mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 14:52:01 +00:00
- Screen Job refactoring WIP.
Framework to let them handle proper input events. Not used yet.
This commit is contained in:
parent
7e9b8059cf
commit
dbd3e1de44
10 changed files with 112 additions and 35 deletions
|
@ -76,12 +76,15 @@ void D_ProcessEvents (void)
|
|||
continue;
|
||||
if (ev->type == EV_DeviceChange)
|
||||
UpdateJoystickMenu(I_UpdateDeviceList());
|
||||
if (gamestate == GS_INTRO)
|
||||
continue;
|
||||
if (C_Responder (ev))
|
||||
continue; // console ate the event
|
||||
if (M_Responder (ev))
|
||||
continue; // menu ate the event
|
||||
|
||||
if (gamestate != GS_INTRO) // GS_INTRO blocks the UI.
|
||||
{
|
||||
if (C_Responder(ev))
|
||||
continue; // console ate the event
|
||||
if (M_Responder(ev))
|
||||
continue; // menu ate the event
|
||||
}
|
||||
|
||||
G_Responder (ev);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -44,6 +44,7 @@
|
|||
#include "mmulti.h"
|
||||
#include "gstrings.h"
|
||||
#include "gamecontrol.h"
|
||||
#include "screenjob.h"
|
||||
#include "mapinfo.h"
|
||||
|
||||
CVAR(Bool, sv_cheats, true, CVAR_ARCHIVE|CVAR_SERVERINFO)
|
||||
|
@ -239,6 +240,17 @@ void changeMap(int player, uint8_t** stream, bool skip)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void endScreenJob(int player, uint8_t** stream, bool skip)
|
||||
{
|
||||
if (!skip) EndScreenJob();
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void ChangeLevel(MapRecord* map, int skill)
|
||||
{
|
||||
Net_WriteByte(DEM_CHANGEMAP);
|
||||
|
|
|
@ -8,3 +8,4 @@ EXTERN_CVAR(Bool, sv_cheats)
|
|||
|
||||
void genericCheat(int player, uint8_t** stream, bool skip);
|
||||
void changeMap(int player, uint8_t** stream, bool skip);
|
||||
void endScreenJob(int player, uint8_t** stream, bool skip);
|
||||
|
|
|
@ -43,6 +43,7 @@
|
|||
#include "gamecontrol.h"
|
||||
#include "uiinput.h"
|
||||
#include "automap.h"
|
||||
#include "screenjob.h"
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -53,6 +54,11 @@
|
|||
|
||||
bool G_Responder (event_t *ev)
|
||||
{
|
||||
if (gamestate == GS_INTRO || gamestate == GS_INTERMISSION)
|
||||
{
|
||||
return ScreenJobResponder(ev);
|
||||
}
|
||||
|
||||
if (CT_Responder(ev))
|
||||
return true; // chat ate the event
|
||||
if (Cheat_Responder(ev))
|
||||
|
|
|
@ -1674,6 +1674,7 @@ bool D_CheckNetGame (void)
|
|||
|
||||
Net_SetCommandHandler(DEM_GENERICCHEAT, genericCheat);
|
||||
Net_SetCommandHandler(DEM_CHANGEMAP, changeMap);
|
||||
Net_SetCommandHandler(DEM_ENDSCREENJOB, endScreenJob);
|
||||
|
||||
for (i = 0; i < MAXNETNODES; i++)
|
||||
{
|
||||
|
|
|
@ -89,6 +89,7 @@ enum EDemoCommand
|
|||
DEM_GENERICCHEAT,
|
||||
DEM_GIVE,
|
||||
DEM_CHANGEMAP,
|
||||
DEM_ENDSCREENJOB,
|
||||
|
||||
DEM_MAX
|
||||
};
|
||||
|
|
|
@ -976,29 +976,6 @@ int RunGame()
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
|
||||
void TickSubsystems()
|
||||
{
|
||||
// run these on an independent timer until we got something working for the games.
|
||||
static const uint64_t tickInterval = 1'000'000'000 / 30;
|
||||
static uint64_t nexttick = 0;
|
||||
|
||||
auto nowtick = I_nsTime();
|
||||
if (nexttick == 0) nexttick = nowtick;
|
||||
int cnt = 0;
|
||||
while (nexttick <= nowtick && cnt < 5)
|
||||
{
|
||||
nexttick += tickInterval;
|
||||
C_Ticker();
|
||||
M_Ticker();
|
||||
C_RunDelayedCommands();
|
||||
cnt++;
|
||||
}
|
||||
// If this took too long the engine was most likely suspended so recalibrate the timer.
|
||||
// Perfect precision is not needed here.
|
||||
if (cnt == 5) nexttick = nowtick + tickInterval;
|
||||
}
|
||||
|
||||
void updatePauseStatus()
|
||||
{
|
||||
// This must go through the network in multiplayer games.
|
||||
|
|
|
@ -328,9 +328,10 @@ static void GameTicker()
|
|||
|
||||
case GS_MENUSCREEN:
|
||||
case GS_FULLCONSOLE:
|
||||
break;
|
||||
case GS_INTERMISSION:
|
||||
case GS_INTRO:
|
||||
// These elements do not tick at game rate.
|
||||
ScreenJobTick();
|
||||
break;
|
||||
|
||||
}
|
||||
|
@ -370,7 +371,7 @@ void Display()
|
|||
case GS_INTRO:
|
||||
case GS_INTERMISSION:
|
||||
// screen jobs are not bound by the game ticker so they need to be ticked in the display loop.
|
||||
RunScreenJobFrame();
|
||||
ScreenJobDraw();
|
||||
break;
|
||||
|
||||
case GS_LEVEL:
|
||||
|
|
|
@ -193,7 +193,7 @@ public:
|
|||
screenfade = 1.f;
|
||||
}
|
||||
job.job->SetClock(clock);
|
||||
int state = job.job->Frame(clock, skiprequest);
|
||||
int state = job.job->Frame(clock, skiprequest, 0);
|
||||
clock = job.job->GetClock();
|
||||
if (clock == 0) clock = 1;
|
||||
return state;
|
||||
|
@ -225,6 +225,36 @@ public:
|
|||
return 1;
|
||||
}
|
||||
|
||||
bool OnEvent(event_t* ev)
|
||||
{
|
||||
if (jobs[index].job->state == DScreenJob::stopping) return false;
|
||||
return jobs[index].job->OnEvent(ev);
|
||||
}
|
||||
|
||||
void OnFinished()
|
||||
{
|
||||
if (completion) completion(false);
|
||||
completion = nullptr; // only finish once.
|
||||
}
|
||||
|
||||
void OnTick()
|
||||
{
|
||||
if (index >= jobs.Size())
|
||||
{
|
||||
//DeleteJobs();
|
||||
//twod->SetScreenFade(1);
|
||||
//twod->ClearScreen(); // This must not leave the 2d buffer empty.
|
||||
//if (gamestate == GS_INTRO) OnFinished();
|
||||
//else Net_WriteByte(DEM_ENDSCREENJOB); // intermissions must be terminated synchronously.
|
||||
}
|
||||
else
|
||||
{
|
||||
if (jobs[index].job->state == DScreenJob::stopping) return;
|
||||
jobs[index].job->ticks++;
|
||||
jobs[index].job->OnTick();
|
||||
}
|
||||
}
|
||||
|
||||
bool RunFrame()
|
||||
{
|
||||
if (index >= jobs.Size())
|
||||
|
@ -300,7 +330,25 @@ void DeleteScreenJob()
|
|||
twod->SetScreenFade(1);
|
||||
}
|
||||
|
||||
void RunScreenJobFrame()
|
||||
void EndScreenJob()
|
||||
{
|
||||
if (runner) runner->OnFinished();
|
||||
DeleteScreenJob();
|
||||
}
|
||||
|
||||
|
||||
bool ScreenJobResponder(event_t* ev)
|
||||
{
|
||||
if (runner) return runner->OnEvent(ev);
|
||||
return false;
|
||||
}
|
||||
|
||||
void ScreenJobTick()
|
||||
{
|
||||
if (runner) runner->OnTick();
|
||||
}
|
||||
|
||||
void ScreenJobDraw()
|
||||
{
|
||||
// we cannot recover from this because we have no completion callback to call.
|
||||
if (!runner)
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
#include <functional>
|
||||
#include "dobject.h"
|
||||
#include "v_2ddrawer.h"
|
||||
#include "d_eventbase.h"
|
||||
|
||||
using CompletionFunc = std::function<void(bool)>;
|
||||
struct JobDesc;
|
||||
|
@ -16,8 +17,19 @@ class DScreenJob : public DObject
|
|||
int fadestate = fadein;
|
||||
|
||||
friend class ScreenJobRunner;
|
||||
protected:
|
||||
int ticks = 0;
|
||||
int state = running;
|
||||
|
||||
public:
|
||||
enum
|
||||
{
|
||||
running = 1, // normal operation
|
||||
skipped = 2, // finished by user skipping
|
||||
finished = 3, // finished by completing its sequence
|
||||
stopping = 4, // running ending animations / fadeout, etc. Will not accept more input.
|
||||
stopped = 5, // we're done here.
|
||||
};
|
||||
enum
|
||||
{
|
||||
visible = 0,
|
||||
|
@ -42,7 +54,19 @@ public:
|
|||
return now;
|
||||
}
|
||||
|
||||
virtual int Frame(uint64_t clock, bool skiprequest) { return 0; }
|
||||
virtual bool OnEvent(event_t* evt) { return false; }
|
||||
virtual void OnTick() { }
|
||||
virtual int Frame(uint64_t clock, bool skiprequest) { return 1; }
|
||||
virtual void Draw(double smoothratio) {}
|
||||
|
||||
int Frame(uint64_t clock, bool skiprequest, double smoothratio)
|
||||
{
|
||||
Draw(smoothratio);
|
||||
if (state == skipped) return -1;
|
||||
if (state == finished) return 0;
|
||||
return Frame(clock, skiprequest);
|
||||
}
|
||||
|
||||
int GetFadeState() const { return fadestate; }
|
||||
|
||||
};
|
||||
|
@ -105,8 +129,11 @@ struct JobDesc
|
|||
|
||||
|
||||
void RunScreenJob(JobDesc *jobs, int count, CompletionFunc completion, bool clearbefore = true, bool blockingui = false);
|
||||
void EndScreenJob();
|
||||
void DeleteScreenJob();
|
||||
void RunScreenJobFrame();
|
||||
bool ScreenJobResponder(event_t* ev);
|
||||
void ScreenJobTick();
|
||||
void ScreenJobDraw();
|
||||
|
||||
struct AnimSound
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue