raze/source/core/screenjob.cpp

413 lines
10 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 "menu.h"
IMPLEMENT_CLASS(DScreenJob, true, false)
IMPLEMENT_CLASS(DImageScreen, true, false)
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DImageScreen::Frame(uint64_t clock, bool skiprequest)
{
if (tilenum > 0)
{
tex = tileGetTexture(tilenum, true);
}
if (!tex) return 0;
int span = int(clock / 1'000'000);
twod->ClearScreen();
DrawTexture(twod, tex, 0, 0, DTA_FullscreenEx, 3, DTA_LegacyRenderStyle, STYLE_Normal, TAG_DONE);
// Only end after having faded out.
return skiprequest ? -1 : 1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DAnmPlayer : public DScreenJob
{
// This doesn't need its own class type
anim_t anim;
TArray<uint8_t> buffer;
int numframes = 0;
int curframe = 1;
int lastframe = -1;
int frametime = 0;
int ototalclock = 0;
AnimTextures animtex;
const AnimSound* animSnd;
const int* frameTicks;
public:
bool isvalid() { return numframes > 0; }
DAnmPlayer(FileReader& fr, const AnimSound* ans, const int *frameticks)
: animSnd(ans), frameTicks(frameticks)
{
buffer = fr.ReadPadded(1);
fr.Close();
if (ANIM_LoadAnim(&anim, buffer.Data(), buffer.Size() - 1) < 0)
{
return;
}
numframes = ANIM_NumFrames(&anim);
animtex.SetSize(AnimTexture::Paletted, 320, 200);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int Frame(uint64_t clock, bool skiprequest) override
{
int totalclock = int(clock * 120 / 1'000'000'000);
if (curframe > 4 && totalclock > frametime + 60)
{
Printf("WARNING: slowdown in video playback, aborting\n");
return -1;
}
Printf("Movie clock = %d - %d = %d", ototalclock, totalclock, ototalclock - totalclock);
if (totalclock < ototalclock - 1)
{
Printf("\n");
twod->ClearScreen();
DrawTexture(twod, animtex.GetFrame(), 0, 0, DTA_FullscreenEx, 3, DTA_Masked, false, TAG_DONE);
return skiprequest? -1 : 1;
}
Printf(" advancing\n");
animtex.SetFrame(ANIM_GetPalette(&anim), ANIM_DrawFrame(&anim, curframe));
frametime = totalclock;
twod->ClearScreen();
DrawTexture(twod, animtex.GetFrame(), 0, 0, DTA_FullscreenEx, 3, DTA_Masked, false, TAG_DONE);
int delay = 20;
if (frameTicks)
{
if (curframe == 0) delay = frameTicks[0];
else if (curframe < numframes - 1) delay = frameTicks[1];
else delay = frameTicks[2];
}
ototalclock += delay;
for (int i = 0; animSnd[i].framenum >= 0; i++)
{
if (animSnd[i].framenum == curframe)
{
int sound = animSnd[i].soundnum;
if (sound == -1)
soundEngine->StopAllChannels();
else
soundEngine->StartSound(SOURCE_None, nullptr, nullptr, CHAN_AUTO, CHANF_UI, sound, 1.f, ATTN_NONE);
}
}
curframe++;
if (skiprequest) soundEngine->StopAllChannels();
return skiprequest ? -1 : curframe < numframes? 1 : 0;
}
void OnDestroy() override
{
buffer.Reset();
animtex.Clean();
}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DScreenJob *PlayVideo(const char* filename, const AnimSound* ans, const int* frameticks)
{
auto nothing = []()->DScreenJob* { return Create<DScreenJob>(); };
if (!filename)
{
return nothing();
}
auto fr = fileSystem.OpenFileReader(filename);
if (!fr.isOpen())
{
Printf("%s: Unable to open video\n", filename);
return nothing();
}
char id[20] = {};
fr.Read(&id, 20);
fr.Seek(-20, FileReader::SeekCur);
if (!memcmp(id, "LPF ", 4))
{
auto anm = Create<DAnmPlayer>(fr, ans, frameticks);
if (!anm->isvalid())
{
Printf("%s: invalid ANM file.\n", filename);
anm->Destroy();
return nothing();
}
return anm;
}
else if (!memcmp(id, "SMK2", 4))
{
// todo
}
else if (!memcmp(id, "Interplay MVE file", 18))
{
// todo
}
// add more formats here.
else
{
Printf("%s: Unknown video format\n", filename);
}
return nothing();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class ScreenJobRunner
{
enum
{
State_Clear,
State_Run,
State_Fadeout
};
TArray<JobDesc> jobs;
CompletionFunc completion;
int index = -1;
float screenfade;
bool clearbefore;
bool skipped = false;
uint64_t startTime = -1;
uint64_t lastTime = -1;
int actionState;
int terminateState;
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->Destroy();
job.job->ObjectFlags |= OF_YesReallyDelete;
delete job.job;
}
jobs.Clear();
}
void AdvanceJob(bool skip)
{
index++;
while (index < jobs.Size() && (jobs[index].job == nullptr || (skip && jobs[index].ignoreifskipped))) index++;
actionState = clearbefore ? State_Clear : State_Run;
if (index < jobs.Size()) screenfade = jobs[index].job->fadestyle & DScreenJob::fadein ? 0.f : 1.f;
startTime = -1;
}
int DisplayFrame()
{
auto& job = jobs[index];
auto now = I_nsTime();
bool skiprequest = inputState.CheckAllInput();
if (startTime == -1) startTime = now;
if (M_Active())
{
startTime += now - lastTime;
}
lastTime = now;
auto clock = now - startTime;
if (screenfade < 1.f)
{
float ms = (clock / 1'000'000) / job.job->fadetime;
screenfade = clamp(ms, 0.f, 1.f);
if (!M_Active()) twod->SetScreenFade(screenfade);
job.job->fadestate = DScreenJob::fadein;
}
else job.job->fadestate = DScreenJob::visible;
job.job->SetClock(clock);
int state = job.job->Frame(clock, skiprequest);
startTime -= job.job->GetClock() - clock;
return state;
}
int FadeoutFrame()
{
auto now = I_nsTime();
if (M_Active())
{
startTime += now - lastTime;
}
lastTime = now;
auto clock = now - startTime;
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 RunFrame()
{
if (index >= jobs.Size())
{
DeleteJobs();
twod->SetScreenFade(1);
if (completion) completion(false);
return false;
}
handleevents();
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 = I_nsTime();
jobs[index].job->fadestate = DScreenJob::fadeout;
actionState = State_Fadeout;
}
else
{
AdvanceJob(terminateState < 0);
}
}
}
else if (actionState == State_Fadeout)
{
int ended = FadeoutFrame();
if (ended < 1)
{
AdvanceJob(terminateState < 0);
}
}
return true;
}
};
ScreenJobRunner *runner;
void RunScreenJob(JobDesc* jobs, int count, CompletionFunc completion, bool clearbefore, bool blockingui)
{
assert(completion != nullptr);
if (count)
{
runner = new ScreenJobRunner(jobs, count, completion, clearbefore);
gamestate = blockingui? GS_INTRO : GS_INTERMISSION;
}
}
void DeleteScreenJob()
{
if (runner)
{
delete runner;
runner = nullptr;
}
}
void RunScreenJobFrame()
{
// we cannot recover from this because we have no completion callback to call.
if (!runner) I_Error("Trying to run a non-existent screen job");
auto res = runner->RunFrame();
if (!res) DeleteScreenJob();
}