This commit is contained in:
Rachael Alexanderson 2017-05-22 13:10:19 -04:00
commit 7600fdb200
13 changed files with 175 additions and 11 deletions

View file

@ -1576,8 +1576,7 @@ DEFINE_ACTION_FUNCTION(DSBarInfo, GetProtrusion)
DBaseStatusBar *CreateCustomStatusBar(int scriptno)
{
auto script = SBarInfoScript[scriptno];
if (script == NULL)
I_FatalError("Tried to create a status bar with no script!");
if (script == nullptr) return nullptr;
auto sbar = (DBaseStatusBar*)PClass::FindClass("SBarInfoWrapper")->CreateNew();
auto core = new DSBarInfo(sbar, script);

View file

@ -303,6 +303,15 @@ void ST_CreateStatusBar(bool bTitleLevel)
{
StatusBar = CreateCustomStatusBar(SCRIPT_DEFAULT);
}
// SBARINFO failed so try the current statusbarclass again.
if (StatusBar == nullptr)
{
auto cls = PClass::FindClass(gameinfo.statusbarclass);
if (cls != nullptr)
{
StatusBar = (DBaseStatusBar *)cls->CreateNew();
}
}
}
if (StatusBar == nullptr)
{

View file

@ -933,6 +933,7 @@ void GLSceneDrawer::WriteSavePic (player_t *player, FileWriter *file, int width,
{
GL_IRECT bounds;
P_FindParticleSubsectors(); // make sure that all recently spawned particles have a valid subsector.
bounds.left=0;
bounds.top=0;
bounds.width=width;

View file

@ -1185,10 +1185,11 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
y = particle->Pos.Y;
z = particle->Pos.Z;
float scalefac=particle->size/4.0f;
// [BB] The smooth particles are smaller than the other ones. Compensate for this here.
if (gl_particles_style==2)
scalefac *= 1.7;
float factor;
if (gl_particles_style == 1) factor = 1.3f / 7.f;
else if (gl_particles_style == 2) factor = 2.5f / 7.f;
else factor = 1 / 7.f;
float scalefac=particle->size * factor;
float viewvecX = GLRenderer->mViewVector.X;
float viewvecY = GLRenderer->mViewVector.Y;

View file

@ -36,6 +36,7 @@
musicBlock::musicBlock ()
{
memset (this, 0, sizeof(*this));
for(auto &oplchannel : oplchannels) oplchannel.Panning = 64; // default to center panning.
for(auto &voice : voices) voice.index = ~0u; // mark all free.
}

View file

@ -33,6 +33,11 @@
#include "r_thread.h"
#include "swrenderer/r_memory.h"
#include "swrenderer/r_renderthread.h"
#include <chrono>
#ifdef WIN32
void PeekThreadedErrorPane();
#endif
CVAR(Bool, r_multithreaded, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
@ -73,10 +78,20 @@ void DrawerThreads::Execute(DrawerCommandQueuePtr commands)
void DrawerThreads::WaitForWorkers()
{
using namespace std::chrono_literals;
// Wait for workers to finish
auto queue = Instance();
std::unique_lock<std::mutex> end_lock(queue->end_mutex);
queue->end_condition.wait(end_lock, [&]() { return queue->tasks_left == 0; });
if (!queue->end_condition.wait_for(end_lock, 5s, [&]() { return queue->tasks_left == 0; }))
{
#ifdef WIN32
PeekThreadedErrorPane();
#endif
// Invoke the crash reporter so that we can capture the call stack of whatever the hung worker thread is doing
int *threadCrashed = nullptr;
*threadCrashed = 0xdeadbeef;
}
end_lock.unlock();
// Clean up

View file

@ -57,6 +57,11 @@
#include "swrenderer/r_memory.h"
#include "swrenderer/r_renderthread.h"
#include "swrenderer/things/r_playersprite.h"
#include <chrono>
#ifdef WIN32
void PeekThreadedErrorPane();
#endif
EXTERN_CVAR(Bool, r_shadercolormaps)
EXTERN_CVAR(Int, r_clearbuffer)
@ -217,9 +222,18 @@ namespace swrenderer
// Wait for everyone to finish:
if (Threads.size() > 1)
{
using namespace std::chrono_literals;
std::unique_lock<std::mutex> end_lock(end_mutex);
finished_threads++;
end_condition.wait(end_lock, [&]() { return finished_threads == Threads.size(); });
if (!end_condition.wait_for(end_lock, 5s, [&]() { return finished_threads == Threads.size(); }))
{
#ifdef WIN32
PeekThreadedErrorPane();
#endif
// Invoke the crash reporter so that we can capture the call stack of whatever the hung worker thread is doing
int *threadCrashed = nullptr;
*threadCrashed = 0xdeadbeef;
}
finished_threads = 0;
}

View file

@ -821,6 +821,13 @@ void ShowErrorPane(const char *text)
}
}
void PeekThreadedErrorPane()
{
// Allow SendMessage from another thread to call its message handler so that it can display the crash dialog
MSG msg;
PeekMessage(&msg, 0, 0, 0, PM_NOREMOVE);
}
//==========================================================================
//
// DoMain

View file

@ -39,7 +39,7 @@ IWad
Autoname = "harmony"
Game = "Doom"
Config = "Harmony"
Mapinfo = "mapinfo/hacxharm.txt"
Mapinfo = "mapinfo/harmony.txt"
MustContain = "MAP01", "0HAWK01", "0CARA3", "0NOSE1"
BannerColors = "6e b4 d6", "45 4f 7e"
}
@ -50,7 +50,7 @@ IWad
Game = "Doom"
Config = "Hacx"
Autoname = "hacx.hacx2"
Mapinfo = "mapinfo/hacxharm.txt"
Mapinfo = "mapinfo/hacx.txt"
MustContain = "MAP01", "HACX-E"
BannerColors = "ff ff ff", "00 88 22"
}
@ -61,7 +61,7 @@ IWad
Game = "Doom"
Config = "Hacx"
Autoname = "hacx.hacx1"
Mapinfo = "mapinfo/hacxharm.txt"
Mapinfo = "mapinfo/hacx.txt"
MustContain = "MAP01", "HACX-R"
BannerColors = "00 00 a8", "a8 a8 a8"
}

View file

@ -0,0 +1,8 @@
include "mapinfo/doom2.txt"
gameinfo
{
cursorpic = "cursor"
statusbarclass = "HarmonyStatusBar"
}

View file

@ -37,6 +37,7 @@ version "2.5"
#include "zscript/statusbar/heretic_sbar.txt"
#include "zscript/statusbar/hexen_sbar.txt"
#include "zscript/statusbar/strife_sbar.txt"
#include "zscript/statusbar/harm_sbar.txt"
#include "zscript/statusbar/sbarinfowrapper.txt"
#include "zscript/inventory/inventory.txt"

View file

@ -0,0 +1,108 @@
class HarmonyStatusBar : DoomStatusBar
{
int scalestate;
override void Init()
{
Super.Init();
// This is for detecting the DECORATEd version of the mod which sets proper scaling for the HUD related textures.
let tex = TexMan.CheckForTexture("MEDIA0", TexMan.Type_Sprite);
if (tex.isValid())
{
int size = TexMan.GetSize(tex);
Vector2 ssize = TexMan.GetScaledSize(tex);
if (ssize.X ~== size) scalestate = 1;
else scalestate = 0;
}
else scalestate = 1;
}
override void Draw (int state, double TicFrac)
{
if (!scalestate)
{
Super.Draw(state, TicFrac);
return;
}
BaseStatusBar.Draw (state, TicFrac);
if (state == HUD_StatusBar)
{
BeginStatusBar();
DrawMainBar (TicFrac);
}
else if (state == HUD_Fullscreen)
{
BeginHUD();
DrawFullScreenStuff ();
}
}
protected void DrawFullScreenStuff ()
{
Vector2 iconbox = (40, 20);
// Draw health
DrawImage("MEDIA0", (20, -2), scale:(0.3, 0.3));
DrawString(mHUDFont, FormatNumber(CPlayer.health, 3), (44, -20));
let armor = CPlayer.mo.FindInventory("BasicArmor");
if (armor != null && armor.Amount > 0)
{
DrawInventoryIcon(armor, (20, -22), scale:(0.3, 0.3));
DrawString(mHUDFont, FormatNumber(armor.Amount, 3), (44, -40));
}
Inventory ammotype1, ammotype2;
[ammotype1, ammotype2] = GetCurrentAmmo();
int invY = -20;
if (ammotype1 != null)
{
DrawInventoryIcon(ammotype1, (-14, -4), scale:(0.3, 0.3));
DrawString(mHUDFont, FormatNumber(ammotype1.Amount, 3), (-30, -20), DI_TEXT_ALIGN_RIGHT);
invY -= 20;
}
if (ammotype2 != null && ammotype2 != ammotype1)
{
DrawInventoryIcon(ammotype2, (-14, invY + 17), scale:(0.3, 0.3));
DrawString(mHUDFont, FormatNumber(ammotype2.Amount, 3), (-30, invY), DI_TEXT_ALIGN_RIGHT);
invY -= 20;
}
if (!isInventoryBarVisible() && !level.NoInventoryBar && CPlayer.mo.InvSel != null)
{
DrawInventoryIcon(CPlayer.mo.InvSel, (-14, invY + 17));
DrawString(mHUDFont, FormatNumber(CPlayer.mo.InvSel.Amount, 3), (-30, invY), DI_TEXT_ALIGN_RIGHT);
}
if (deathmatch)
{
DrawString(mHUDFont, FormatNumber(CPlayer.FragCount, 3), (-3, 1), DI_TEXT_ALIGN_RIGHT, Font.CR_GOLD);
}
// Draw the keys. This does not use a special draw function like SBARINFO because the specifics will be different for each mod
// so it's easier to copy or reimplement the following piece of code instead of trying to write a complicated all-encompassing solution.
Vector2 keypos = (-10, 2);
int rowc = 0;
double roww = 0;
for(let i = CPlayer.mo.Inv; i != null; i = i.Inv)
{
if (i is "Key" && i.Icon.IsValid())
{
DrawTexture(i.Icon, keypos, DI_SCREEN_RIGHT_TOP|DI_ITEM_LEFT_TOP);
Vector2 size = TexMan.GetScaledSize(i.Icon);
keypos.Y += size.Y + 2;
roww = max(roww, size.X);
if (++rowc == 3)
{
keypos.Y = 2;
keypos.X -= roww + 2;
roww = 0;
rowc = 0;
}
}
}
if (isInventoryBarVisible())
{
DrawInventoryBar(diparms, (0, 0), 7, DI_SCREEN_CENTER_BOTTOM, HX_SHADOW);
}
}
}