raze/source/duke3d/src/anim.cpp

350 lines
8.7 KiB
C++
Raw Normal View History

//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "baselayer.h"
#include "renderlayer.h"
#include "duke3d.h"
#include "animlib.h"
#include "mouse.h"
#include "compat.h"
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
#include "input.h"
#include "anim.h"
#ifdef USE_LIBVPX
# include "animvpx.h"
#endif
#include "animsounds.h"
hashtable_t h_dukeanim = { 8, NULL };
dukeanim_t * g_animPtr;
dukeanim_t *Anim_Find(const char *s)
{
intptr_t ptr = hash_findcase(&h_dukeanim, s);
if (ptr == -1)
{
int const siz = Bstrlen(s) + 5;
char * const str = (char *)Xcalloc(1, siz);
maybe_append_ext(str, siz, s, ".anm");
ptr = hash_findcase(&h_dukeanim, str);
if (ptr == -1)
{
maybe_append_ext(str, siz, s, ".ivf");
ptr = hash_findcase(&h_dukeanim, str);
}
Bfree(str);
}
return (dukeanim_t *)(ptr == -1 ? NULL : (dukeanim_t *)ptr);
}
dukeanim_t * Anim_Setup(const char *fn, uint8_t fdelay, void (*sound_func)(int32_t))
{
dukeanim_t * anim = Anim_Find(fn);
if (!anim)
anim = (dukeanim_t *)Xcalloc(1, sizeof(dukeanim_t));
hash_add(&h_dukeanim, fn, (intptr_t)anim, 0);
if (sound_func)
anim->sound_func = sound_func;
anim->framedelay = fdelay;
return anim;
}
void Anim_Init(void)
{
hash_init(&h_dukeanim);
Anim_Setup("logo.anm", 9, logoanimsounds);
Anim_Setup("3dr.anm", 10, NULL);
#ifndef EDUKE32_STANDALONE
Anim_Setup("vol4e1.anm", 10, endanimvol41);
Anim_Setup("vol4e2.anm", 14, endanimvol42);
Anim_Setup("vol4e3.anm", 10, endanimvol43);
Anim_Setup("vol41a.anm", 14, first4animsounds);
Anim_Setup("vol42a.anm", 18, intro4animsounds);
Anim_Setup("vol43a.anm", 10, intro42animsounds);
Anim_Setup("duketeam.anm", 10, NULL);
Anim_Setup("radlogo.anm", 10, NULL);
Anim_Setup("cineov2.anm", 18, endanimsounds);
Anim_Setup("cineov3.anm", 10, endanimsounds);
#endif
}
int32_t Anim_Play(const char *fn)
{
dukeanim_t *anim = Anim_Find(fn);
if (!anim)
{
OSD_Printf("Animation %s is undefined!\n", fn);
return 0;
}
int32_t framenum = 0, soundidx = 0; // custom anim sounds
int32_t running = 1, i;
I_ClearAllInput();
#ifdef USE_LIBVPX
while (getrendermode() >= REND_POLYMOST) // if, really
{
char vpxfn[BMAX_PATH];
Bstrncpyz(vpxfn, fn, BMAX_PATH);
char *dot = Bstrrchr(vpxfn, '.');
if (!dot || (dot - vpxfn) + 4 >= BMAX_PATH)
break;
dot[1] = 'i';
dot[2] = 'v';
dot[3] = 'f';
dot[4] = 0;
int32_t handle = kopen4loadfrommod(vpxfn, 0);
if (handle == -1)
break;
animvpx_ivf_header_t info;
i = animvpx_read_ivf_header(handle, &info);
if (i)
{
OSD_Printf("Failed reading IVF file: %s\n", animvpx_read_ivf_header_errmsg[i]);
kclose(handle);
return 0;
}
animvpx_setup_glstate();
animvpx_codec_ctx codec;
if (animvpx_init_codec(&info, handle, &codec))
{
OSD_Printf("Error initializing VPX codec.\n");
animvpx_restore_glstate();
return 0;
}
uint32_t msecsperframe = ((uint64_t)info.fpsdenom * 1000) / info.fpsnumer;
uint32_t nextframetime = getticks();
uint8_t *pic;
// OSD_Printf("msecs per frame: %d\n", msecsperframe);
do
{
nextframetime += msecsperframe;
i = animvpx_nextpic(&codec, &pic);
if (i)
{
OSD_Printf("Failed getting next pic: %s\n", animvpx_nextpic_errmsg[i]);
if (codec.errmsg)
{
OSD_Printf(" %s\n", codec.errmsg);
if (codec.errmsg_detail)
OSD_Printf(" detail: %s\n", codec.errmsg_detail);
}
break;
}
if (!pic)
break; // no more pics!
animvpx_render_frame(&codec);
// after rendering the frame but before displaying: maybe play sound...
framenum++;
while (soundidx < anim->numsounds && anim->sounds[soundidx << 1] == framenum)
{
S_PlaySound(anim->sounds[(soundidx << 1) + 1]);
soundidx++;
}
// this and showframe() instead of nextpage() are so that
// nobody tramples on our carefully set up GL state!
palfadedelta = 0;
showframe(0);
// I_ClearAllInput();
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
do
{
G_HandleAsync();
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
if (I_CheckAllInput())
{
running = 0;
break;
}
} while (getticks() < nextframetime);
} while (running);
animvpx_print_stats(&codec);
//
kclose(handle);
animvpx_restore_glstate();
animvpx_uninit_codec(&codec);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
I_ClearAllInput();
return !running; // done with playing VP8!
}
#endif
// ANM playback --- v v v ---
#ifdef USE_OPENGL
int32_t ogltexfiltermode = gltexfiltermode;
#endif
int32_t handle = kopen4load(fn, 0);
if (handle == -1)
return 0;
int32_t length = kfilelength(handle);
if (length == 0)
{
OSD_Printf("Warning: skipping playback of empty ANM file \"%s\".\n", fn);
goto end_anim;
}
walock[TILE_ANIM] = 219;
anim->animlock = 1;
if (!anim->animbuf)
allocache((intptr_t *)&anim->animbuf, length + 1, &anim->animlock);
tilesiz[TILE_ANIM].x = 200;
tilesiz[TILE_ANIM].y = 320;
kread(handle, anim->animbuf, length);
kclose(handle);
int32_t numframes;
if (ANIM_LoadAnim(anim->animbuf, length) < 0 || (numframes = ANIM_NumFrames()) <= 0)
{
// XXX: ANM_LoadAnim() still checks less than the bare minimum,
// e.g. ANM file could still be too small and not contain any frames.
OSD_Printf("Error: malformed ANM file \"%s\".\n", fn);
goto end_anim;
}
setbasepal(ANIMPAL, ANIM_GetPalette());
// setpalette(0L,256L,tempbuf);
// setbrightness(ud.brightness>>2,tempbuf,2);
P_SetGamePalette(g_player[myconnectindex].ps, ANIMPAL, 8 + 2);
#ifdef USE_OPENGL
gltexfiltermode = 0;
gltexapplyprops();
#endif
ototalclock = totalclock;
i = 1;
int32_t frametime; frametime = 0;
do
{
if (i > 4 && totalclock > frametime + 60)
{
OSD_Printf("WARNING: slowdown in %s, skipping playback\n", fn);
goto end_anim_restore_gl;
}
G_HandleAsync();
if (totalclock < ototalclock - 1)
continue;
waloff[TILE_ANIM] = (intptr_t)ANIM_DrawFrame(i);
invalidatetile(TILE_ANIM, 0, 1 << 4); // JBF 20031228
if (I_CheckAllInput())
{
running = 0;
goto end_anim_restore_gl;
}
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
if (g_restorePalette == 1)
{
P_SetGamePalette(g_player[myconnectindex].ps, ANIMPAL, 0);
g_restorePalette = 0;
}
frametime = totalclock;
clearallviews(0);
rotatesprite_fs(0 << 16, 0 << 16, 65536L, 512, TILE_ANIM, 0, 0, 2 + 4 + 8 + 16 + 64 + BGSTRETCH);
g_animPtr = anim;
i = VM_OnEventWithReturn(EVENT_CUTSCENE, -1, myconnectindex, i);
g_animPtr = NULL;
nextpage();
I_ClearAllInput();
ototalclock += anim->framedelay;
if (!anim->numsounds && anim->sound_func)
anim->sound_func(i);
framenum = i++;
while (soundidx < anim->numsounds && anim->sounds[soundidx << 1] == framenum)
{
S_PlaySound(anim->sounds[(soundidx << 1) + 1]);
soundidx++;
}
} while (i < numframes);
end_anim_restore_gl:
#ifdef USE_OPENGL
gltexfiltermode = ogltexfiltermode;
gltexapplyprops();
#endif
end_anim:
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
I_ClearAllInput();
ANIM_FreeAnim();
walock[TILE_ANIM] = 1;
anim->animlock = 0;
return !running;
}