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https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 20:20:40 +00:00
- removed debug output and fixed fade flag setup and missing OnTick return
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parent
26a7700579
commit
06abc0cfe2
3 changed files with 5 additions and 26 deletions
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@ -333,7 +333,6 @@ static void GameTicker()
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case GS_INTRO:
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if (ScreenJobTick())
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{
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Printf("Sending event\n");
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// synchronize termination with the playsim.
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Net_WriteByte(DEM_ENDSCREENJOB);
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}
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@ -232,7 +232,6 @@ void DeleteScreenJob()
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void EndScreenJob()
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{
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Printf("EndScreenJob\n");
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DeleteScreenJob();
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if (completion) completion(false);
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completion = nullptr;
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@ -275,7 +274,8 @@ bool ScreenJobTick()
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{
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int result = 0;
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VMValue parm[] = { runner };
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VMCall(func, parm, 1, nullptr, 0);
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VMReturn ret(&result);
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VMCall(func, parm, 1, &ret, 1);
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return result;
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}
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}
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@ -25,9 +25,9 @@ class ScreenJob : Object
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stopsound = 8,
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};
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void Init(int flags = 0, float fadet = 250.f)
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void Init(int fflags = 0, float fadet = 250.f)
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{
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flags = fadet;
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flags = fflags;
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fadetime = fadet;
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jobstate = running;
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}
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@ -76,10 +76,8 @@ class SkippableScreenJob : ScreenJob
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override bool OnEvent(InputEvent evt)
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{
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Console.Printf("OnEvent");
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if (evt.type == InputEvent.Type_KeyDown && !Raze.specialKeyEvent(evt))
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{
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Console.Printf("Skip requested");
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jobstate = skipped;
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OnSkip();
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}
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@ -272,25 +270,19 @@ class MoviePlayerJob : SkippableScreenJob
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override void Draw(double smoothratio)
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{
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Console.Printf("MoviePlayer.Draw state = %d", jobstate);
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if (!player)
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{
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Console.Printf("MoviePlayer.Draw: end");
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jobstate = stopped;
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return;
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}
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if (!started)
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{
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Console.Printf("MoviePlayer.Draw: start");
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started = true;
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player.Start();
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}
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double clock = (ticks + smoothratio) * 1000000000. / GameTicRate;
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Console.Printf("MoviePlayer.Frame %d %f", ticks, clock);
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if (jobstate == running && !player.Frame(clock))
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{
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Console.Printf("MoviePlayer.finish");
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jobstate = finished;
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}
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}
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@ -358,7 +350,6 @@ class ScreenJobRunner : Object
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void Append(ScreenJob job)
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{
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Console.Printf("Appending job of type " .. job.GetClassName() );
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jobs.Push(job);
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}
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@ -372,7 +363,6 @@ class ScreenJobRunner : Object
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{
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if (index == jobs.Size()-1)
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{
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Console.Printf("AdvanceJob: reached end of list");
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index++;
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return; // we need to retain the last element until the runner is done.
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}
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@ -387,7 +377,6 @@ class ScreenJobRunner : Object
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actionState = clearbefore ? State_Clear : State_Run;
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if (index < jobs.Size())
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{
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Console.Printf("AdvanceJob: starting job at index %d, type %s", index, jobs[index].GetClassName());
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jobs[index].fadestate = !paused && jobs[index].flags & ScreenJob.fadein? ScreenJob.fadein : ScreenJob.visible;
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jobs[index].Start();
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}
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@ -415,7 +404,6 @@ class ScreenJobRunner : Object
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double ms = (job.ticks + smoothratio) * 1000 / GameTicRate / job.fadetime;
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double screenfade = clamp(ms, 0., 1.);
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Screen.SetScreenFade(screenfade);
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Console.Printf("DisplayFrame: fading in %s with %f", job.GetClassName(), screenfade);
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if (screenfade == 1.) job.fadestate = ScreenJob.visible;
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}
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int state = job.DrawFrame(smoothratio);
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@ -438,7 +426,6 @@ class ScreenJobRunner : Object
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Screen.SetScreenFade(screenfade);
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job.DrawFrame(1.);
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Screen.SetScreenFade(1.);
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Console.Printf("FadeoutFrame: fading out %s with %f", job.GetClassName(), screenfade);
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return (screenfade > 0.);
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}
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@ -452,7 +439,6 @@ class ScreenJobRunner : Object
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{
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if (paused || index >= jobs.Size()) return false;
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if (jobs[index].jobstate != ScreenJob.running) return false;
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if (ev.type == InputEvent.Type_KeyDown) Console.Printf("OnEvent: dispatching key %d to job %s", ev.keyScan, jobs[index].GetClassName());
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return jobs[index].OnEvent(ev);
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}
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@ -472,19 +458,16 @@ class ScreenJobRunner : Object
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AdvanceJob(terminateState < 0);
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if (index >= jobs.Size())
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{
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Console.Printf("OnTick: done");
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return true;
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}
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}
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if (jobs[index].jobstate == ScreenJob.running)
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{
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jobs[index].ticks++;
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Console.Printf("OnTick: job %s, ticks = %d", jobs[index].GetClassName(), jobs[index].ticks);
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jobs[index].OnTick();
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}
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else if (jobs[index].jobstate == ScreenJob.stopping)
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{
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Console.Printf("OnTick: fadeticks for %s", jobs[index].GetClassName());
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fadeticks++;
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}
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return false;
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@ -518,8 +501,6 @@ class ScreenJobRunner : Object
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terminateState = DisplayFrame(smoothratio);
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if (terminateState < 1 && index < jobs.Size())
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{
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Console.Printf("RunFrame: job %s, state %d", jobs[index].GetClassName(), terminateState);
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if (jobs[index].flags & ScreenJob.fadeout)
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{
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jobs[index].fadestate = ScreenJob.fadeout;
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@ -529,7 +510,6 @@ class ScreenJobRunner : Object
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}
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else
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{
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Console.Printf("RunState: advancing");
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advance = true;
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}
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}
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