DE/es-core/src/components/VideoComponent.cpp
Leon Styhre 7b5d673050 Replaced the internal Vector2i data type and functions with the GLM library equivalent.
Also applied some code formatting changes for braced lists using clang-format.
2021-08-17 18:41:45 +02:00

376 lines
10 KiB
C++

// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// VideoComponent.cpp
//
// Base class for playing videos.
//
#include "components/VideoComponent.h"
#include "ThemeData.h"
#include "Window.h"
#include "resources/ResourceManager.h"
#include "utils/FileSystemUtil.h"
#include <SDL2/SDL_timer.h>
#define SCREENSAVER_FADE_IN_TIME 1100
#define MEDIA_VIEWER_FADE_IN_TIME 600
VideoComponent::VideoComponent(Window* window)
: GuiComponent(window)
, mWindow(window)
, mStaticImage(window)
, mVideoHeight(0)
, mVideoWidth(0)
, mStartDelayed(false)
, mIsPlaying(false)
, mIsActuallyPlaying(false)
, mPause(false)
, mShowing(false)
, mDisable(false)
, mMediaViewerMode(false)
, mScreensaverActive(false)
, mScreensaverMode(false)
, mGameLaunched(false)
, mBlockPlayer(false)
, mTargetIsMax(false)
, mFadeIn(1.0)
, mTargetSize(0, 0)
, mVideoAreaPos(0, 0)
, mVideoAreaSize(0, 0)
{
// Setup the default configuration.
mConfig.showSnapshotDelay = false;
mConfig.showSnapshotNoVideo = false;
mConfig.startDelay = 0;
if (mWindow->getGuiStackSize() > 1)
topWindow(false);
}
VideoComponent::~VideoComponent()
{
// Stop any currently running video.
stopVideo();
}
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);
mStaticImagePath = path;
}
void VideoComponent::onShow()
{
mBlockPlayer = false;
mPause = false;
mShowing = true;
manageState();
}
void VideoComponent::onHide()
{
mShowing = false;
manageState();
}
void VideoComponent::onStopVideo()
{
stopVideo();
manageState();
}
void VideoComponent::onPauseVideo()
{
mBlockPlayer = true;
mPause = true;
manageState();
}
void VideoComponent::onUnpauseVideo()
{
mBlockPlayer = false;
mPause = false;
manageState();
}
void VideoComponent::onScreensaverActivate()
{
mBlockPlayer = true;
mPause = true;
if (Settings::getInstance()->getString("ScreensaverType") == "dim")
stopVideo();
else
pauseVideo();
manageState();
}
void VideoComponent::onScreensaverDeactivate()
{
mBlockPlayer = false;
// Stop video when deactivating the screensaver to force a reload of the
// static image (if the theme is configured as such).
stopVideo();
manageState();
}
void VideoComponent::onGameLaunchedActivate()
{
mGameLaunched = true;
manageState();
}
void VideoComponent::onGameLaunchedDeactivate()
{
mGameLaunched = false;
stopVideo();
manageState();
}
void VideoComponent::topWindow(bool isTop)
{
if (isTop) {
mBlockPlayer = false;
mPause = false;
// Stop video when closing the menu to force a reload of the
// static image (if the theme is configured as such).
stopVideo();
}
else {
mBlockPlayer = true;
mPause = true;
}
manageState();
}
void VideoComponent::render(const glm::mat4& parentTrans)
{
if (!isVisible())
return;
glm::mat4 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 glm::mat4& parentTrans)
{
// This function is called when the video is not currently being played. We need to
// work out if we should display a static image. If the menu is open, then always render
// the static image as the metadata may have been changed. In that case the gamelist
// was reloaded and there would just be a blank space unless we render the image here.
// The side effect of this is that a static image is displayed even for themes that are
// set to start playing the video immediately. Although this may seem a bit inconsistent it
// simply looks better than leaving an empty space where the video would have been located.
if (mWindow->getGuiStackSize() > 1 || (mConfig.showSnapshotNoVideo && mVideoPath.empty()) ||
(mStartDelayed && mConfig.showSnapshotDelay)) {
mStaticImage.setOpacity(mOpacity);
mStaticImage.render(parentTrans);
}
}
void VideoComponent::applyTheme(const std::shared_ptr<ThemeData>& theme,
const std::string& view,
const std::string& element,
unsigned int properties)
{
using namespace ThemeFlags;
GuiComponent::applyTheme(theme, view, element,
(properties ^ ThemeFlags::SIZE) |
((properties & (ThemeFlags::SIZE | POSITION)) ? ORIGIN : 0));
const ThemeData::ThemeElement* elem = theme->getElement(view, element, "video");
if (!elem)
return;
glm::vec2 scale{getParent() ? getParent()->getSize() :
glm::vec2{static_cast<float>(Renderer::getScreenWidth()),
static_cast<float>(Renderer::getScreenHeight())}};
if (properties & ThemeFlags::SIZE) {
if (elem->has("size")) {
setResize(elem->get<glm::vec2>("size") * scale);
mVideoAreaSize = elem->get<glm::vec2>("size") * scale;
}
else if (elem->has("maxSize")) {
setMaxSize(elem->get<glm::vec2>("maxSize") * scale);
mVideoAreaSize = elem->get<glm::vec2>("maxSize") * scale;
}
}
if (properties & ThemeFlags::POSITION) {
if (elem->has("pos"))
mVideoAreaPos = elem->get<glm::vec2>("pos") * scale;
}
if (elem->has("default"))
mConfig.defaultVideoPath = elem->get<std::string>("default");
if ((properties & ThemeFlags::DELAY) && elem->has("delay"))
mConfig.startDelay = static_cast<unsigned>((elem->get<float>("delay") * 1000.0f));
if (elem->has("showSnapshotNoVideo"))
mConfig.showSnapshotNoVideo = elem->get<bool>("showSnapshotNoVideo");
if (elem->has("showSnapshotDelay"))
mConfig.showSnapshotDelay = elem->get<bool>("showSnapshotDelay");
}
std::vector<HelpPrompt> VideoComponent::getHelpPrompts()
{
std::vector<HelpPrompt> ret;
ret.push_back(HelpPrompt("a", "select"));
return ret;
}
void VideoComponent::update(int deltaTime)
{
if (mBlockPlayer) {
setImage(mStaticImagePath);
return;
}
manageState();
// Fade in videos, the time period is a bit different between the screensaver,
// media viewer and gamelist view.
if (mScreensaverMode && mFadeIn < 1.0f) {
mFadeIn = Math::clamp(mFadeIn + (deltaTime / static_cast<float>(SCREENSAVER_FADE_IN_TIME)),
0.0f, 1.0f);
}
else if (mMediaViewerMode && mFadeIn < 1.0f) {
mFadeIn = Math::clamp(mFadeIn + (deltaTime / static_cast<float>(MEDIA_VIEWER_FADE_IN_TIME)),
0.0f, 1.0f);
}
else if (mFadeIn < 1.0f) {
mFadeIn = Math::clamp(mFadeIn + 0.01f, 0.0f, 1.0f);
}
GuiComponent::update(deltaTime);
}
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) {
// No delay. Just start the video.
mStartDelayed = false;
startVideo();
}
else {
// Configure the start delay.
mStartDelayed = true;
mStartTime = SDL_GetTicks() + mConfig.startDelay;
}
mIsPlaying = true;
}
}
void VideoComponent::handleStartDelay()
{
if (mBlockPlayer || mGameLaunched)
return;
// 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 there is a video file available but no static image, then start playing the
// video immediately regardless of theme configuration or settings.
if (mStaticImagePath != "") {
if (mStartTime > SDL_GetTicks()) {
// Timeout not yet completed.
return;
}
}
}
// Completed.
mStartDelayed = false;
// Clear the playing flag so startVideo works.
mIsPlaying = false;
startVideo();
}
}
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();
}
}
updatePlayer();
}
// 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;
}