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376 lines
10 KiB
C++
376 lines
10 KiB
C++
// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// VideoComponent.cpp
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//
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// Base class for playing videos.
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//
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#include "components/VideoComponent.h"
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#include "ThemeData.h"
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#include "Window.h"
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#include "resources/ResourceManager.h"
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#include "utils/FileSystemUtil.h"
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#include <SDL2/SDL_timer.h>
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#define SCREENSAVER_FADE_IN_TIME 1100
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#define MEDIA_VIEWER_FADE_IN_TIME 600
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VideoComponent::VideoComponent(Window* window)
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: GuiComponent(window)
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, mWindow(window)
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, mStaticImage(window)
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, mVideoWidth(0)
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, mVideoHeight(0)
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, mTargetSize(0, 0)
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, mVideoAreaPos(0, 0)
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, mVideoAreaSize(0, 0)
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, mStartDelayed(false)
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, mIsPlaying(false)
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, mIsActuallyPlaying(false)
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, mPause(false)
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, mShowing(false)
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, mDisable(false)
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, mMediaViewerMode(false)
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, mScreensaverActive(false)
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, mScreensaverMode(false)
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, mGameLaunched(false)
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, mBlockPlayer(false)
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, mTargetIsMax(false)
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, mFadeIn(1.0)
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{
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// Setup the default configuration.
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mConfig.showSnapshotDelay = false;
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mConfig.showSnapshotNoVideo = false;
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mConfig.startDelay = 0;
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if (mWindow->getGuiStackSize() > 1)
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topWindow(false);
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}
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VideoComponent::~VideoComponent()
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{
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// Stop any currently running video.
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stopVideo();
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}
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bool VideoComponent::setVideo(std::string path)
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{
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// Convert the path into a generic format.
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std::string fullPath = Utils::FileSystem::getCanonicalPath(path);
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// Check that it's changed.
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if (fullPath == mVideoPath)
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return !path.empty();
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// Store the path.
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mVideoPath = fullPath;
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// If the file exists then set the new video.
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if (!fullPath.empty() && ResourceManager::getInstance()->fileExists(fullPath)) {
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// Return true to show that we are going to attempt to play a video.
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return true;
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}
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// Return false to show that no video will be displayed.
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return false;
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}
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void VideoComponent::setImage(std::string path)
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{
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// Check that the image has changed.
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if (path == mStaticImagePath)
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return;
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mStaticImage.setImage(path);
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mStaticImagePath = path;
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}
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void VideoComponent::onShow()
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{
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mBlockPlayer = false;
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mPause = false;
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mShowing = true;
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manageState();
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}
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void VideoComponent::onHide()
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{
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mShowing = false;
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manageState();
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}
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void VideoComponent::onStopVideo()
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{
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stopVideo();
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manageState();
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}
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void VideoComponent::onPauseVideo()
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{
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mBlockPlayer = true;
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mPause = true;
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manageState();
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}
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void VideoComponent::onUnpauseVideo()
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{
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mBlockPlayer = false;
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mPause = false;
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manageState();
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}
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void VideoComponent::onScreensaverActivate()
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{
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mBlockPlayer = true;
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mPause = true;
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if (Settings::getInstance()->getString("ScreensaverType") == "dim")
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stopVideo();
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else
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pauseVideo();
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manageState();
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}
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void VideoComponent::onScreensaverDeactivate()
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{
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mBlockPlayer = false;
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// Stop video when deactivating the screensaver to force a reload of the
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// static image (if the theme is configured as such).
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stopVideo();
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manageState();
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}
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void VideoComponent::onGameLaunchedActivate()
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{
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mGameLaunched = true;
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manageState();
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}
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void VideoComponent::onGameLaunchedDeactivate()
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{
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mGameLaunched = false;
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stopVideo();
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manageState();
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}
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void VideoComponent::topWindow(bool isTop)
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{
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if (isTop) {
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mBlockPlayer = false;
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mPause = false;
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// Stop video when closing the menu to force a reload of the
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// static image (if the theme is configured as such).
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stopVideo();
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}
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else {
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mBlockPlayer = true;
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mPause = true;
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}
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manageState();
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}
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void VideoComponent::render(const glm::mat4& parentTrans)
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{
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if (!isVisible())
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return;
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glm::mat4 trans{parentTrans * getTransform()};
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GuiComponent::renderChildren(trans);
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Renderer::setMatrix(trans);
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// Handle the case where the video is delayed.
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handleStartDelay();
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// Handle looping of the video.
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handleLooping();
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// Pause video in case a game has been launched.
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pauseVideo();
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}
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void VideoComponent::renderSnapshot(const glm::mat4& parentTrans)
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{
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// This function is called when the video is not currently being played. We need to
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// work out if we should display a static image. If the menu is open, then always render
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// the static image as the metadata may have been changed. In that case the gamelist
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// was reloaded and there would just be a blank space unless we render the image here.
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// The side effect of this is that a static image is displayed even for themes that are
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// set to start playing the video immediately. Although this may seem a bit inconsistent it
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// simply looks better than leaving an empty space where the video would have been located.
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if (mWindow->getGuiStackSize() > 1 || (mConfig.showSnapshotNoVideo && mVideoPath.empty()) ||
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(mStartDelayed && mConfig.showSnapshotDelay)) {
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mStaticImage.setOpacity(mOpacity);
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mStaticImage.render(parentTrans);
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}
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}
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void VideoComponent::applyTheme(const std::shared_ptr<ThemeData>& theme,
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const std::string& view,
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const std::string& element,
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unsigned int properties)
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{
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using namespace ThemeFlags;
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GuiComponent::applyTheme(theme, view, element,
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(properties ^ ThemeFlags::SIZE) |
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((properties & (ThemeFlags::SIZE | POSITION)) ? ORIGIN : 0));
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const ThemeData::ThemeElement* elem = theme->getElement(view, element, "video");
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if (!elem)
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return;
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glm::vec2 scale{getParent() ? getParent()->getSize() :
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glm::vec2{static_cast<float>(Renderer::getScreenWidth()),
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static_cast<float>(Renderer::getScreenHeight())}};
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if (properties & ThemeFlags::SIZE) {
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if (elem->has("size")) {
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setResize(elem->get<glm::vec2>("size") * scale);
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mVideoAreaSize = elem->get<glm::vec2>("size") * scale;
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}
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else if (elem->has("maxSize")) {
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setMaxSize(elem->get<glm::vec2>("maxSize") * scale);
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mVideoAreaSize = elem->get<glm::vec2>("maxSize") * scale;
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}
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}
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if (properties & ThemeFlags::POSITION) {
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if (elem->has("pos"))
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mVideoAreaPos = elem->get<glm::vec2>("pos") * scale;
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}
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if (elem->has("default"))
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mConfig.defaultVideoPath = elem->get<std::string>("default");
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if ((properties & ThemeFlags::DELAY) && elem->has("delay"))
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mConfig.startDelay = static_cast<unsigned>((elem->get<float>("delay") * 1000.0f));
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if (elem->has("showSnapshotNoVideo"))
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mConfig.showSnapshotNoVideo = elem->get<bool>("showSnapshotNoVideo");
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if (elem->has("showSnapshotDelay"))
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mConfig.showSnapshotDelay = elem->get<bool>("showSnapshotDelay");
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}
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std::vector<HelpPrompt> VideoComponent::getHelpPrompts()
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{
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std::vector<HelpPrompt> ret;
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ret.push_back(HelpPrompt("a", "select"));
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return ret;
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}
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void VideoComponent::update(int deltaTime)
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{
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if (mBlockPlayer) {
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setImage(mStaticImagePath);
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return;
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}
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manageState();
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// Fade in videos, the time period is a bit different between the screensaver,
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// media viewer and gamelist view.
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if (mScreensaverMode && mFadeIn < 1.0f) {
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mFadeIn = glm::clamp(mFadeIn + (deltaTime / static_cast<float>(SCREENSAVER_FADE_IN_TIME)),
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0.0f, 1.0f);
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}
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else if (mMediaViewerMode && mFadeIn < 1.0f) {
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mFadeIn = glm::clamp(mFadeIn + (deltaTime / static_cast<float>(MEDIA_VIEWER_FADE_IN_TIME)),
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0.0f, 1.0f);
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}
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else if (mFadeIn < 1.0f) {
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mFadeIn = glm::clamp(mFadeIn + 0.01f, 0.0f, 1.0f);
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}
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GuiComponent::update(deltaTime);
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}
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void VideoComponent::startVideoWithDelay()
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{
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mPause = false;
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// If not playing then either start the video or initiate the delay.
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if (!mIsPlaying) {
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// Set the video that we are going to be playing so we don't attempt to restart it.
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mPlayingVideoPath = mVideoPath;
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if (mConfig.startDelay == 0) {
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// No delay. Just start the video.
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mStartDelayed = false;
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startVideo();
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}
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else {
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// Configure the start delay.
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mStartDelayed = true;
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mStartTime = SDL_GetTicks() + mConfig.startDelay;
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}
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mIsPlaying = true;
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}
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}
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void VideoComponent::handleStartDelay()
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{
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if (mBlockPlayer || mGameLaunched)
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return;
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// Only play if any delay has timed out.
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if (mStartDelayed) {
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// If the setting to override the theme-supplied video delay setting has been enabled,
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// then play the video immediately.
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if (!Settings::getInstance()->getBool("PlayVideosImmediately")) {
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// If there is a video file available but no static image, then start playing the
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// video immediately regardless of theme configuration or settings.
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if (mStaticImagePath != "") {
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if (mStartTime > SDL_GetTicks()) {
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// Timeout not yet completed.
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return;
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}
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}
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}
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// Completed.
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mStartDelayed = false;
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// Clear the playing flag so startVideo works.
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mIsPlaying = false;
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startVideo();
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}
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}
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void VideoComponent::manageState()
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{
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// We will only show the video if the component is on display and the screensaver
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// is not active.
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bool show = mShowing && !mScreensaverActive && !mDisable;
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// See if we're already playing.
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if (mIsPlaying) {
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// If we are not on display then stop the video from playing.
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if (!show) {
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stopVideo();
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}
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else {
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if (mVideoPath != mPlayingVideoPath) {
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// Path changed. Stop the video. We will start it again below because
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// mIsPlaying will be modified by stopVideo to be false.
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stopVideo();
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}
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}
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updatePlayer();
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}
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// Need to recheck variable rather than 'else' because it may be modified above.
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if (!mIsPlaying) {
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// If we are on display then see if we should start the video.
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if (show && !mVideoPath.empty())
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startVideoWithDelay();
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}
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// If a game has just been launched and a video is actually shown, then request a
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// pause of the video so it doesn't continue to play in the background while the
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// game is running.
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if (mGameLaunched && show && !mPause)
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mPause = true;
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}
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