2020-06-27 09:48:55 +00:00
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/*
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** screenjob.cpp
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**
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** Generic asynchronous screen display
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**
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**---------------------------------------------------------------------------
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** Copyright 2020 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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2020-06-20 07:46:41 +00:00
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#include "types.h"
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#include "build.h"
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#include "screenjob.h"
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2020-06-27 09:48:55 +00:00
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#include "i_time.h"
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#include "v_2ddrawer.h"
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2020-06-20 07:46:41 +00:00
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2020-06-27 09:48:55 +00:00
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IMPLEMENT_CLASS(DScreenJob, true, false)
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void RunScreenJob(DScreenJob *job, std::function<void(bool skipped)> completion, bool clearbefore)
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{
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if (clearbefore)
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{
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twod->ClearScreen();
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videoNextPage();
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}
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auto startTime = I_nsTime();
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// Input later needs to be event based so that these screens can do more than be skipped.
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inputState.ClearAllInput();
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while(true)
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{
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auto now = I_nsTime();
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int frame = int((now - startTime) * 120 / 1'000'000'000);
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bool skiprequest = inputState.CheckAllInput();
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twod->ClearScreen();
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int state = job->Frame(frame, skiprequest);
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videoNextPage();
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if (state < 1)
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{
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completion(state < 0);
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return;
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}
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}
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}
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void PlayVideo(const char *filename, AnimSound *ans, int frameticks, std::function<void(bool skipped)> completion);
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#if 0
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2020-06-20 07:46:41 +00:00
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void RunScreen(const char *classname, VMValue *params, int numparams, std::function<void(bool aborted)> completion)
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{
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int ticker = 0;
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auto ototalclock = totalclock;
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PClass *cls = PClass::FindClass(classname);
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if (cls != nullptr && cls->IsDescendantOf(NAME_GameScreen))
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{
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auto func = dyn_cast<PFunction>(cls->FindSymbol("Init", true));
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if (func != nullptr && !(func->Variants[0].Flags & (VARF_Protected | VARF_Private))) // skip internal classes which have a protected init method.
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{
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TArray<VMValue> args(numparams+1);
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for(int i = 0;i<numparams;i++) args[i+1] = params[i];
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auto item = cls->CreateNew();
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if (!item)
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{
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completion(true);
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return;
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}
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args[0] = item;
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VMCallWithDefaults(func->Variants[0].Implementation, args, nullptr, 0);
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while (true)
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{
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handleevents();
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event_t *ev;
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// This should later run off D_ProcessEvents, but currently requires a local copy here
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while (eventtail != eventhead)
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{
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ev = &events[eventtail];
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eventtail = (eventtail + 1) & (MAXEVENTS - 1);
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if (ev->type == EV_None)
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continue;
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if (ev->type == EV_DeviceChange)
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UpdateJoystickMenu(I_UpdateDeviceList());
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#if 0 // this isn't safe with the current engine structure
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if (C_Responder (ev))
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continue; // console ate the event
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if (M_Responder (ev))
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continue; // menu ate the event
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#endif
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IFVIRTUALPTRNAME(item, NAME_GameScreen, OnEvent)
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{
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FInputEvent e = ev;
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VMValue params[] = { (DObject*)item, &e };
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int retval;
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VMReturn ret(&retval);
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VMCall(func, params, 2, &ret, 1);
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if (!retval)
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{
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completion(true);
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return;
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}
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}
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}
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while ((int)(totalclock - ototalclock) >= 1)
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{
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IFVIRTUALPTRNAME(item, NAME_GameScreen, Tick)
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{
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FInputEvent e = ev;
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VMValue params[] = { (DObject*)item, ticker };
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ticker++;
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int retval;
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VMReturn ret(&retval);
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VMCall(func, params, 2, &ret, 1);
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if (!retval)
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{
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completion(false);
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return;
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}
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}
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}
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IFVIRTUALPTRNAME(item, NAME_GameScreen, Draw)
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{
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FInputEvent e = ev;
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VMValue params[] = { (DObject*)item };
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ticker++;
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VMCall(func, params, 1, nullptr, 0);
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}
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videoNextPage();
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}
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}
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}
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completion(true);
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}
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2020-06-27 09:48:55 +00:00
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#endif
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