mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 12:30:46 +00:00
66799d9a6d
* interface for movie player done. * first cutscene definition done. * all converted classes removed from C++ code.
524 lines
12 KiB
Text
524 lines
12 KiB
Text
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class ScreenJob : Object
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{
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int flags;
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float fadetime; // in milliseconds
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int fadestate;
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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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};
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enum EJobFlags
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{
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visible = 0,
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fadein = 1,
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fadeout = 2,
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stopmusic = 4,
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stopsound = 8,
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};
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void Init(int flags = 0, float fadet = 250.f)
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{
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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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{
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return false;
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}
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virtual void Start() {}
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virtual bool OnEvent(InputEvent evt) { return false; }
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virtual void OnTick() {}
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virtual void Draw(double smoothratio) {}
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virtual void OnSkip() {}
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int DrawFrame(double smoothratio)
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{
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if (jobstate != running) smoothratio = 1; // this is necessary because the ticker won't be incremented anymore to avoid having a negative time span.
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Draw(smoothratio);
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if (jobstate == skipped) return -1;
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if (jobstate == finished) return 0;
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return 1;
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}
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int GetFadeState() { return fadestate; }
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override void OnDestroy()
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{
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if (flags & stopmusic) Raze.StopMusic();
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if (flags & stopsound) Raze.StopAllSounds();
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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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//---------------------------------------------------------------------------
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class SkippableScreenJob : ScreenJob
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{
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void Init(int flags = 0, float fadet = 250.f)
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{
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Super.Init(flags, fadet);
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}
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override bool OnEvent(InputEvent evt)
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{
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if (evt.type == InputEvent.Type_KeyDown && !Raze.specialKeyEvent(evt))
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{
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jobstate = skipped;
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OnSkip();
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}
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return true;
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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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//---------------------------------------------------------------------------
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class BlackScreen : ScreenJob
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{
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int wait;
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bool cleared;
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ScreenJob Init(int w, int flags = 0)
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{
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Super.Init(flags & ~(fadein|fadeout));
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wait = w;
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cleared = false;
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return self;
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}
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static ScreenJob Create(int w, int flags = 0)
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{
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return new("BlackScreen").Init(w, flags);
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}
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override void OnTick()
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{
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if (cleared)
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{
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int span = ticks * 1000 / GameTicRate;
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if (span > wait) jobstate = finished;
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}
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}
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override void Draw(double smooth)
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{
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cleared = true;
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Screen.ClearScreen();
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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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//---------------------------------------------------------------------------
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class ImageScreen : SkippableScreenJob
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{
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int tilenum;
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int trans;
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int waittime; // in ms.
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bool cleared;
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TextureID texid;
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ScreenJob Init(TextureID tile, int fade = fadein | fadeout, int wait = 3000, int translation = 0)
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{
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Super.Init(fade);
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waittime = wait;
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texid = tile;
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trans = translation;
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cleared = false;
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return self;
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}
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ScreenJob InitNamed(String tex, int fade = fadein | fadeout, int wait = 3000, int translation = 0)
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{
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Super.Init(fade);
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waittime = wait;
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texid = TexMan.CheckForTexture(tex, TexMan.Type_Any, TexMan.TryAny | TexMan.ForceLookup);
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trans = translation;
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cleared = false;
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return self;
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}
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static ScreenJob Create(TextureID tile, int fade = fadein | fadeout, int wait = 3000, int translation = 0)
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{
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return new("ImageScreen").Init(tile, fade, wait, translation);
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}
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static ScreenJob CreateNamed(String tex, int fade = fadein | fadeout, int wait = 3000, int translation = 0)
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{
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return new("ImageScreen").InitNamed(tex, fade, wait, translation);
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}
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override void OnTick()
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{
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if (cleared)
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{
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int span = ticks * 1000 / GameTicRate;
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if (span > waittime) jobstate = finished;
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}
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}
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override void Draw(double smooth)
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{
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Screen.ClearScreen();
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if (texid.IsValid()) Screen.DrawTexture(texid, true, 0, 0, DTA_FullscreenEx, FSMode_ScaleToFit43, DTA_LegacyRenderStyle, STYLE_Normal, DTA_TranslationIndex, trans);
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cleared = true;
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}
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}
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//---------------------------------------------------------------------------
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//
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// this is to have a unified interface to the summary screens
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// that can be set up automatically by the games to avoid direct access to game data.
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//
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//---------------------------------------------------------------------------
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class SummaryScreenBase : ScreenJob
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{
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MapRecord level;
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int kills, maxkills;
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int secrets, maxsecrets, supersecrets;
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int playtime;
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bool cheatflag;
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void SetParameters(MapRecord map, int kills_, int maxkills_, int secrets_, int maxsecrets_, int supersecrets_, int time_, bool cheated)
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{
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level = map;
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kills = kills_;
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maxkills = maxkills_;
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secrets = secrets_;
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maxsecrets = maxsecrets_;
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supersecrets = supersecrets_;
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playtime = time_;
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cheatflag = cheated;
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}
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String FormatTime(int time)
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{
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return String.Format("%02d:%02d", (time / (26 * 60)) % 60, (time / 26) % 60);
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}
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}
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//---------------------------------------------------------------------------
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//
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// internal polymorphic movie player object
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//
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//---------------------------------------------------------------------------
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struct MoviePlayer native
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{
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enum EMovieFlags
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{
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NOSOUNDCUTOFF = 1,
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FIXEDVIEWPORT = 2, // Forces fixed 640x480 screen size like for Blood's intros.
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}
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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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}
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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 MoviePlayerJob : SkippableScreenJob
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{
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MoviePlayer player;
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bool started;
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ScreenJob Init(MoviePlayer mp)
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{
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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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static ScreenJob CreateWithSoundInfo(String filename, Array<int> soundinfo, int flags, int frametime, int firstframetime = -1, int lastframetime = -1)
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{
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let movie = MoviePlayer.Create(filename, soundinfo, flags, frametime, firstframetime, lastframetime);
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if (movie) return new("MoviePlayerJob").Init(movie);
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return BlackScreen.Create(1); // do not return null.
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}
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static ScreenJob Create(String filename, int flags, int frametime = -1)
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{
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Array<int> empty;
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return CreateWithSoundInfo(filename, empty, flags, frametime);
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}
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static ScreenJob CreateWithSound(String filename, Sound soundname, int flags, int frametime = -1)
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{
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Array<int> empty;
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empty.Push(1);
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empty.Push(int(soundname));
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return CreateWithSoundInfo(filename, empty, flags, frametime);
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}
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override void Draw(double smoothratio)
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{
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if (!player)
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{
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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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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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if (jobstate == running && !player.Frame(clock))
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{
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jobstate = finished;
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}
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}
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override void OnDestroy()
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{
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if (player)
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{
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player.Destroy();
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}
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player = null;
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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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//---------------------------------------------------------------------------
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class ScreenJobRunner : Object
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{
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enum ERunState
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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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Array<ScreenJob> jobs;
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//CompletionFunc completion;
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int index;
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float screenfade;
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bool clearbefore;
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bool skipall;
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bool advance;
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int actionState;
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int terminateState;
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int fadeticks;
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int last_paused_tic;
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void Init(bool clearbefore_ = true, bool skipall_ = false)
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{
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clearbefore = clearbefore_;
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skipall = skipall_;
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index = -1;
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fadeticks = 0;
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last_paused_tic = -1;
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}
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override void OnDestroy()
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{
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DeleteJobs();
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}
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void DeleteJobs()
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{
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// Free all allocated resources now.
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for (int i = 0; i < jobs.Size(); i++)
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{
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if (jobs[i]) jobs[i].Destroy();
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}
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jobs.Clear();
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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 AdvanceJob(bool skip)
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{
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if (index == jobs.Size()-1)
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{
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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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if (index >= 0) jobs[index].Destroy();
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index++;
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while (index < jobs.Size() && (jobs[index] == null || (skip && skipall)))
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{
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if (jobs[index] != null) jobs[index].Destroy();
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index++;
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}
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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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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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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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virtual int DisplayFrame(double smoothratio)
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{
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int x = index >= jobs.Size()? jobs.Size()-1 : index;
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let job = jobs[x];
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bool processed = job.ProcessInput();
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if (job.fadestate == ScreenJob.fadein)
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{
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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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if (screenfade == 1.) job.fadestate = ScreenJob.visible;
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}
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int state = job.DrawFrame(smoothratio);
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Screen.SetScreenFade(1.);
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return state;
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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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virtual int FadeoutFrame(double smoothratio)
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{
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int x = index >= jobs.Size()? jobs.Size()-1 : index;
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let job = jobs[x];
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double ms = (fadeticks + smoothratio) * 1000 / GameTicRate / job.fadetime;
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float screenfade = 1. - clamp(ms, 0., 1.);
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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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return (screenfade > 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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//---------------------------------------------------------------------------
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virtual bool OnEvent(InputEvent ev)
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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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return jobs[index].OnEvent(ev);
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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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virtual bool OnTick()
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{
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if (paused) return false;
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if (advance)
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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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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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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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fadeticks++;
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}
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return false;
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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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virtual bool RunFrame(double smoothratio)
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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 (actionState == State_Clear)
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{
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actionState = State_Run;
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Screen.ClearScreen();
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}
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else if (actionState == State_Run)
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{
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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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if (jobs[index].flags & ScreenJob.fadeout)
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{
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jobs[index].fadestate = ScreenJob.fadeout;
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jobs[index].jobstate = ScreenJob.stopping;
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actionState = State_Fadeout;
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fadeticks = 0;
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}
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else
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{
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advance = true;
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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(smoothratio);
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if (ended < 1 && index < jobs.Size())
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{
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jobs[index].jobstate = ScreenJob.stopped;
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advance = true;
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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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