mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 12:30:46 +00:00
- rewrote the ScreenJob player as a class that can be called by an asynchronous dispatcher.
Works, except for timing issues with ANMs.
This commit is contained in:
parent
2ce612e8ab
commit
31b9995406
9 changed files with 263 additions and 114 deletions
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@ -67,95 +67,6 @@ int DImageScreen::Frame(uint64_t clock, bool skiprequest)
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return skiprequest ? -1 : 1;
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}
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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(JobDesc *jobs, int count, CompletionFunc completion, bool clearbefore)
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{
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// Release all jobs from the garbage collector - the code as it is cannot deal with them getting collected.
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for (int i = 0; i < count; i++)
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{
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jobs[i].job->Release();
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}
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bool skipped = false;
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for (int i = 0; i < count; i++)
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{
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auto job = jobs[i];
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if (job.job != nullptr && (!skipped || !job.ignoreifskipped))
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{
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skipped = false;
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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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float screenfade = job.job->fadestyle & DScreenJob::fadein ? 0.f : 1.f;
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while (true)
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{
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auto now = I_nsTime();
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handleevents();
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bool skiprequest = inputState.CheckAllInput();
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auto clock = now - startTime;
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if (screenfade < 1.f)
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{
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float ms = (clock / 1'000'000) / job.job->fadetime;
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screenfade = clamp(ms, 0.f, 1.f);
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twod->SetScreenFade(screenfade);
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job.job->fadestate = DScreenJob::fadein;
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}
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else job.job->fadestate = DScreenJob::visible;
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job.job->SetClock(clock);
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int state = job.job->Frame(clock, skiprequest);
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startTime -= job.job->GetClock() - clock;
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// Must lock before displaying.
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if (state < 1 && job.job->fadestyle & DScreenJob::fadeout)
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twod->Lock();
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videoNextPage();
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if (state < 1)
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{
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if (job.job->fadestyle & DScreenJob::fadeout)
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{
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job.job->fadestate = DScreenJob::fadeout;
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startTime = now;
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float screenfade2;
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do
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{
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now = I_nsTime();
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auto clock = now - startTime;
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float ms = (clock / 1'000'000) / job.job->fadetime;
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screenfade2 = clamp(screenfade - ms, 0.f, 1.f);
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twod->SetScreenFade(screenfade2);
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if (screenfade2 <= 0.f) twod->Unlock(); // must unlock before displaying.
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videoNextPage();
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} while (screenfade2 > 0.f);
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}
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skipped = state < 0;
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job.job->Destroy();
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job.job->ObjectFlags |= OF_YesReallyDelete;
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delete job.job;
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twod->SetScreenFade(1);
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break;
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}
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}
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}
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if (job.postAction) job.postAction();
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}
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if (completion) completion(false);
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}
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//---------------------------------------------------------------------------
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//
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//
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@ -305,3 +216,235 @@ DScreenJob *PlayVideo(const char* filename, const AnimSound* ans, const int* fra
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return nothing();
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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class ScreenJobRunner
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{
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enum
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{
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State_Clear,
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State_Run,
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State_Fadeout
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};
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TArray<JobDesc> jobs;
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CompletionFunc completion;
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int index = -1;
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float screenfade;
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bool clearbefore;
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bool skipped = false;
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uint64_t startTime;
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int actionState;
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int terminateState;
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public:
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ScreenJobRunner(JobDesc* jobs_, int count, CompletionFunc completion_, bool clearbefore_)
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: completion(std::move(completion_)), clearbefore(clearbefore_)
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{
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jobs.Resize(count);
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memcpy(jobs.Data(), jobs_, count * sizeof(JobDesc));
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// Release all jobs from the garbage collector - the code as it is cannot deal with them getting collected. This should be removed later once the GC is working.
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for (int i = 0; i < count; i++)
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{
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jobs[i].job->Release();
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}
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AdvanceJob(false);
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}
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void AdvanceJob(bool skip)
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{
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index++;
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while (index < jobs.Size() && (jobs[index].job == nullptr || (skip && jobs[index].ignoreifskipped))) index++;
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actionState = clearbefore ? State_Clear : State_Run;
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if (index < jobs.Size()) screenfade = jobs[index].job->fadestyle & DScreenJob::fadein ? 0.f : 1.f;
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}
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int DisplayFrame()
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{
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auto& job = jobs[index];
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auto now = I_nsTime();
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bool skiprequest = inputState.CheckAllInput();
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auto clock = now - startTime;
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if (screenfade < 1.f)
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{
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float ms = (clock / 1'000'000) / job.job->fadetime;
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screenfade = clamp(ms, 0.f, 1.f);
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twod->SetScreenFade(screenfade);
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job.job->fadestate = DScreenJob::fadein;
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}
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else job.job->fadestate = DScreenJob::visible;
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job.job->SetClock(clock);
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int state = job.job->Frame(clock, skiprequest);
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startTime -= job.job->GetClock() - clock;
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return state;
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}
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int FadeoutFrame()
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{
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auto now = I_nsTime();
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auto clock = now - startTime;
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float ms = (clock / 1'000'000) / jobs[index].job->fadetime;
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float screenfade2 = clamp(screenfade - ms, 0.f, 1.f);
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twod->SetScreenFade(screenfade2);
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if (screenfade2 <= 0.f)
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{
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twod->Unlock(); // must unlock before displaying.
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return 0;
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}
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return 1;
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}
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bool RunFrame()
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{
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if (index >= jobs.Size())
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{
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for (auto& job : jobs)
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{
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job.job->Destroy();
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job.job->ObjectFlags |= OF_YesReallyDelete;
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delete job.job;
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}
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twod->SetScreenFade(1);
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if (completion) completion(false);
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return false;
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}
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handleevents();
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if (actionState == State_Clear)
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{
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actionState = State_Run;
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twod->ClearScreen();
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}
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else if (actionState == State_Run)
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{
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terminateState = DisplayFrame();
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if (terminateState < 1)
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{
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// Must lock before displaying.
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if (jobs[index].job->fadestyle & DScreenJob::fadeout)
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{
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twod->Lock();
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startTime = I_nsTime();
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jobs[index].job->fadestate = DScreenJob::fadeout;
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actionState = State_Fadeout;
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}
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else
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{
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AdvanceJob(terminateState < 0);
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}
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}
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}
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else if (actionState == State_Fadeout)
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{
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int ended = FadeoutFrame();
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if (ended < 1)
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{
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AdvanceJob(terminateState < 0);
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}
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}
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return true;
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}
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};
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void RunScreenJob(JobDesc* jobs, int count, CompletionFunc completion, bool clearbefore)
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{
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ScreenJobRunner runner(jobs, count, completion, clearbefore);
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while (runner.RunFrame())
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{
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videoNextPage();
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}
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}
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#if 0
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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 RunScreenJobSync(JobDesc* jobs, int count, CompletionFunc completion, bool clearbefore)
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{
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// Release all jobs from the garbage collector - the code as it is cannot deal with them getting collected.
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for (int i = 0; i < count; i++)
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{
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jobs[i].job->Release();
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}
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bool skipped = false;
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for (int i = 0; i < count; i++)
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{
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auto job = jobs[i];
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if (job.job != nullptr && (!skipped || !job.ignoreifskipped))
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{
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skipped = false;
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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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float screenfade = job.job->fadestyle & DScreenJob::fadein ? 0.f : 1.f;
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while (true)
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{
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auto now = I_nsTime();
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handleevents();
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bool skiprequest = inputState.CheckAllInput();
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auto clock = now - startTime;
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if (screenfade < 1.f)
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{
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float ms = (clock / 1'000'000) / job.job->fadetime;
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screenfade = clamp(ms, 0.f, 1.f);
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twod->SetScreenFade(screenfade);
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job.job->fadestate = DScreenJob::fadein;
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}
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else job.job->fadestate = DScreenJob::visible;
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job.job->SetClock(clock);
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int state = job.job->Frame(clock, skiprequest);
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startTime -= job.job->GetClock() - clock;
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// Must lock before displaying.
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if (state < 1 && job.job->fadestyle & DScreenJob::fadeout)
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twod->Lock();
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videoNextPage();
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if (state < 1)
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{
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if (job.job->fadestyle & DScreenJob::fadeout)
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{
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job.job->fadestate = DScreenJob::fadeout;
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startTime = now;
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float screenfade2;
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do
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{
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now = I_nsTime();
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auto clock = now - startTime;
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float ms = (clock / 1'000'000) / job.job->fadetime;
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screenfade2 = clamp(screenfade - ms, 0.f, 1.f);
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twod->SetScreenFade(screenfade2);
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if (screenfade2 <= 0.f) twod->Unlock(); // must unlock before displaying.
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videoNextPage();
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} while (screenfade2 > 0.f);
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}
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skipped = state < 0;
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job.job->Destroy();
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job.job->ObjectFlags |= OF_YesReallyDelete;
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delete job.job;
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twod->SetScreenFade(1);
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break;
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}
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}
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}
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if (job.postAction) job.postAction();
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}
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if (completion) completion(false);
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}
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#endif
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@ -4,6 +4,7 @@
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using CompletionFunc = std::function<void(bool)>;
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struct JobDesc;
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class ScreenJobRunner;
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class DScreenJob : public DObject
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{
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@ -14,6 +15,7 @@ class DScreenJob : public DObject
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int fadestate = fadein;
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friend void RunScreenJob(JobDesc* jobs, int count, CompletionFunc completion, bool clearbefore);
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friend class ScreenJobRunner;
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public:
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enum
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@ -79,6 +81,7 @@ struct JobDesc
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void RunScreenJob(JobDesc *jobs, int count, CompletionFunc completion, bool clearbefore = true);
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void RunScreenJobSync(JobDesc* jobs, int count, CompletionFunc completion, bool clearbefore = true);
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struct AnimSound
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{
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@ -253,7 +253,7 @@ public:
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//
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//---------------------------------------------------------------------------
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void Logo_d(CompletionFunc completion)
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void Logo_d(const CompletionFunc &completion)
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{
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Mus_Stop();
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FX_StopAllSounds(); // JBF 20031228
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@ -636,7 +636,7 @@ static void bonussequence_d(int num, JobDesc *jobs, int &job)
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//
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//---------------------------------------------------------------------------
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void showtwoscreens(CompletionFunc completion)
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void showtwoscreens(const CompletionFunc& completion)
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{
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JobDesc jobs[2];
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int job = 0;
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@ -646,7 +646,7 @@ void showtwoscreens(CompletionFunc completion)
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RunScreenJob(jobs, job, completion);
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}
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void doorders(CompletionFunc completion)
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void doorders(const CompletionFunc& completion)
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{
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JobDesc jobs[4];
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int job = 0;
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@ -956,7 +956,7 @@ public:
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//
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//---------------------------------------------------------------------------
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void dobonus_d(bool bonusonly, CompletionFunc completion)
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void dobonus_d(bool bonusonly, const CompletionFunc& completion)
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{
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JobDesc jobs[20];
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int job = 0;
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@ -988,7 +988,7 @@ void dobonus_d(bool bonusonly, CompletionFunc completion)
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//
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//---------------------------------------------------------------------------
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void e4intro(CompletionFunc completion)
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void e4intro(const CompletionFunc& completion)
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{
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JobDesc jobs[5];
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int job = 0;
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@ -164,7 +164,7 @@ static void MiniText(double x, double y, const char* t, int shade, int align = -
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//
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//---------------------------------------------------------------------------
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void Logo_r(CompletionFunc completion)
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void Logo_r(const CompletionFunc& completion)
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{
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Mus_Stop();
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FX_StopAllSounds(); // JBF 20031228
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@ -552,7 +552,7 @@ public:
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//
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//---------------------------------------------------------------------------
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void dobonus_r(bool bonusonly, CompletionFunc completion)
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void dobonus_r(bool bonusonly, const CompletionFunc& completion)
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{
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JobDesc jobs[20];
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int job = 0;
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@ -114,8 +114,8 @@ void think_r();
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void animatesprites_d(int x, int y, int a, int smoothratio);
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void animatesprites_r(int x, int y, int a, int smoothratio);
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void Logo_d(CompletionFunc);
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void Logo_r(CompletionFunc);
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void Logo_d(const CompletionFunc&);
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void Logo_r(const CompletionFunc&);
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void InitFonts_d();
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void InitFonts_r();
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void PrintPaused_d();
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@ -69,7 +69,7 @@ struct GameInterface : ::GameInterface
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struct Dispatcher
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{
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// global stuff
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void (*ShowLogo)(CompletionFunc completion);
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void (*ShowLogo)(const CompletionFunc& completion);
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void (*InitFonts)();
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void (*PrintPaused)();
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@ -156,8 +156,8 @@ void setsectinterpolate(int sprnum);
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int LocateTheLocator(int const tag, int const sectnum);
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void clearcamera(player_struct* ps);
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void showtwoscreens(CompletionFunc func);
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void doorders(CompletionFunc func);
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void showtwoscreens(const CompletionFunc& func);
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void doorders(const CompletionFunc& func);
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void execute(int s, int p, int d);
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void makeitfall(int s);
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@ -208,9 +208,9 @@ void drawstatusbar_d(int snum);
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void drawstatusbar_r(int snum);
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void drawoverheadmap(int cposx, int cposy, int czoom, int cang);
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void cameratext(int i);
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void dobonus(int bonusonly, CompletionFunc completion);
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void dobonus_d(bool bonusonly, CompletionFunc completion);
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void dobonus_r(bool bonusonly, CompletionFunc completion);
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void dobonus(int bonusonly, const CompletionFunc& completion);
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void dobonus_d(bool bonusonly, const CompletionFunc& completion);
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void dobonus_r(bool bonusonly, const CompletionFunc& completion);
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void displayrest(int32_t smoothratio);
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void drawbackground(void);
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@ -221,11 +221,10 @@ void resettimevars();
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bool setnextmap(bool checksecretexit);
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void prelevel_d(int g);
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void prelevel_r(int g);
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void e4intro(CompletionFunc completion);
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void e4intro(const CompletionFunc& completion);
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void clearfrags(void);
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void exitlevel();
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int enterlevel(MapRecord* mi, int gm);
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void newgame(MapRecord* mi, int sk, CompletionFunc completion);
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void donewgame(MapRecord* map, int sk);
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void startnewgame(MapRecord* map, int skill);
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void setlocalplayerinput(player_struct *pp);
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@ -109,22 +109,25 @@ void setmapfog(int fogtype)
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//
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//---------------------------------------------------------------------------
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static void runbonus(CompletionFunc completion)
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template<class func>
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void runbonus(func completion)
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{
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// MP scoreboard
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if (playerswhenstarted > 1 && ps[myconnectindex].gm & MODE_GAME && !ud.coop)
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{
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dobonus(1, completion);
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}
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else if (completion) completion(false);
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else completion(false);
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}
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static void runtwoscreens(CompletionFunc completion)
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template <class func>
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void runtwoscreens(func completion)
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{
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// shareware and TEN screens
|
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if (!VOLUMEALL && !isRR())
|
||||
showtwoscreens(completion);
|
||||
else if (completion) completion(false);
|
||||
else completion(false);
|
||||
}
|
||||
|
||||
static void endthegame(bool)
|
||||
|
@ -722,7 +725,7 @@ void cameratext(int i)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void dobonus(int bonusonly, CompletionFunc completion)
|
||||
void dobonus(int bonusonly, const CompletionFunc& completion)
|
||||
{
|
||||
if (isRRRA()) { if (completion) completion(false); }
|
||||
else if (isRR()) dobonus_r(bonusonly, completion);
|
||||
|
|
|
@ -837,7 +837,8 @@ void donewgame(MapRecord* map, int sk)
|
|||
}
|
||||
}
|
||||
|
||||
void newgame(MapRecord* map, int sk, CompletionFunc completion)
|
||||
template<class func>
|
||||
void newgame(MapRecord* map, int sk, func completion)
|
||||
{
|
||||
handleevents();
|
||||
ready2send = 0;
|
||||
|
@ -846,12 +847,12 @@ void newgame(MapRecord* map, int sk, CompletionFunc completion)
|
|||
{
|
||||
if (!isRR() && map->levelNumber == levelnum(3, 0) && (ud.multimode < 2))
|
||||
{
|
||||
e4intro([=](bool) { donewgame(map, sk); if (completion) completion(res); });
|
||||
e4intro([=](bool) { donewgame(map, sk); completion(res); });
|
||||
}
|
||||
else
|
||||
{
|
||||
donewgame(map, sk);
|
||||
if (completion) completion(res);
|
||||
completion(res);
|
||||
}
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue