mirror of
https://github.com/ZDoom/raze-gles.git
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381 lines
9.3 KiB
C++
381 lines
9.3 KiB
C++
/*
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** screenjob.cpp
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**
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** Generic asynchronous screen display
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**
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**---------------------------------------------------------------------------
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** Copyright 2020 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "types.h"
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#include "build.h"
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#include "screenjob.h"
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#include "i_time.h"
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#include "v_2ddrawer.h"
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#include "animlib.h"
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#include "v_draw.h"
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#include "s_soundinternal.h"
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#include "animtexture.h"
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#include "gamestate.h"
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#include "razemenu.h"
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#include "raze_sound.h"
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#include "SmackerDecoder.h"
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#include "movie/playmve.h"
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#include "gamecontrol.h"
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#include <vpx/vpx_decoder.h>
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#include <vpx/vp8dx.h>
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#include "raze_music.h"
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IMPLEMENT_CLASS(DScreenJob, true, false)
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IMPLEMENT_CLASS(DImageScreen, true, false)
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bool DSkippableScreenJob::OnEvent(event_t* evt)
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{
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if (evt->type == EV_KeyDown && !specialKeyEvent(evt))
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{
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state = skipped;
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Skipped();
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}
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return true;
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}
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void DBlackScreen::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) state = finished;
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}
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}
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void DBlackScreen::Draw(double)
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{
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cleared = true;
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twod->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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void DImageScreen::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) state = finished;
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}
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}
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void DImageScreen::Draw(double smoothratio)
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{
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if (tilenum > 0) tex = tileGetTexture(tilenum, true);
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twod->ClearScreen();
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if (tex) DrawTexture(twod, tex, 0, 0, DTA_FullscreenEx, FSMode_ScaleToFit43, DTA_LegacyRenderStyle, STYLE_Normal, DTA_TranslationIndex, trans, TAG_DONE);
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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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//
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//---------------------------------------------------------------------------
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class ScreenJobRunner
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{
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enum
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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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TArray<JobDesc> jobs;
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CompletionFunc completion;
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int index = -1;
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float screenfade;
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bool clearbefore;
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bool skipall;
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int actionState;
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int terminateState;
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int fadeticks = 0;
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int last_paused_tic = -1;
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public:
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ScreenJobRunner(JobDesc* jobs_, int count, CompletionFunc completion_, bool clearbefore_, bool skipall_)
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: completion(std::move(completion_)), clearbefore(clearbefore_), skipall(skipall_)
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{
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jobs.Resize(count);
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memcpy(jobs.Data(), jobs_, count * sizeof(JobDesc));
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// 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.
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for (int i = 0; i < count; i++)
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{
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jobs[i].job->Release();
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}
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AdvanceJob(false);
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}
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~ScreenJobRunner()
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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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for (auto& job : jobs)
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{
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job.job->ObjectFlags |= OF_YesReallyDelete;
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delete job.job;
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}
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jobs.Clear();
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}
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void AdvanceJob(bool skip)
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{
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if (index >= 0)
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{
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if (jobs[index].postAction) jobs[index].postAction();
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jobs[index].job->Destroy();
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}
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index++;
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while (index < jobs.Size() && (jobs[index].job == nullptr || (skip && skipall)))
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{
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if (jobs[index].job != nullptr) jobs[index].job->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].job->fadestate = !paused && jobs[index].job->fadestyle & DScreenJob::fadein? DScreenJob::fadein : DScreenJob::visible;
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jobs[index].job->Start();
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}
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inputState.ClearAllInput();
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}
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int DisplayFrame(double smoothratio)
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{
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auto& job = jobs[index];
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auto now = I_GetTimeNS();
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bool processed = job.job->ProcessInput();
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if (job.job->fadestate == DScreenJob::fadein)
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{
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double ms = (job.job->ticks + smoothratio) * 1000 / GameTicRate / job.job->fadetime;
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float screenfade = (float)clamp(ms, 0., 1.);
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twod->SetScreenFade(screenfade);
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if (screenfade == 1.f) job.job->fadestate = DScreenJob::visible;
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}
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int state = job.job->DrawFrame(smoothratio);
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twod->SetScreenFade(1.f);
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return state;
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}
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int FadeoutFrame(double smoothratio)
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{
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auto& job = jobs[index];
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double ms = (fadeticks + smoothratio) * 1000 / GameTicRate / job.job->fadetime;
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float screenfade = 1.f - (float)clamp(ms, 0., 1.);
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twod->SetScreenFade(screenfade);
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job.job->DrawFrame(1.);
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return (screenfade > 0.f);
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}
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bool OnEvent(event_t* ev)
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{
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if (paused || index >= jobs.Size()) return false;
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if (ev->type == EV_KeyDown)
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{
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// We never reach the key binding checks in G_Responder, so for the console we have to check for ourselves here.
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auto binding = Bindings.GetBinding(ev->data1);
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if (binding.CompareNoCase("toggleconsole") == 0)
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{
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C_ToggleConsole();
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return true;
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}
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}
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if (jobs[index].job->state != DScreenJob::running) return false;
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return jobs[index].job->OnEvent(ev);
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}
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void OnFinished()
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{
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if (completion) completion(false);
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completion = nullptr; // only finish once.
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}
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void OnTick()
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{
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if (paused) return;
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if (index >= jobs.Size())
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{
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//DeleteJobs();
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//twod->SetScreenFade(1);
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//twod->ClearScreen(); // This must not leave the 2d buffer empty.
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//if (gamestate == GS_INTRO) OnFinished();
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//else Net_WriteByte(DEM_ENDSCREENJOB); // intermissions must be terminated synchronously.
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}
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else
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{
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if (jobs[index].job->state == DScreenJob::running)
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{
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jobs[index].job->ticks++;
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jobs[index].job->OnTick();
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}
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else if (jobs[index].job->state == DScreenJob::stopping)
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{
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fadeticks++;
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}
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}
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}
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bool RunFrame()
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{
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if (index >= jobs.Size())
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{
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DeleteJobs();
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twod->SetScreenFade(1);
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twod->ClearScreen(); // This must not leave the 2d buffer empty.
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if (completion) completion(false);
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return false;
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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].job->ticks;
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else if (last_paused_tic == jobs[index].job->ticks) menuon = true;
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double smoothratio = menuon ? 1. : I_GetTimeFrac();
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if (actionState == State_Clear)
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{
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actionState = State_Run;
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twod->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)
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{
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// Must lock before displaying.
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if (jobs[index].job->fadestyle & DScreenJob::fadeout)
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{
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jobs[index].job->fadestate = DScreenJob::fadeout;
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jobs[index].job->state = DScreenJob::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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AdvanceJob(terminateState < 0);
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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)
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{
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jobs[index].job->state = DScreenJob::stopped;
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AdvanceJob(terminateState < 0);
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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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ScreenJobRunner *runner;
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void RunScreenJob(JobDesc* jobs, int count, CompletionFunc completion, bool clearbefore, bool blockingui, bool skipall)
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{
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assert(completion != nullptr);
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videoclearFade();
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if (count)
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{
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runner = new ScreenJobRunner(jobs, count, completion, clearbefore, skipall);
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gameaction = blockingui? ga_intro : ga_intermission;
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}
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else
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{
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completion(false);
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}
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}
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void DeleteScreenJob()
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{
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if (runner)
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{
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delete runner;
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runner = nullptr;
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}
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twod->SetScreenFade(1);
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}
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void EndScreenJob()
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{
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if (runner) runner->OnFinished();
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DeleteScreenJob();
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}
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bool ScreenJobResponder(event_t* ev)
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{
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if (runner) return runner->OnEvent(ev);
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return false;
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}
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void ScreenJobTick()
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{
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if (runner) runner->OnTick();
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}
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bool ScreenJobDraw()
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{
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// we cannot recover from this because we have no completion callback to call.
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if (!runner)
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{
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// We can get here before a gameaction has been processed. In that case just draw a black screen and wait.
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if (gameaction == ga_nothing) I_Error("Trying to run a non-existent screen job");
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twod->ClearScreen();
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return false;
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}
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auto res = runner->RunFrame();
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if (!res)
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{
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assert((gamestate != GS_INTERMISSION && gamestate != GS_INTRO) || gameaction != ga_nothing);
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DeleteScreenJob();
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}
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return res;
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}
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