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441 lines
14 KiB
C++
441 lines
14 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/VideoPlayerComponent.h"
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#endif
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#include "components/VideoVlcComponent.h"
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#include "utils/FileSystemUtil.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 "PowerSaver.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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: mImageScreensaver(nullptr),
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mVideoScreensaver(nullptr),
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mWindow(window),
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mState(STATE_INACTIVE),
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mOpacity(0.0f),
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mTimer(0),
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mSystemName(""),
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mGameName(""),
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mCurrentGame(nullptr),
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mHasMediaFiles(false)
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{
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mWindow->setScreensaver(this);
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mVideoChangeTime = 30000;
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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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// 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 == "video" || screensaverType == "slideshow") &&
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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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mVideoChangeTime = Settings::getInstance()->getInt("ScreensaverSwapImageTimeout");
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mOpacity = 0.0f;
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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 Window::render() will fade to a black screen, i.e.
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// it will activate the 'Black' screensaver type.
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if (mImageFiles.size() > 0 || mImageCustomFiles.size() > 0) {
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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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PowerSaver::runningScreensaver(true);
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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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mVideoChangeTime = Settings::getInstance()->getInt("ScreensaverSwapVideoTimeout");
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mOpacity = 0.0f;
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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 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 VideoPlayerComponent(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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PowerSaver::runningScreensaver(true);
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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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PowerSaver::runningScreensaver(false);
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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()->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()->resetMovingCamera();
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ViewController::get()->launch(mCurrentGame);
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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 black background.
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Renderer::setMatrix(Transform4x4f::Identity());
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Renderer::drawRect(0.0f, 0.0f, Renderer::getScreenWidth(),
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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.
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Renderer::setMatrix(Transform4x4f::Identity());
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Renderer::drawRect(0.0f, 0.0f, Renderer::getScreenWidth(),
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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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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 !defined(USE_OPENGL_21)
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else if (mState != STATE_INACTIVE) {
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Renderer::setMatrix(Transform4x4f::Identity());
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unsigned char color = screensaverType == "dim" ? 0x000000A0 : 0x000000FF;
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Renderer::drawRect(0.0f, 0.0f, Renderer::getScreenWidth(),
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Renderer::getScreenHeight(), color, color);
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}
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#endif
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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 videos.
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mTimer += deltaTime;
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if (mTimer > mVideoChangeTime)
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nextGame();
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}
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// If we have a loaded video 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)) {
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std::string imageFilter = ".jpg, .JPG, .png, .PNG";
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Utils::FileSystem::stringList dirContent = Utils::FileSystem::getDirContent(
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imageDir, Settings::getInstance()->getBool("ScreensaverSlideshowRecurse"));
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for (auto it = dirContent.begin(); it != dirContent.end(); it++) {
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if (Utils::FileSystem::isRegularFile(*it)) {
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if (imageFilter.find(Utils::FileSystem::getExtension(*it)) != std::string::npos)
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mImageCustomFiles.push_back(*it);
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}
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}
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}
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else {
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LOG(LogWarning) << "Custom screensaver image directory '" <<
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imageDir << "' does not exist.";
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}
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}
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void SystemScreensaver::pickRandomImage(std::string& path)
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{
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mCurrentGame = nullptr;
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if (mImageFiles.size() == 0)
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return;
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if (mImageFiles.size() == 1) {
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mPreviousGame = nullptr;
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mCurrentGame = mImageFiles.front();
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path = mImageFiles.front()->getImagePath();
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return;
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}
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unsigned int index;
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do {
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// Get a random number in range.
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std::random_device randDev;
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// Mersenne Twister pseudorandom number generator.
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std::mt19937 engine{randDev()};
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std::uniform_int_distribution<int> uniform_dist(0, mImageFiles.size() - 1);
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index = uniform_dist(engine);
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}
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while (mPreviousGame && mImageFiles.at(index) == mPreviousGame);
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path = mImageFiles.at(index)->getImagePath();
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mGameName = mImageFiles.at(index)->getName();
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mSystemName = mImageFiles.at(index)->getSystem()->getFullName();
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mCurrentGame = mImageFiles.at(index);
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}
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void SystemScreensaver::pickRandomVideo(std::string& path)
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{
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mCurrentGame = nullptr;
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if (mVideoFiles.size() == 0)
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return;
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if (mVideoFiles.size() == 1) {
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mPreviousGame = nullptr;
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mCurrentGame = mVideoFiles.front();
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path = mVideoFiles.front()->getVideoPath();
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return;
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}
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unsigned int index;
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do {
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// Get a random number in range.
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std::random_device randDev;
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// Mersenne Twister pseudorandom number generator.
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std::mt19937 engine{randDev()};
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std::uniform_int_distribution<int> uniform_dist(0, mVideoFiles.size() - 1);
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index = uniform_dist(engine);
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}
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while (mPreviousGame && mVideoFiles.at(index) == mPreviousGame);
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path = mVideoFiles.at(index)->getVideoPath();
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mGameName = mVideoFiles.at(index)->getName();
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mSystemName = mVideoFiles.at(index)->getSystem()->getFullName();
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mCurrentGame = mVideoFiles.at(index);
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}
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void SystemScreensaver::pickRandomCustomImage(std::string& path)
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{
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if (mImageCustomFiles.size() == 0)
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return;
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if (mVideoFiles.size() == 1) {
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mPreviousCustomImage = mImageCustomFiles.front();
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path = mImageCustomFiles.front();
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return;
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}
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unsigned int index;
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do {
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// Get a random number in range.
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std::random_device randDev;
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// Mersenne Twister pseudorandom number generator.
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std::mt19937 engine{randDev()};
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std::uniform_int_distribution<int> uniform_dist(0, mImageCustomFiles.size() - 1);
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index = uniform_dist(engine);
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}
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while (mPreviousCustomImage != "" && mImageCustomFiles.at(index) == mPreviousCustomImage);
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path = mImageCustomFiles.at(index);
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mPreviousCustomImage = path;
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mGameName = "";
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mSystemName = "";
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}
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