Video Preview in EmulationStation
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@fieldofcows OMFG this makes me extremely happy!!!
How does having a video preview affect theming? Does the positioning work the same as artwork?
Also, what software are you using to play the video - Omxplayer?
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Nice!
I played about with attract mode previously because I like the idea of video previews but it became a bit unmanageable with long ROM lists.
This looks like a happy medium, where I can have my video previews (and updated marquee image - nice!) without all the additional micro-managing involved in seperate attractmode menus.
Looking forward to trying this out, thanks.
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@robertybob So, I've added a new VideoGameListView which is based on the DetailedGameListView where the md_image item has been renamed to md_marquee and there is a new <video> component named "md_video". Probably best shown with an example:
<theme> <formatVersion>3</formatVersion> <view name="video"> <image name="md_marquee"> <pos>0.0293 0.039</pos> <origin>0.0 0.0</origin> <size>0.5488 0.181</size> </image> <video name="md_video"> <pos>0.3050 0.472</pos> <origin>0.5 0.5</origin> <size>0.3740 0.3540</size> <delay>1.0</delay> </video> <text name="md_publisher"> ...
Then the gamelist.xml is defined like this:
<game> <path>./1944.zip</path> <name>1944 - the loop master (000620 USA)</name> <desc>1944 - the loop master (000620 USA)</desc> <video>/home/pi/Games/config/videos/1944.xmv</video> <marquee>/home/pi/Games/config/marquees/1944.png</marquee> <rating>0.5</rating> <releasedate>20000101T000000</releasedate> <developer>Capcom / 8ing / Raizing</developer> <publisher>2000 Capcom / 8ing / Raizing</publisher> <genre>Shooter / Flying Vertical</genre> <players></players> </game>
Any suggestions for how this can be improved are very welcome :)
I am using libvlc for the video rendering. This renders into a buffer that then gets imported into an OpenGL texture for display. This will allow for some of the effects seen in Attract Mode videos in the future if we want to add them. I used vlc because I thought I could make use of the hardware acceleration on the rPI but it is not currently using it and, in fact, does not seem to be necessary at least on the rPI3 that I am using.
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This is absolutely amazing!!
Please can you share with us a windows binary build? Please! Please!
Thank you very much, great work. Regards.
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@GtBFilms said in Video Preview in EmulationStation:
Nice!
I played about with attract mode previously because I like the idea of video previews but it became a bit unmanageable with long ROM lists.
This looks like a happy medium, where I can have my video previews (and updated marquee image - nice!) without all the additional micro-managing involved in seperate attractmode menus.
Looking forward to trying this out, thanks.
This is where emumovies comes in. They have tools that will make it easier to maintaining your video snaps.
A lifetime subscription is the way to go.
Have never regretted it one sec. -
@Nismo I can share a Linux or RPi build but I haven't got a WIndows toolchain setup for EmulationStation yet. If I get time tomorrow I'll see what I can do.
Anyone else interested in giving this a try?
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@Rion Well said. I'm a close friend of Circo and his emumovies. Been a lifetime member for years and years. Haven't updated my sets on my gaming PC in a while though, probably outta. Been working on setting up a RetroPie.
@fieldofcows I would definitely be willing to test this, but I know very little. I've only been a member of the site for like 3 days, and only just started building my RetroPie in the last 2. Perhaps some day. :)
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@fieldofcows of course i want to test.
Maybe i could try to install VS2010 in my computer and try to compile myself if you give me source code. But i never did before...
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@fieldofcows Sure, I could test it and put a video overview up if you like?
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Hey, good work!
The youtube vid is very promising.
The initial halting when going into the gamelist, is that because of the video loading / libvlc starting up ?If you ever want to have someone else have look at your code, and you can handle stupid questions, don't hesitate to drop me a line. I am looking for a coding buddy myself, and combining efforts seems like a fun way to bring ES to the next level!
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@fieldofcows I'm trying to compile to windows from Linux Lite (Ubuntu 16.04.1 LTS) using Mingw64.
First problem i encountered is Mingw64 can't find freeimage so i did this change on CMakeLists.txt:
#finding necessary packages
#-------------------------------------------------------------------------------
if(${GLSystem} MATCHES "Desktop OpenGL")
find_package(OpenGL REQUIRED)
else()
find_package(OpenGLES REQUIRED)
endif()
find_package(Freetype REQUIRED)
find_package(SDL2 REQUIRED)
find_package(Boost REQUIRED COMPONENTS system filesystem date_time locale)
find_package(Eigen3 REQUIRED)
find_package(CURL REQUIRED)
find_package(VLC REQUIRED)#add ALSA for Linux
if(${CMAKE_SYSTEM_NAME} MATCHES "Linux")
find_package(ALSA REQUIRED)
endif()FIND_PATH( FREEIMAGE_INCLUDE_PATH FreeImage.h /usr/include /usr/local/include /sw/include /opt/local/include DOC "The directory where FreeImage.h resides") FIND_LIBRARY( FREEIMAGE_LIBRARY NAMES FreeImage freeimage libfreeimage libfreeimage-3.15.2 PATHS /usr/lib64 /usr/lib /usr/local/lib64 /usr/local/lib /sw/lib /opt/local/lib DOC "The FreeImage library")
#-------------------------------------------------------------------------------
Now i have not freeimage error while compiling, but any message about freeimage. I'm sure latest version of freeimage is installed.
Now Mingw64 can't find vlc library, and i don't know what to do or where to point. I have installed libvlc-dev.
This is my Mingw64 script:
cmake -DFREETYPE_INCLUDE_DIRS=/usr/include/freetype2/ -DFREETYPE_LIBRARY=/usr/include/freetype2/ft2build.h -DFREEIMAGE_INCLUDE_DIRS=/usr/include/ -DFREEIMAGE_LIBRARY=/usr/include/FreeImage.h -DSDL2_INCLUDE_DIR=/usr/include/SDL2/ -DSDL2_LIBRARY=/usr/include/SDL2/SDL.h -DBOOST_LIBRARYDIR=/usr/lib/x86_64-linux-gnu/ -DCURL_LIBRARY=/usr/include/curl/curl.h -DVLC_INCLUDE_DIR=/usr/include/vlc/ -DVLC_LIBRARY=/usr/include/vlc/libvlc.h -DCMAKE_SYSTEM_NAME=Windows -DCMAKE_C_COMPILER=/usr/bin/x86_64-w64-mingw32-gcc -DCMAKE_CXX_COMPILER=/usr/bin/x86_64-w64-mingw32-c++
Any help whould be appreciate, thanx.
#-------------------------------------------------------------------------------
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@Nismo Is MinGW64 a supported build environment for EmulationStation? I don't know much about it but I would have thought you would need to build all the dependencies (including libvlc) using the mingw64 toolchain for this to work rather than trying to build against the linux headers and libraries.
I was hoping to get a windows environment setup over the weekend but I didn't find much time. I did manage to get it nearly working though using Visual Studio 2015. It all builds but I'm getting link errors. It shouldn't take much to get it working except some of my time of which I don't have much!
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@fieldofcows if you read about mingw64 it's not much difference about compiling for windows from ubuntu, anyway if you need a PC with windows to make test and make an windows environment setup i can let you use mine trought teamviewer. No problems with that. Mi PC is your PC. If i can contribute with my computer, i'm happy to help with the project.
intel core i7 4790k 8gb ram. Windows 10. You will work with an 250GB SSD because all my HDD are full.what do you think?
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@Nismo That's a kind offer however I've got development systems coming out my ears! When working on EmulationStation I build on my Linux system before copying the source over to RPi and building on that. The only reason I'm trying to setup a Windows build is to provide a pre-built binary for anyone that wants to try it on Windows.
If you have an Ubuntu system, why don't you try building the native Linux version rather than waiting for a Windows build or messing about with MinGW?
As I said, I'm nearly there and will drop a some prebuilt binaries somewhere so people can pick them up and try out the video preview.
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@fieldofcows I just install linux only for compiling... because for compiling in windows i need to install a lot of things, so i installed linux in a pendrive only for compiling but not successful.
Also I want to compile the program because i want to translate to my native languaje. Whould be great if ES can read strings from an strings.xml file so we can translate it for the kids.
The only reason i use windows is because of the games... you know... origin.. uplay... steam...
My pc is your pc if you need it. Regards.
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@fieldofcows ok i finally managed to ming64 can find libs.
For who interested you need to replace FindFreeImage.cmake and FindVLC.cmake inside EmulationStation-master\CMake\Packages with the new ones i provide to you:
http://www.mediafire.com/file/moe07cryzc9i1ew/Findfreeimage_%26_findvlc.rar
Now finally starts compilling but lot of errors and no success. This is the console log:
http://www.mediafire.com/file/sbusqdaw19p3up9/console-log.txt
Any help would be appreciated.
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@fieldofcows take a look at this source fork, this guy is mantaining support and has automated builds: https://github.com/Herdinger/EmulationStation maybe he can merge your commits and you don't need to compile anything and we can take advantage of the updated code.
I finally tried to compile emulationstation on windows, but i have a lot of errors when compiling:
EmulationStation-master\es-core\src\platform.cpp(87): error C3861: 'open': identifier not found
EmulationStation-master\es-core\src\platform.cpp(89): error C3861: 'close': identifier not foundEmulationStation-master\es-core\src\Util.cpp(105): error C2440: 'initializing' : cannot convert from 'const boost::filesystem3::path::value_type *' to 'std::basic_string<_Elem,_Traits,_Ax>'
4> with
4> [
4> _Elem=char,
4> _Traits=std::char_traits<char>,
4> _Ax=std::allocator<char>
4> ]
4> Ningún constructor ha podido aceptar el tipo de origen o bien la resolución de sobrecarga del constructor era ambigua
4>..............\EmulationStation-master\es-core\src\Util.cpp(106): error C2440: 'inicializando' : no se puede realizar la conversión de 'const boost::filesystem3::path::value_type *' a 'std::basic_string<_Elem,_Traits,_Ax>'
4> with
4> [
4> _Elem=char,
4> _Traits=std::char_traits<char>,
4> _Ax=std::allocator<char>
4> ]
4> No constructor could take the source type, or constructor overload resolution was ambiguous
4> HelpComponent.cppEmulationStation-master\es-core\src\Window.cpp(248): error C3861: 'round': identifier not found
EmulationStation-master\es-core\src\Window.cpp(249): error C3861: 'round': identifier not found
EmulationStation-master\es-core\src\Window.cpp(344): error C3861: 'count_if': identifier not foundAnd more similar errors.. i think the code needs to be a little modified to compile on windows, but i'm not a programmer so i'm stuck at this point.
I'm able to compile if the source code is ok.
I've uploaded the full log for who interested: http://www.mediafire.com/file/n974fz3sp7z2cq3/compilation-log.txt
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@Nismo So this is the problem it seems with EmulationStation - Aloshi isn't maintaining it anymore and there are a number of branches, most of which have also been fairly static for a while. I chose to fork the RetroPie branch because I ultimately want this to work on raspberry pi. I guess that branch doesn't build on Windows.
I'm happy to submit the changes to the Herdinger fork but it seems like that one too hasn't been updated for a while.
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Right - I have a working Windows build environment as well as Linux and RPi. I'll see if I can get some binaries built and put them somewhere for people to try shortly.
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