raze-gles/source/core/screenjob.cpp
Mitchell Richters 321bfe86f8 - DSkippableScreenJob::OnEvent(): Ensure previously ignored keys don't cause a screenjob to skip.
* Volume up/down on the keyboard when trying to listen to a cut-scene shouldn't skip it.
2021-04-20 20:07:20 +10:00

384 lines
9.4 KiB
C++

/*
** 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 <vpx/vpx_decoder.h>
#include <vpx/vp8dx.h>
#include "raze_music.h"
IMPLEMENT_CLASS(DScreenJob, true, false)
IMPLEMENT_CLASS(DImageScreen, true, false)
bool DSkippableScreenJob::OnEvent(event_t* evt)
{
if (evt->type == EV_KeyDown)
{
auto& key = evt->data1;
bool ignoredkeys = key == KEY_VOLUMEDOWN || key == KEY_VOLUMEUP || (key > KEY_LASTJOYBUTTON && key < KEY_PAD_LTHUMB_RIGHT);
if (!ignoredkeys)
{
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;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class ScreenJobRunner
{
enum
{
State_Clear,
State_Run,
State_Fadeout
};
TArray<JobDesc> jobs;
CompletionFunc completion;
int index = -1;
float screenfade;
bool clearbefore;
int actionState;
int terminateState;
int fadeticks = 0;
int last_paused_tic = -1;
public:
ScreenJobRunner(JobDesc* jobs_, int count, CompletionFunc completion_, bool clearbefore_)
: completion(std::move(completion_)), clearbefore(clearbefore_)
{
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()
{
DeleteJobs();
}
void DeleteJobs()
{
for (auto& job : jobs)
{
job.job->ObjectFlags |= OF_YesReallyDelete;
delete job.job;
}
jobs.Clear();
}
void 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 && jobs[index].ignoreifskipped)))
{
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->fadestyle & DScreenJob::fadein? DScreenJob::fadein : DScreenJob::visible;
jobs[index].job->Start();
}
inputState.ClearAllInput();
}
int 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 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 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 OnFinished()
{
if (completion) completion(false);
completion = nullptr; // only finish once.
}
void 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 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->fadestyle & 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, bool clearbefore, bool blockingui)
{
assert(completion != nullptr);
videoclearFade();
if (count)
{
runner = new ScreenJobRunner(jobs, count, completion, clearbefore);
gameaction = blockingui? 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;
}