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413 lines
10 KiB
C++
413 lines
10 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 "menu.h"
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IMPLEMENT_CLASS(DScreenJob, true, false)
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IMPLEMENT_CLASS(DImageScreen, true, 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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int DImageScreen::Frame(uint64_t clock, bool skiprequest)
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{
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if (tilenum > 0)
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{
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tex = tileGetTexture(tilenum, true);
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}
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if (!tex) return 0;
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int span = int(clock / 1'000'000);
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twod->ClearScreen();
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DrawTexture(twod, tex, 0, 0, DTA_FullscreenEx, 3, DTA_LegacyRenderStyle, STYLE_Normal, TAG_DONE);
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// Only end after having faded out.
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return skiprequest ? -1 : 1;
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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 DAnmPlayer : public DScreenJob
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{
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// This doesn't need its own class type
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anim_t anim;
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TArray<uint8_t> buffer;
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int numframes = 0;
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int curframe = 1;
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int lastframe = -1;
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int frametime = 0;
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int ototalclock = 0;
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AnimTextures animtex;
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const AnimSound* animSnd;
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const int* frameTicks;
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public:
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bool isvalid() { return numframes > 0; }
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DAnmPlayer(FileReader& fr, const AnimSound* ans, const int *frameticks)
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: animSnd(ans), frameTicks(frameticks)
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{
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buffer = fr.ReadPadded(1);
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fr.Close();
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if (ANIM_LoadAnim(&anim, buffer.Data(), buffer.Size() - 1) < 0)
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{
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return;
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}
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numframes = ANIM_NumFrames(&anim);
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animtex.SetSize(AnimTexture::Paletted, 320, 200);
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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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int Frame(uint64_t clock, bool skiprequest) override
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{
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int totalclock = int(clock * 120 / 1'000'000'000);
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if (curframe > 4 && totalclock > frametime + 60)
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{
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Printf("WARNING: slowdown in video playback, aborting\n");
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return -1;
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}
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Printf("Movie clock = %d - %d = %d", ototalclock, totalclock, ototalclock - totalclock);
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if (totalclock < ototalclock - 1)
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{
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Printf("\n");
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twod->ClearScreen();
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DrawTexture(twod, animtex.GetFrame(), 0, 0, DTA_FullscreenEx, 3, DTA_Masked, false, TAG_DONE);
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return skiprequest? -1 : 1;
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}
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Printf(" advancing\n");
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animtex.SetFrame(ANIM_GetPalette(&anim), ANIM_DrawFrame(&anim, curframe));
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frametime = totalclock;
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twod->ClearScreen();
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DrawTexture(twod, animtex.GetFrame(), 0, 0, DTA_FullscreenEx, 3, DTA_Masked, false, TAG_DONE);
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int delay = 20;
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if (frameTicks)
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{
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if (curframe == 0) delay = frameTicks[0];
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else if (curframe < numframes - 1) delay = frameTicks[1];
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else delay = frameTicks[2];
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}
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ototalclock += delay;
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for (int i = 0; animSnd[i].framenum >= 0; i++)
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{
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if (animSnd[i].framenum == curframe)
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{
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int sound = animSnd[i].soundnum;
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if (sound == -1)
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soundEngine->StopAllChannels();
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else
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soundEngine->StartSound(SOURCE_None, nullptr, nullptr, CHAN_AUTO, CHANF_UI, sound, 1.f, ATTN_NONE);
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}
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}
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curframe++;
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if (skiprequest) soundEngine->StopAllChannels();
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return skiprequest ? -1 : curframe < numframes? 1 : 0;
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}
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void OnDestroy() override
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{
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buffer.Reset();
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animtex.Clean();
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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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DScreenJob *PlayVideo(const char* filename, const AnimSound* ans, const int* frameticks)
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{
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auto nothing = []()->DScreenJob* { return Create<DScreenJob>(); };
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if (!filename)
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{
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return nothing();
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}
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auto fr = fileSystem.OpenFileReader(filename);
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if (!fr.isOpen())
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{
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Printf("%s: Unable to open video\n", filename);
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return nothing();
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}
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char id[20] = {};
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fr.Read(&id, 20);
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fr.Seek(-20, FileReader::SeekCur);
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if (!memcmp(id, "LPF ", 4))
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{
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auto anm = Create<DAnmPlayer>(fr, ans, frameticks);
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if (!anm->isvalid())
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{
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Printf("%s: invalid ANM file.\n", filename);
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anm->Destroy();
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return nothing();
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}
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return anm;
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}
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else if (!memcmp(id, "SMK2", 4))
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{
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// todo
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}
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else if (!memcmp(id, "Interplay MVE file", 18))
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{
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// todo
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}
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// add more formats here.
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else
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{
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Printf("%s: Unknown video format\n", filename);
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}
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return nothing();
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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 skipped = false;
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uint64_t startTime = -1;
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uint64_t lastTime = -1;
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int actionState;
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int terminateState;
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public:
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ScreenJobRunner(JobDesc* jobs_, int count, CompletionFunc completion_, bool clearbefore_)
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: completion(std::move(completion_)), clearbefore(clearbefore_)
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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->Destroy();
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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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index++;
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while (index < jobs.Size() && (jobs[index].job == nullptr || (skip && jobs[index].ignoreifskipped))) index++;
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actionState = clearbefore ? State_Clear : State_Run;
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if (index < jobs.Size()) screenfade = jobs[index].job->fadestyle & DScreenJob::fadein ? 0.f : 1.f;
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startTime = -1;
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}
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int DisplayFrame()
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{
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auto& job = jobs[index];
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auto now = I_nsTime();
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bool skiprequest = inputState.CheckAllInput();
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if (startTime == -1) startTime = now;
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if (M_Active())
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{
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startTime += now - lastTime;
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}
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lastTime = now;
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auto clock = now - startTime;
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if (screenfade < 1.f)
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{
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float ms = (clock / 1'000'000) / job.job->fadetime;
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screenfade = clamp(ms, 0.f, 1.f);
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if (!M_Active()) twod->SetScreenFade(screenfade);
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job.job->fadestate = DScreenJob::fadein;
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}
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else job.job->fadestate = DScreenJob::visible;
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job.job->SetClock(clock);
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int state = job.job->Frame(clock, skiprequest);
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startTime -= job.job->GetClock() - clock;
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return state;
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}
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int FadeoutFrame()
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{
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auto now = I_nsTime();
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if (M_Active())
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{
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startTime += now - lastTime;
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}
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lastTime = now;
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auto clock = now - startTime;
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float ms = (clock / 1'000'000) / jobs[index].job->fadetime;
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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)
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{
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twod->Unlock(); // must unlock before displaying.
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return 0;
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}
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return 1;
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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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if (completion) completion(false);
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return false;
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}
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handleevents();
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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();
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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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twod->Lock();
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startTime = I_nsTime();
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jobs[index].job->fadestate = DScreenJob::fadeout;
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actionState = State_Fadeout;
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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();
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if (ended < 1)
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{
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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)
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{
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assert(completion != nullptr);
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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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gamestate = blockingui? GS_INTRO : GS_INTERMISSION;
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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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}
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void RunScreenJobFrame()
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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) I_Error("Trying to run a non-existent screen job");
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auto res = runner->RunFrame();
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if (!res) DeleteScreenJob();
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}
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