/* ** 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" #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 #include #include "raze_music.h" IMPLEMENT_CLASS(DScreenJob, true, false) IMPLEMENT_CLASS(DImageScreen, true, false) void DScreenJob::OnDestroy() { if (flags & stopmusic) Mus_Stop(); if (flags & stopsound) FX_StopAllSounds(); } bool DSkippableScreenJob::OnEvent(event_t* evt) { if (evt->type == EV_KeyDown && !specialKeyEvent(evt)) { state = skipped; Skipped(); } return true; } void DBlackScreen::OnTick() { if (cleared) { int span = ticks * 1000 / GameTicRate; if (span > wait) state = finished; } } void DBlackScreen::Draw(double) { cleared = true; twod->ClearScreen(); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DImageScreen::OnTick() { if (cleared) { int span = ticks * 1000 / GameTicRate; if (span > waittime) state = finished; } } void DImageScreen::Draw(double smoothratio) { if (tilenum > 0) tex = tileGetTexture(tilenum, true); twod->ClearScreen(); if (tex) DrawTexture(twod, tex, 0, 0, DTA_FullscreenEx, FSMode_ScaleToFit43, DTA_LegacyRenderStyle, STYLE_Normal, DTA_TranslationIndex, trans, TAG_DONE); cleared = true; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- ScreenJobRunner::ScreenJobRunner(JobDesc* jobs_, int count, CompletionFunc completion_, bool clearbefore_, bool skipall_) : completion(std::move(completion_)), clearbefore(clearbefore_), skipall(skipall_) { jobs.Resize(count); memcpy(jobs.Data(), jobs_, count * sizeof(JobDesc)); // 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. for (int i = 0; i < count; i++) { jobs[i].job->Release(); } AdvanceJob(false); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- ScreenJobRunner::~ScreenJobRunner() { DeleteJobs(); } void ScreenJobRunner::DeleteJobs() { for (auto& job : jobs) { job.job->ObjectFlags |= OF_YesReallyDelete; delete job.job; } jobs.Clear(); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void ScreenJobRunner::AdvanceJob(bool skip) { if (index >= 0) { //if (jobs[index].postAction) jobs[index].postAction(); jobs[index].job->Destroy(); } index++; while (index < jobs.Size() && (jobs[index].job == nullptr || (skip && skipall))) { if (jobs[index].job != nullptr) jobs[index].job->Destroy(); index++; } actionState = clearbefore ? State_Clear : State_Run; if (index < jobs.Size()) { jobs[index].job->fadestate = !paused && jobs[index].job->flags & DScreenJob::fadein? DScreenJob::fadein : DScreenJob::visible; jobs[index].job->Start(); } inputState.ClearAllInput(); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int ScreenJobRunner::DisplayFrame(double smoothratio) { auto& job = jobs[index]; auto now = I_GetTimeNS(); bool processed = job.job->ProcessInput(); if (job.job->fadestate == DScreenJob::fadein) { double ms = (job.job->ticks + smoothratio) * 1000 / GameTicRate / job.job->fadetime; float screenfade = (float)clamp(ms, 0., 1.); twod->SetScreenFade(screenfade); if (screenfade == 1.f) job.job->fadestate = DScreenJob::visible; } int state = job.job->DrawFrame(smoothratio); twod->SetScreenFade(1.f); return state; } int ScreenJobRunner::FadeoutFrame(double smoothratio) { auto& job = jobs[index]; double ms = (fadeticks + smoothratio) * 1000 / GameTicRate / job.job->fadetime; float screenfade = 1.f - (float)clamp(ms, 0., 1.); twod->SetScreenFade(screenfade); job.job->DrawFrame(1.); return (screenfade > 0.f); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool ScreenJobRunner::OnEvent(event_t* ev) { if (paused || index >= jobs.Size()) return false; 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; } } if (jobs[index].job->state != DScreenJob::running) return false; return jobs[index].job->OnEvent(ev); } void ScreenJobRunner::OnFinished() { if (completion) completion(false); completion = nullptr; // only finish once. } void ScreenJobRunner::OnTick() { if (paused) return; 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::running) { jobs[index].job->ticks++; jobs[index].job->OnTick(); } else if (jobs[index].job->state == DScreenJob::stopping) { fadeticks++; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool ScreenJobRunner::RunFrame() { if (index >= jobs.Size()) { DeleteJobs(); twod->SetScreenFade(1); twod->ClearScreen(); // This must not leave the 2d buffer empty. if (completion) completion(false); return false; } // ensure that we won't go back in time if the menu is dismissed without advancing our ticker bool menuon = paused; if (menuon) last_paused_tic = jobs[index].job->ticks; else if (last_paused_tic == jobs[index].job->ticks) menuon = true; double smoothratio = menuon ? 1. : I_GetTimeFrac(); if (actionState == State_Clear) { actionState = State_Run; twod->ClearScreen(); } else if (actionState == State_Run) { terminateState = DisplayFrame(smoothratio); if (terminateState < 1) { // Must lock before displaying. if (jobs[index].job->flags & DScreenJob::fadeout) { jobs[index].job->fadestate = DScreenJob::fadeout; jobs[index].job->state = DScreenJob::stopping; actionState = State_Fadeout; fadeticks = 0; } else { AdvanceJob(terminateState < 0); } } } else if (actionState == State_Fadeout) { int ended = FadeoutFrame(smoothratio); if (ended < 1) { jobs[index].job->state = DScreenJob::stopped; AdvanceJob(terminateState < 0); } } return true; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- ScreenJobRunner *runner; void RunScreenJob(JobDesc* jobs, int count, CompletionFunc completion, int flags) { assert(completion != nullptr); videoclearFade(); if (count) { runner = new ScreenJobRunner(jobs, count, completion, !(flags & SJ_DONTCLEAR), !!(flags & SJ_SKIPALL)); gameaction = (flags & SJ_BLOCKUI)? ga_intro : ga_intermission; } else { completion(false); } } void DeleteScreenJob() { if (runner) { delete runner; runner = nullptr; } twod->SetScreenFade(1); } 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(); } bool ScreenJobDraw() { // we cannot recover from this because we have no completion callback to call. if (!runner) { // We can get here before a gameaction has been processed. In that case just draw a black screen and wait. if (gameaction == ga_nothing) I_Error("Trying to run a non-existent screen job"); twod->ClearScreen(); return false; } auto res = runner->RunFrame(); if (!res) { assert((gamestate != GS_INTERMISSION && gamestate != GS_INTRO) || gameaction != ga_nothing); DeleteScreenJob(); } return res; }