ES-DE/es-core/src/components/VideoVlcComponent.cpp

367 lines
12 KiB
C++

// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// VideoVlcComponent.cpp
//
// Video playing using libVLC.
//
#include "components/VideoVlcComponent.h"
#include "renderers/Renderer.h"
#include "resources/TextureResource.h"
#include "utils/StringUtil.h"
#include "PowerSaver.h"
#include "Settings.h"
#if defined(__APPLE__)
#include "utils/FileSystemUtil.h"
#endif
#include <SDL2/SDL_mutex.h>
#include <SDL2/SDL_timer.h>
#include <vlc/vlc.h>
#if defined(_WIN64)
#include <cstring>
#include <codecvt>
#endif
libvlc_instance_t* VideoVlcComponent::mVLC = nullptr;
// VLC prepares to render a video frame.
static void* lock(void* data, void** p_pixels) {
struct VideoContext* c = (struct VideoContext*)data;
SDL_LockMutex(c->mutex);
SDL_LockSurface(c->surface);
*p_pixels = c->surface->pixels;
return nullptr; // Picture identifier, not needed here.
}
// VLC just rendered a video frame.
static void unlock(void* data, void* /*id*/, void *const* /*p_pixels*/) {
struct VideoContext* c = (struct VideoContext*)data;
SDL_UnlockSurface(c->surface);
SDL_UnlockMutex(c->mutex);
}
// VLC wants to display a video frame.
static void display(void* /*data*/, void* /*id*/) {
// Data to be displayed.
}
VideoVlcComponent::VideoVlcComponent(Window* window, std::string subtitles)
: VideoComponent(window), mMediaPlayer(nullptr)
{
memset(&mContext, 0, sizeof(mContext));
// Get an empty texture for rendering the video.
mTexture = TextureResource::get("");
// Make sure VLC has been initialized.
setupVLC(subtitles);
}
VideoVlcComponent::~VideoVlcComponent()
{
stopVideo();
}
void VideoVlcComponent::setResize(float width, float height)
{
mTargetSize = Vector2f(width, height);
mTargetIsMax = false;
mStaticImage.setResize(width, height);
resize();
}
void VideoVlcComponent::setMaxSize(float width, float height)
{
mTargetSize = Vector2f(width, height);
mTargetIsMax = true;
mStaticImage.setMaxSize(width, height);
resize();
}
void VideoVlcComponent::resize()
{
if (!mTexture)
return;
const Vector2f textureSize((float)mVideoWidth, (float)mVideoHeight);
if (textureSize == Vector2f::Zero())
return;
// SVG rasterization is determined by height and rasterization is done in terms of pixels.
// If rounding is off enough in the rasterization step (for images with extreme aspect
// ratios), it can cause cutoff when the aspect ratio breaks.
// So we always make sure the resultant height is an integer to make sure cutoff doesn't
// happen, and scale width from that (you'll see this scattered throughout the function).
// This is probably not the best way, so if you're familiar with this problem and have a
// better solution, please make a pull request!
if (mTargetIsMax) {
mSize = textureSize;
Vector2f resizeScale((mTargetSize.x() / mSize.x()), (mTargetSize.y() / mSize.y()));
if (resizeScale.x() < resizeScale.y()) {
mSize[0] *= resizeScale.x();
mSize[1] *= resizeScale.x();
}
else {
mSize[0] *= resizeScale.y();
mSize[1] *= resizeScale.y();
}
// For SVG rasterization, always calculate width from rounded height (see comment above).
mSize[1] = Math::round(mSize[1]);
mSize[0] = (mSize[1] / textureSize.y()) * textureSize.x();
}
else {
// If both components are set, we just stretch.
// If no components are set, we don't resize at all.
mSize = mTargetSize == Vector2f::Zero() ? textureSize : mTargetSize;
// If only one component is set, we resize in a way that maintains aspect ratio.
// For SVG rasterization, we always calculate width from rounded height (see comment above).
if (!mTargetSize.x() && mTargetSize.y()) {
mSize[1] = Math::round(mTargetSize.y());
mSize[0] = (mSize.y() / textureSize.y()) * textureSize.x();
}
else if (mTargetSize.x() && !mTargetSize.y()) {
mSize[1] = Math::round((mTargetSize.x() / textureSize.x()) * textureSize.y());
mSize[0] = (mSize.y() / textureSize.y()) * textureSize.x();
}
}
// mSize.y() should already be rounded.
mTexture->rasterizeAt((size_t)Math::round(mSize.x()), (size_t)Math::round(mSize.y()));
onSizeChanged();
}
void VideoVlcComponent::render(const Transform4x4f& parentTrans)
{
if (!isVisible())
return;
VideoComponent::render(parentTrans);
Transform4x4f trans = parentTrans * getTransform();
GuiComponent::renderChildren(trans);
Renderer::setMatrix(trans);
if (mIsPlaying && mContext.valid) {
// This fade in is only used by the video screensaver.
const unsigned int fadeIn = (unsigned int)(Math::clamp(mFadeIn, 0.0f, 1.0f) * 255.0f);
const unsigned int color =
Renderer::convertColor((fadeIn << 24) | (fadeIn << 16) | (fadeIn << 8) | 255);
Renderer::Vertex vertices[4];
vertices[0] = { { 0.0f , 0.0f }, { 0.0f, 0.0f }, color };
vertices[1] = { { 0.0f , mSize.y() }, { 0.0f, 1.0f }, color };
vertices[2] = { { mSize.x(), 0.0f }, { 1.0f, 0.0f }, color };
vertices[3] = { { mSize.x(), mSize.y() }, { 1.0f, 1.0f }, color };
// Round vertices.
for (int i = 0; i < 4; ++i)
vertices[i].pos.round();
// Build a texture for the video frame.
mTexture->initFromPixels((unsigned char*)mContext.surface->pixels,
mContext.surface->w, mContext.surface->h);
mTexture->bind();
#if defined(USE_OPENGL_21)
// Render scanlines if this option is enabled. However, if this is the video
// screensaver, then skip this as screensaver scanline rendering is handled from
// Window.cpp as a postprocessing step.
if (!mScreensaverMode && Settings::getInstance()->getBool("GamelistVideoScanlines"))
vertices[0].shaders = Renderer::SHADER_SCANLINES;
#endif
// Render it.
Renderer::drawTriangleStrips(&vertices[0], 4, trans);
}
else {
VideoComponent::renderSnapshot(parentTrans);
}
}
void VideoVlcComponent::setupContext()
{
if (!mContext.valid) {
// Create an RGBA surface to render the video into.
mContext.surface = SDL_CreateRGBSurface(SDL_SWSURFACE, (int)mVideoWidth,
(int)mVideoHeight, 32, 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff);
mContext.mutex = SDL_CreateMutex();
mContext.valid = true;
resize();
}
}
void VideoVlcComponent::freeContext()
{
if (mContext.valid) {
SDL_FreeSurface(mContext.surface);
SDL_DestroyMutex(mContext.mutex);
mContext.valid = false;
}
}
void VideoVlcComponent::setupVLC(std::string subtitles)
{
// If VLC hasn't been initialised yet then do it now.
if (!mVLC) {
const char** args;
const char* newargs[] = { "--quiet", "--sub-file", subtitles.c_str() };
const char* singleargs[] = { "--quiet" };
int argslen = 0;
if (!subtitles.empty()) {
argslen = sizeof(newargs) / sizeof(newargs[0]);
args = newargs;
}
else {
argslen = sizeof(singleargs) / sizeof(singleargs[0]);
args = singleargs;
}
#if defined(__APPLE__)
// It's required to set the VLC_PLUGIN_PATH variable on macOS, or the libVLC
// initialization will fail (with no error message).
std::string vlcPluginPath = Utils::FileSystem::getExePath() + "/plugins";
if (Utils::FileSystem::isDirectory(vlcPluginPath))
setenv("VLC_PLUGIN_PATH", vlcPluginPath.c_str(), 1);
else
setenv("VLC_PLUGIN_PATH", "/Applications/VLC.app/Contents/MacOS/plugins/", 1);
#endif
mVLC = libvlc_new(argslen, args);
}
}
void VideoVlcComponent::handleLooping()
{
if (mIsPlaying && mMediaPlayer) {
libvlc_state_t state = libvlc_media_player_get_state(mMediaPlayer);
if (state == libvlc_Ended) {
libvlc_media_player_set_media(mMediaPlayer, mMedia);
if ((!Settings::getInstance()->getBool("GamelistVideoAudio") && !mScreensaverMode) ||
(!Settings::getInstance()->getBool("ScreenSaverVideoAudio") && mScreensaverMode))
libvlc_audio_set_mute(mMediaPlayer, 1);
libvlc_media_player_play(mMediaPlayer);
}
}
}
void VideoVlcComponent::pauseVideo()
{
// If a game has been launched and the flag to pause the video has been
// set, then rewind and pause.
if (!mPause || !mMediaPlayer)
return;
if (libvlc_media_player_get_state(mMediaPlayer) == libvlc_Playing) {
libvlc_media_player_set_position(mMediaPlayer, 0.0f);
libvlc_media_player_pause(mMediaPlayer);
}
}
void VideoVlcComponent::startVideo()
{
if (!mIsPlaying) {
mVideoWidth = 0;
mVideoHeight = 0;
#if defined(_WIN64)
std::string path(Utils::String::replace(mVideoPath, "/", "\\"));
#else
std::string path(mVideoPath);
#endif
// Make sure we have a video path.
if (mVLC && (path.size() > 0)) {
// Set the video that we are going to be playing so we don't attempt to restart it.
mPlayingVideoPath = mVideoPath;
// Open the media.
mMedia = libvlc_media_new_path(mVLC, path.c_str());
if (mMedia) {
unsigned track_count;
int parseResult;
libvlc_event_t vlcEvent;
// Asynchronous media parsing.
libvlc_event_attach(libvlc_media_event_manager(
mMedia), libvlc_MediaParsedChanged, VlcMediaParseCallback, 0);
parseResult = libvlc_media_parse_with_options(mMedia, libvlc_media_parse_local, -1);
if (!parseResult) {
// Wait for a maximum of 1 second for the media parsing.
for (int i = 0; i < 200; i++) {
if (libvlc_media_get_parsed_status(mMedia))
break;
SDL_Delay(5);
};
}
libvlc_media_track_t** tracks;
track_count = libvlc_media_tracks_get(mMedia, &tracks);
for (unsigned track = 0; track < track_count; ++track) {
if (tracks[track]->i_type == libvlc_track_video) {
mVideoWidth = tracks[track]->video->i_width;
mVideoHeight = tracks[track]->video->i_height;
break;
}
}
libvlc_media_tracks_release(tracks, track_count);
// Make sure we found a valid video track.
if ((mVideoWidth > 0) && (mVideoHeight > 0)) {
PowerSaver::pause();
setupContext();
// Setup the media player.
mMediaPlayer = libvlc_media_player_new_from_media(mMedia);
if ((!Settings::getInstance()->getBool("GamelistVideoAudio") &&
!mScreensaverMode) ||
(!Settings::getInstance()->getBool("ScreenSaverVideoAudio") &&
mScreensaverMode))
libvlc_audio_set_mute(mMediaPlayer, 1);
libvlc_media_player_play(mMediaPlayer);
libvlc_video_set_callbacks(mMediaPlayer, lock, unlock, display,
(void*)&mContext);
libvlc_video_set_format(mMediaPlayer, "RGBA", (int)mVideoWidth,
(int)mVideoHeight, (int)mVideoWidth * 4);
// Update the playing state.
mIsPlaying = true;
mFadeIn = 0.0f;
}
}
}
}
}
void VideoVlcComponent::stopVideo()
{
mIsPlaying = false;
mStartDelayed = false;
mPause = false;
// Release the media player so it stops calling back to us.
if (mMediaPlayer) {
libvlc_media_player_stop(mMediaPlayer);
libvlc_media_player_release(mMediaPlayer);
libvlc_media_release(mMedia);
mMediaPlayer = nullptr;
freeContext();
PowerSaver::resume();
}
}