mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 20:20:40 +00:00
- Duke's intro works, without fading.
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parent
1166b00af2
commit
26a7700579
7 changed files with 56 additions and 26 deletions
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@ -948,6 +948,7 @@ int RunGame()
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LoadScripts();
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StartScreen->Progress();
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SetDefaultStrings();
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Job_Init();
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if (Args->CheckParm("-sounddebug"))
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C_DoCommand("stat sounddebug");
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@ -333,6 +333,7 @@ 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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@ -86,14 +86,15 @@ class AnmPlayer : public MoviePlayer
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int nextframetime = 0;
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AnimTextures animtex;
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const TArray<int> animSnd;
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const int* frameTicks;
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int frameTicks[3];
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public:
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bool isvalid() { return numframes > 0; }
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AnmPlayer(FileReader& fr, TArray<int>& ans, const int *frameticks, int flags_)
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: animSnd(std::move(ans)), frameTicks(frameticks)
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: animSnd(std::move(ans))
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{
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memcpy(frameTicks, frameticks, 3 * sizeof(int));
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flags = flags_;
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buffer = fr.ReadPadded(1);
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fr.Close();
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@ -798,7 +799,7 @@ DEFINE_ACTION_FUNCTION(_MoviePlayer, Frame)
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{
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PARAM_SELF_STRUCT_PROLOGUE(MoviePlayer);
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PARAM_FLOAT(clock);
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self->Frame(int64_t(clock));
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ACTION_RETURN_INT(self->Frame(int64_t(clock)));
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return 0;
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}
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@ -69,7 +69,7 @@ static int ticks;
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//
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//=============================================================================
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static void Job_Init()
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void Job_Init()
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{
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static bool done = false;
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if (!done)
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@ -215,6 +215,7 @@ bool StartCutscene(CutsceneDef& cs, int flags, CompletionFunc completion_)
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{
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completion = completion_;
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runner = CreateRunner();
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GC::WriteBarrier(runner);
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cs.Create(runner);
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gameaction = (flags & SJ_BLOCKUI) ? ga_intro : ga_intermission;
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return true;
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@ -225,12 +226,13 @@ bool StartCutscene(CutsceneDef& cs, int flags, CompletionFunc completion_)
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void DeleteScreenJob()
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{
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runner->Destroy();
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if (runner) runner->Destroy();
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runner = nullptr;
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}
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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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@ -10,6 +10,9 @@ using CompletionFunc = std::function<void(bool)>;
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struct JobDesc;
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class ScreenJobRunner;
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void Job_Init();
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#if 0
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class DScreenJob : public DObject
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{
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@ -26,7 +26,7 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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struct DukeCutscenes
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class DukeCutscenes // Note: must be class, not struct, otherwise we cannot easily look up the methods from C++.
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{
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//---------------------------------------------------------------------------
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//
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@ -205,7 +205,7 @@ struct DukeCutscenes
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static void BuildMPSummary(ScreenJobRunner runner, MapRecord map, SummaryInfo stats)
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{
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runner.Append(new("DukeMultiplayerBonusScreen").Init(playerswhenstarted));
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runner.Append(new("DukeMultiplayerBonusScreen").Init(stats.playercount));
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}
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//---------------------------------------------------------------------------
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@ -260,7 +260,7 @@ struct DukeCutscenes
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}
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struct RRCutscenes
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class RRCutscenes
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{
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//---------------------------------------------------------------------------
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@ -301,7 +301,7 @@ struct RRCutscenes
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static void BuildE1End(ScreenJobRunner runner)
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{
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if (!isRRRA())
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if (!Raze.isRRRA())
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{
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Array<int> soundinfo;
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soundinfo.Pushv(1, RRSnd.CHKAMMO + 1);
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@ -318,7 +318,7 @@ struct RRCutscenes
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static void BuildE2End(ScreenJobRunner runner)
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{
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if (!isRRRA())
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if (!Raze.isRRRA())
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{
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Array<int> soundinfo;
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soundinfo.Pushv(1, RRSnd.LN_FINAL + 1);
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@ -7,15 +7,14 @@ class ScreenJob : Object
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int ticks;
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int jobstate;
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bool pausable;
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enum EJobState
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{
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running = 1, // normal operation
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skipped = 2, // finished by user skipping
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finished = 3, // finished by completing its sequence
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stopping = 4, // running ending animations / fadeout, etc. Will not accept more input.
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stopped = 5, // we're done here.
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running = 0, // normal operation
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skipped = 1, // finished by user skipping
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finished = 2, // finished by completing its sequence
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stopping = 3, // running ending animations / fadeout, etc. Will not accept more input.
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stopped = 4, // we're done here.
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};
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enum EJobFlags
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{
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@ -31,7 +30,6 @@ class ScreenJob : Object
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flags = fadet;
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fadetime = fadet;
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jobstate = running;
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pausable = true;
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}
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virtual bool ProcessInput()
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@ -78,8 +76,10 @@ 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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@ -230,7 +230,7 @@ struct MoviePlayer native
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native static MoviePlayer Create(String filename, Array<int> soundinfo, int flags, int frametime, int firstframetime, int lastframetime);
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native void Start();
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native bool Frame(double clock);
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native bool Destroy();
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native void Destroy();
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}
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//---------------------------------------------------------------------------
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@ -246,8 +246,8 @@ class MoviePlayerJob : SkippableScreenJob
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ScreenJob Init(MoviePlayer mp)
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{
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Super.Init();
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player = mp;
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pausable = false;
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return self;
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}
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@ -272,19 +272,25 @@ 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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@ -352,6 +358,7 @@ 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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@ -365,6 +372,7 @@ 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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@ -379,6 +387,7 @@ 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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@ -406,6 +415,7 @@ 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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@ -428,6 +438,7 @@ 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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@ -441,6 +452,7 @@ 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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@ -453,23 +465,26 @@ class ScreenJobRunner : Object
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virtual bool OnTick()
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{
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if (paused) return false;
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if (jobs.Size() == 0) return true;
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if (advance)
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if (index >= jobs.Size() || jobs.Size() == 0) return true;
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if (advance || index < 0)
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{
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advance = false;
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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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@ -482,12 +497,16 @@ class ScreenJobRunner : Object
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//---------------------------------------------------------------------------
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virtual bool RunFrame(double smoothratio)
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{
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{
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// ensure that we won't go back in time if the menu is dismissed without advancing our ticker
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bool menuon = paused;
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if (menuon) last_paused_tic = jobs[index].ticks;
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else if (last_paused_tic == jobs[index].ticks) menuon = true;
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if (menuon || index >= jobs.Size()) smoothratio = 1.;
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if (index < jobs.Size())
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{
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bool menuon = paused;
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if (menuon) last_paused_tic = jobs[index].ticks;
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else if (last_paused_tic == jobs[index].ticks) menuon = true;
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if (menuon) smoothratio = 1.;
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}
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else smoothratio = 1.;
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if (actionState == State_Clear)
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{
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@ -499,6 +518,8 @@ 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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@ -508,6 +529,7 @@ 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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