raze-gles/source/core/screenjob.cpp

385 lines
9.2 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_GUI_KeyDown) state = 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;
int64_t startTime = -1;
int64_t lastTime = -1;
int actionState;
int terminateState;
uint64_t clock = 0;
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()) screenfade = jobs[index].job->fadestyle & DScreenJob::fadein ? 0.f : 1.f;
lastTime= startTime = -1;
clock = 0;
inputState.ClearAllInput();
}
int DisplayFrame()
{
auto& job = jobs[index];
auto now = I_GetTimeNS();
bool processed = job.job->ProcessInput();
if (startTime == -1)
{
lastTime = startTime = now;
}
else if (!M_Active())
{
clock += now - lastTime;
if (clock == 0) clock = 1;
}
bool skiprequest = clock > 100'000'000 && inputState.CheckAllInput() && !processed && job.job->fadestate != DScreenJob::fadeout;
lastTime = now;
if (screenfade < 1.f && !M_Active())
{
float ms = (clock / 1'000'000) / job.job->fadetime;
screenfade = clamp(ms, 0.f, 1.f);
twod->SetScreenFade(screenfade);
if (job.job->fadestate != DScreenJob::fadeout)
job.job->fadestate = DScreenJob::fadein;
}
else
{
job.job->fadestate = DScreenJob::visible;
screenfade = 1.f;
}
job.job->SetClock(clock);
int state = job.job->Frame(clock, skiprequest, M_Active()? 1. : I_GetTimeFrac());
clock = job.job->GetClock();
if (clock == 0) clock = 1;
return state;
}
int FadeoutFrame()
{
auto now = I_GetTimeNS();
if (startTime == -1)
{
lastTime = startTime = now;
}
else if (!M_Active())
{
clock += now - lastTime;
if (clock == 0) clock = 1;
}
lastTime = now;
float ms = (clock / 1'000'000) / jobs[index].job->fadetime;
float screenfade2 = clamp(screenfade - ms, 0.f, 1.f);
if (!M_Active()) twod->SetScreenFade(screenfade2);
if (screenfade2 <= 0.f)
{
twod->Unlock(); // must unlock before displaying.
return 0;
}
return 1;
}
bool OnEvent(event_t* ev)
{
if (index >= jobs.Size()) return false;
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 (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) return;
jobs[index].job->ticks++;
jobs[index].job->OnTick();
}
}
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;
}
if (actionState == State_Clear)
{
actionState = State_Run;
twod->ClearScreen();
}
else if (actionState == State_Run)
{
terminateState = DisplayFrame();
if (terminateState < 1)
{
// Must lock before displaying.
if (jobs[index].job->fadestyle & DScreenJob::fadeout)
{
twod->Lock();
startTime = -1;
clock = 0;
jobs[index].job->fadestate = DScreenJob::fadeout;
jobs[index].job->state = DScreenJob::stopping;
gamestate = GS_INTRO; // block menu and console during fadeout - this can cause timing problems.
actionState = State_Fadeout;
}
else
{
AdvanceJob(terminateState < 0);
}
}
}
else if (actionState == State_Fadeout)
{
int ended = FadeoutFrame();
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();
}
void 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;
}
auto res = runner->RunFrame();
if (!res)
{
assert((gamestate != GS_INTERMISSION && gamestate != GS_INTRO) || gameaction != ga_nothing);
DeleteScreenJob();
}
}