raze-gles/source/core/screenjob.cpp

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2020-06-27 09:48:55 +00:00
/*
** screenjob.cpp
**
** Generic asynchronous screen display
**
**---------------------------------------------------------------------------
** Copyright 2020 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "types.h"
#include "build.h"
#include "screenjob.h"
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#include "i_time.h"
#include "v_2ddrawer.h"
#include "animlib.h"
#include "v_draw.h"
#include "s_soundinternal.h"
#include "animtexture.h"
#include "gamestate.h"
#include "razemenu.h"
#include "raze_sound.h"
#include "SmackerDecoder.h"
#include "movie/playmve.h"
#include "gamecontrol.h"
#include <vpx/vpx_decoder.h>
#include <vpx/vp8dx.h>
#include "raze_music.h"
#include "vm.h"
#include "mapinfo.h"
static DObject* runner;
static SummaryInfo sinfo;
static PClass* runnerclass;
static PType* runnerclasstype;
static PType* maprecordtype;
static PType* summaryinfotype;
static CompletionFunc completion;
static int ticks;
static SummaryInfo summaryinfo;
//=============================================================================
//
//
//
//=============================================================================
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void Job_Init()
{
static bool done = false;
if (!done)
{
done = true;
GC::AddMarkerFunc([] { GC::Mark(runner); });
}
runnerclass = PClass::FindClass("ScreenJobRunner");
if (!runnerclass) I_FatalError("ScreenJobRunner not defined");
runnerclasstype = NewPointer(runnerclass);
maprecordtype = NewPointer(NewStruct("MapRecord", nullptr, true));
summaryinfotype = NewPointer(NewStruct("SummaryInfo", nullptr, true));
}
//=============================================================================
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//
//
//
//=============================================================================
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static VMFunction* LookupFunction(const char* qname, bool validate = true)
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{
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size_t p = strcspn(qname, ".");
if (p == 0) I_Error("Call to undefined function %s", qname);
FString clsname(qname, p);
FString funcname = qname + p + 1;
auto func = PClass::FindFunction(clsname, funcname);
if (func == nullptr) I_Error("Call to undefined function %s", qname);
if (validate)
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{
// these conditions must be met by all functions for this interface.
if (func->Proto->ReturnTypes.Size() != 0) I_Error("Bad cutscene function %s. Return value not allowed", qname);
if (func->ImplicitArgs != 0) I_Error("Bad cutscene function %s. Must be static", qname);
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}
return func;
}
//=============================================================================
//
//
//
//=============================================================================
void CallCreateFunction(const char* qname, DObject* runner)
{
auto func = LookupFunction(qname);
if (func->Proto->ArgumentTypes.Size() != 1) I_Error("Bad cutscene function %s. Must receive precisely one argument.", qname);
if (func->Proto->ArgumentTypes[0] != runnerclasstype) I_Error("Bad cutscene function %s. Must receive ScreenJobRunner reference.", qname);
VMValue val = runner;
VMCall(func, &val, 1, nullptr, 0);
}
//=============================================================================
//
//
//
//=============================================================================
void CallCreateMapFunction(const char* qname, DObject* runner, MapRecord* map)
{
auto func = LookupFunction(qname);
if (func->Proto->ArgumentTypes.Size() == 1) return CallCreateFunction(qname, runner); // accept functions without map parameter as well here.
if (func->Proto->ArgumentTypes.Size() != 2) I_Error("Bad map-cutscene function %s. Must receive precisely two arguments.", qname);
if (func->Proto->ArgumentTypes[0] != runnerclasstype && func->Proto->ArgumentTypes[1] != maprecordtype)
I_Error("Bad cutscene function %s. Must receive ScreenJobRunner and MapRecord reference.", qname);
VMValue val[2] = { runner, map };
VMCall(func, val, 2, nullptr, 0);
}
//=============================================================================
//
//
//
//=============================================================================
void CallCreateSummaryFunction(const char* qname, DObject* runner, MapRecord* map, SummaryInfo* info, MapRecord* map2)
{
auto func = LookupFunction(qname);
auto s = func->Proto->ArgumentTypes.Size();
auto at = func->Proto->ArgumentTypes.Data();
if (s != 3 && s != 4) I_Error("Bad map-cutscene function %s. Must receive precisely three or four arguments.", qname);
if (at[0] != runnerclasstype && at[1] != maprecordtype && at[2] != summaryinfotype && (s == 3 || at[3] == maprecordtype))
I_Error("Bad cutscene function %s. Must receive ScreenJobRunner, MapRecord and SummaryInfo reference,", qname);
if (info) summaryinfo = *info; // must be copied to a persistent location.
else summaryinfo = {};
VMValue val[] = { runner, map, &summaryinfo, map2 };
VMCall(func, val, s, nullptr, 0);
}
//=============================================================================
//
//
//
//=============================================================================
DObject* CreateRunner(bool clearbefore = true)
{
auto obj = runnerclass->CreateNew();
auto func = LookupFunction("ScreenJobRunner.Init", false);
VMValue val[3] = { obj, clearbefore, false };
VMCall(func, val, 3, nullptr, 0);
return obj;
}
//=============================================================================
//
//
//
//=============================================================================
void AddGenericVideo(DObject* runner, const FString& fn, int soundid, int fps)
{
auto obj = runnerclass->CreateNew();
auto func = LookupFunction("ScreenJobRunner.AddGenericVideo", false);
VMValue val[] = { runner, &fn, soundid, fps };
VMCall(func, val, 4, nullptr, 0);
}
//=============================================================================
//
//
//
//=============================================================================
void CutsceneDef::Create(DObject* runner)
{
if (function.IsNotEmpty())
{
CallCreateFunction(function, runner);
}
else if (video.IsNotEmpty())
{
AddGenericVideo(runner, video, GetSound(), framespersec);
}
}
//=============================================================================
//
//
//
//=============================================================================
bool CutsceneDef::Create(DObject* runner, MapRecord* map, bool transition)
{
if (!transition && transitiononly) return false;
if (function.CompareNoCase("none") == 0)
return true; // play nothing but return as being validated
if (function.IsNotEmpty())
{
CallCreateMapFunction(function, runner, map);
return true;
}
else if (video.IsNotEmpty())
{
AddGenericVideo(runner, video, GetSound(), framespersec);
return true;
}
return false;
}
//=============================================================================
//
//
//
//=============================================================================
void DeleteScreenJob()
{
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if (runner) runner->Destroy();
runner = nullptr;
}
void EndScreenJob()
{
DeleteScreenJob();
if (completion) completion(false);
completion = nullptr;
}
//=============================================================================
//
//
//
//=============================================================================
bool ScreenJobResponder(event_t* ev)
{
if (ev->type == EV_KeyDown)
{
// We never reach the key binding checks in G_Responder, so for the console we have to check for ourselves here.
auto binding = Bindings.GetBinding(ev->data1);
if (binding.CompareNoCase("toggleconsole") == 0)
{
C_ToggleConsole();
return true;
}
}
FInputEvent evt = ev;
if (runner)
{
IFVIRTUALPTRNAME(runner, NAME_ScreenJobRunner, OnEvent)
{
int result = 0;
VMValue parm[] = { runner, &evt };
VMReturn ret(&result);
VMCall(func, parm, 2, &ret, 1);
return result;
}
}
return false;
}
//=============================================================================
//
//
//
//=============================================================================
bool ScreenJobTick()
{
ticks++;
if (runner)
{
IFVIRTUALPTRNAME(runner, NAME_ScreenJobRunner, OnTick)
{
int result = 0;
VMValue parm[] = { runner };
VMReturn ret(&result);
VMCall(func, parm, 1, &ret, 1);
return result;
}
}
return false;
}
//=============================================================================
//
//
//
//=============================================================================
void ScreenJobDraw()
{
double smoothratio = I_GetTimeFrac();
if (runner)
{
twod->ClearScreen();
IFVIRTUALPTRNAME(runner, NAME_ScreenJobRunner, RunFrame)
{
VMValue parm[] = { runner, smoothratio };
VMCall(func, parm, 2, nullptr, 0);
}
}
}
//=============================================================================
//
//
//
//=============================================================================
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bool ScreenJobValidate()
{
if (runner)
{
IFVIRTUALPTRNAME(runner, NAME_ScreenJobRunner, Validate)
{
int res;
VMValue parm[] = { runner };
VMReturn ret(&res);
VMCall(func, parm, 2, &ret, 1);
return res;
}
}
return false;
}
//=============================================================================
//
//
//
//=============================================================================
bool StartCutscene(CutsceneDef& cs, int flags, const CompletionFunc& completion_)
{
if ((cs.function.IsNotEmpty() || cs.video.IsNotEmpty()) && cs.function.CompareNoCase("none") != 0)
{
completion = completion_;
runner = CreateRunner();
GC::WriteBarrier(runner);
try
{
cs.Create(runner);
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if (!ScreenJobValidate())
{
runner->Destroy();
runner = nullptr;
return false;
}
if (flags & SJ_DELAY) intermissiondelay = 10; // need to wait a bit at the start to let the timer catch up.
else intermissiondelay = 0;
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gameaction = (flags & SJ_BLOCKUI) ? ga_intro : ga_intermission;
}
catch (...)
{
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if (runner) runner->Destroy();
runner = nullptr;
throw;
}
return true;
}
return false;
}
bool StartCutscene(const char* s, int flags, const CompletionFunc& completion)
{
CutsceneDef def;
def.function = s;
return StartCutscene(def, 0, completion);
}
//=============================================================================
//
//
//
//=============================================================================
void PlayLogos(gameaction_t complete_ga, gameaction_t def_ga, bool stopmusic)
{
Mus_Stop();
FX_StopAllSounds(); // JBF 20031228
if (userConfig.nologo)
{
gameaction = def_ga;
}
else
{
if (!StartCutscene(globalCutscenes.Intro, SJ_BLOCKUI|SJ_DELAY, [=](bool) {
gameaction = complete_ga;
})) gameaction = def_ga;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void ShowScoreboard(int numplayers, const CompletionFunc& completion_)
{
completion = completion_;
runner = CreateRunner();
GC::WriteBarrier(runner);
const char* qname = globalCutscenes.MPSummaryScreen;
auto func = LookupFunction(qname);
if (func->Proto->ArgumentTypes.Size() != 2) I_Error("Bad map-cutscene function %s. Must receive precisely two arguments.", qname);
if (func->Proto->ArgumentTypes[0] != runnerclasstype && func->Proto->ArgumentTypes[1] != TypeSInt32)
I_Error("Bad cutscene function %s. Must receive ScreenJobRunner reference and integer.", qname);
VMValue val[2] = { runner, numplayers };
VMCall(func, val, 2, nullptr, 0);
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if (!ScreenJobValidate())
{
runner->Destroy();
runner = nullptr;
if (completion) completion(false);
completion = nullptr;
return;
}
gameaction = ga_intermission;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void ShowIntermission(MapRecord* fromMap, MapRecord* toMap, SummaryInfo* info, CompletionFunc completion_)
{
completion = completion_;
runner = CreateRunner();
GC::WriteBarrier(runner);
// retrieve cluster relations for cluster-based cutscenes.
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ClusterDef* fromcluster = nullptr, *tocluster = nullptr;
if (fromMap) fromcluster = FindCluster(fromMap->cluster);
if (toMap) tocluster = FindCluster(toMap->cluster);
if (fromcluster == tocluster) fromcluster = tocluster = nullptr;
try
{
if (fromMap)
{
if (!fromMap->outro.Create(runner, fromMap, !!toMap))
{
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if (fromcluster == nullptr || !fromcluster->outro.Create(runner, fromMap, !!toMap))
globalCutscenes.DefaultMapOutro.Create(runner, fromMap, !!toMap);
}
}
if (fromMap || (g_gameType & GAMEFLAG_PSEXHUMED))
CallCreateSummaryFunction(globalCutscenes.SummaryScreen, runner, fromMap, info, toMap);
if (toMap)
{
if (!toMap->intro.Create(runner, toMap, !!fromMap))
{
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if (tocluster == nullptr || !tocluster->intro.Create(runner, toMap, !!fromMap))
globalCutscenes.DefaultMapIntro.Create(runner, toMap, !!fromMap);
}
// Skip the load screen if the level is started from the console.
// In this case the load screen is not helpful as it blocks the actual level start,
// requiring closing and reopening the console first before entering any commands that need the level.
if (ConsoleState == c_up || ConsoleState == c_rising)
globalCutscenes.LoadingScreen.Create(runner, toMap, true);
}
else if (isShareware())
{
globalCutscenes.SharewareEnd.Create(runner);
}
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if (!ScreenJobValidate())
{
runner->Destroy();
runner = nullptr;
if (completion) completion(false);
completion = nullptr;
return;
}
gameaction = ga_intermission;
}
catch (...)
{
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if (runner) runner->Destroy();
runner = nullptr;
throw;
}
}
CCMD(testcutscene)
{
if (argv.argc() < 2)
{
Printf("Usage: testcutscene <buildfunction>\n");
return;
}
try
{
if (StartCutscene(argv[1], 0, [](bool) {}))
{
C_HideConsole();
}
}
catch (const CRecoverableError& err)
{
Printf(TEXTCOLOR_RED "Unable to play cutscene: %s\n", err.what());
}
}
/*
Blood:
if (!userConfig.nologo && gGameOptions.nGameType == 0) playlogos();
else
{
gameaction = ga_mainmenu;
}
RunScreenJob(jobs, [](bool) {
Mus_Stop();
gameaction = ga_mainmenu;
}, SJ_BLOCKUI);
Exhumed:
if (!userConfig.nologo) DoTitle([](bool) { gameaction = ga_mainmenu; });
else gameaction = ga_mainmenu;
SW:
if (!userConfig.nologo) Logo([](bool)
{
gameaction = ga_mainmenunostopsound;
});
else gameaction = ga_mainmenu;
*/