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/*
* * 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 .
* * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* *
*/
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# include "types.h"
# include "build.h"
# include "screenjob.h"
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# include "i_time.h"
# include "v_2ddrawer.h"
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# include "animlib.h"
# include "v_draw.h"
# include "s_soundinternal.h"
# 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>
# 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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int DBlackScreen : : Frame ( uint64_t clock , bool skiprequest )
{
int span = int ( clock / 1'000'000 ) ;
twod - > ClearScreen ( ) ;
return span < wait ? 1 : - 1 ;
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DImageScreen : : Frame ( uint64_t clock , bool skiprequest )
{
if ( tilenum > 0 )
{
tex = tileGetTexture ( tilenum , true ) ;
}
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if ( ! tex )
{
twod - > ClearScreen ( ) ;
return 0 ;
}
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int span = int ( clock / 1'000'000 ) ;
twod - > ClearScreen ( ) ;
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DrawTexture ( twod , tex , 0 , 0 , DTA_FullscreenEx , FSMode_ScaleToFit43 , DTA_LegacyRenderStyle , STYLE_Normal , DTA_TranslationIndex , trans , TAG_DONE ) ;
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// Only end after having faded out.
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return skiprequest ? - 1 : span > waittime ? 0 : 1 ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class ScreenJobRunner
{
enum
{
State_Clear ,
State_Run ,
State_Fadeout
} ;
TArray < JobDesc > jobs ;
CompletionFunc completion ;
int index = - 1 ;
float screenfade ;
bool clearbefore ;
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int64_t startTime = - 1 ;
int64_t lastTime = - 1 ;
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int actionState ;
int terminateState ;
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uint64_t clock = 0 ;
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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 ) ;
}
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~ ScreenJobRunner ( )
{
DeleteJobs ( ) ;
}
void DeleteJobs ( )
{
for ( auto & job : jobs )
{
job . job - > ObjectFlags | = OF_YesReallyDelete ;
delete job . job ;
}
jobs . Clear ( ) ;
}
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void AdvanceJob ( bool skip )
{
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if ( index > = 0 )
{
if ( jobs [ index ] . postAction ) jobs [ index ] . postAction ( ) ;
jobs [ index ] . job - > Destroy ( ) ;
}
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index + + ;
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while ( index < jobs . Size ( ) & & ( jobs [ index ] . job = = nullptr | | ( skip & & jobs [ index ] . ignoreifskipped ) ) )
{
if ( jobs [ index ] . job ! = nullptr ) jobs [ index ] . job - > Destroy ( ) ;
index + + ;
}
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actionState = clearbefore ? State_Clear : State_Run ;
if ( index < jobs . Size ( ) ) screenfade = jobs [ index ] . job - > fadestyle & DScreenJob : : fadein ? 0.f : 1.f ;
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lastTime = startTime = - 1 ;
clock = 0 ;
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inputState . ClearAllInput ( ) ;
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}
int DisplayFrame ( )
{
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 ( startTime = = - 1 )
{
lastTime = startTime = now ;
}
else if ( ! M_Active ( ) )
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{
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clock + = now - lastTime ;
if ( clock = = 0 ) clock = 1 ;
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}
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bool skiprequest = clock > 100'000'000 & & inputState . CheckAllInput ( ) & & ! processed & & job . job - > fadestate ! = DScreenJob : : fadeout ;
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lastTime = now ;
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if ( screenfade < 1.f & & ! M_Active ( ) )
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{
float ms = ( clock / 1'000'000 ) / job . job - > fadetime ;
screenfade = clamp ( ms , 0.f , 1.f ) ;
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twod - > SetScreenFade ( screenfade ) ;
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if ( job . job - > fadestate ! = DScreenJob : : fadeout )
job . job - > fadestate = DScreenJob : : fadein ;
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}
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else
{
job . job - > fadestate = DScreenJob : : visible ;
screenfade = 1.f ;
}
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job . job - > SetClock ( clock ) ;
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int state = job . job - > Frame ( clock , skiprequest , 0 ) ;
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clock = job . job - > GetClock ( ) ;
if ( clock = = 0 ) clock = 1 ;
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return state ;
}
int FadeoutFrame ( )
{
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auto now = I_GetTimeNS ( ) ;
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if ( startTime = = - 1 )
{
lastTime = startTime = now ;
}
else if ( ! M_Active ( ) )
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{
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clock + = now - lastTime ;
if ( clock = = 0 ) clock = 1 ;
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}
lastTime = now ;
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float ms = ( clock / 1'000'000 ) / jobs [ index ] . job - > fadetime ;
float screenfade2 = clamp ( screenfade - ms , 0.f , 1.f ) ;
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if ( ! M_Active ( ) ) twod - > SetScreenFade ( screenfade2 ) ;
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if ( screenfade2 < = 0.f )
{
twod - > Unlock ( ) ; // must unlock before displaying.
return 0 ;
}
return 1 ;
}
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bool OnEvent ( event_t * ev )
{
if ( jobs [ index ] . job - > state = = DScreenJob : : stopping ) 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 : : stopping ) return ;
jobs [ index ] . job - > ticks + + ;
jobs [ index ] . job - > OnTick ( ) ;
}
}
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bool RunFrame ( )
{
if ( index > = jobs . Size ( ) )
{
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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 ) ;
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 ( ) ;
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startTime = - 1 ;
clock = 0 ;
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jobs [ index ] . job - > fadestate = DScreenJob : : fadeout ;
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gamestate = GS_INTRO ; // block menu and console during fadeout - this can cause timing problems.
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actionState = State_Fadeout ;
}
else
{
AdvanceJob ( terminateState < 0 ) ;
}
}
}
else if ( actionState = = State_Fadeout )
{
int ended = FadeoutFrame ( ) ;
if ( ended < 1 )
{
AdvanceJob ( terminateState < 0 ) ;
}
}
return true ;
}
} ;
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ScreenJobRunner * runner ;
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void RunScreenJob ( JobDesc * jobs , int count , CompletionFunc completion , bool clearbefore , bool blockingui )
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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 ) ;
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gameaction = blockingui ? ga_intro : ga_intermission ;
}
else
{
completion ( false ) ;
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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 ;
runner = nullptr ;
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}
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twod - > SetScreenFade ( 1 ) ;
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}
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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 ( )
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{
// we cannot recover from this because we have no completion callback to call.
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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 ;
}
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auto res = runner - > RunFrame ( ) ;
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if ( ! res )
{
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assert ( ( gamestate ! = GS_INTERMISSION & & gamestate ! = GS_INTRO ) | | gameaction ! = ga_nothing ) ;
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DeleteScreenJob ( ) ;
}
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}