Files
Taylor Richards 039880491a port to SDL3 (#7220)
Basic port from SDL2 to SDL3. Also updates imgui to 1.92.5.
2026-07-23 15:52:27 +02:00

347 lines
10 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif
#include "globalincs/pstypes.h"
#include "freespace.h"
#include "globalincs/alphacolors.h"
#include "globalincs/systemvars.h"
#include "io/cursor.h"
#include "graphics/2d.h"
#include "cfile/cfile.h"
#include "cmdline/cmdline.h"
#include "cutscene/cutscenes.h" // cutscene_mark_viewable()
#include "cutscene/player.h" // cutscene_mark_viewable()
#include "tracing/categories.h"
#include "tracing/tracing.h"
#include "io/timer.h"
#include "io/key.h"
#include "mod_table/mod_table.h"
#include "network/multi.h"
#include "scripting/global_hooks.h"
extern int Game_mode;
extern int Is_standalone;
namespace {
using namespace cutscene;
struct PlaybackState {
bool playing = true;
vec2d posTopLeft;
vec2d posBottomRight;
int subtitle_font = -1;
color subtitle_color = Color_bright_white;
};
void processEvents()
{
io::mouse::CursorManager::get()->showCursor(false);
os_remove_deferred_cutscene_key_events();
os_poll();
}
template<typename... Args>
float print_string(float x, float y, const char* fmt, Args... params) {
SCP_string text;
sprintf(text, fmt, params...);
gr_string(x, y, text.c_str(), GR_RESIZE_NONE);
return y + font::get_current_font()->getHeight();
}
void showVideoInfo(const PlayerState& state) {
gr_set_color_fast(&Color_white);
font::set_font(font::FONT1);
float y = 200.f;
float x = 100.f;
y = print_string(x, y, "Movie FPS: %f", state.props.fps);
y = print_string(x, y, "Size: %dx%d", state.props.size.width, state.props.size.height);
y = gr_screen.max_h - 200.f;
size_t audio_queue_size = state.decoder->getAudioQueueSize();
if (state.hasAudio) {
ALint queued;
OpenAL_ErrorPrint(alGetSourcei(state.audioSid, AL_BUFFERS_QUEUED, &queued));
audio_queue_size += queued;
}
y = print_string(x, y, "Audio Queue size: " SIZE_T_ARG, audio_queue_size);
y = print_string(x, y, "Video Queue size: " SIZE_T_ARG, state.decoder->getVideoQueueSize());
y += font::get_current_font()->getHeight();
// Estimate the size of the video buffer
// We use YUV420p frames so one pixel uses 1.5 bytes of storage
size_t single_frame_size = (size_t) (state.props.size.width * state.props.size.height * 1.5);
size_t total_size = single_frame_size * state.decoder->getVideoQueueSize();
print_string(x, y, "Video buffer size: " SIZE_T_ARG "B", total_size);
}
void displayVideo(Player* player, PlaybackState* state) {
TRACE_SCOPE(tracing::CutsceneDrawVideoFrame);
GR_DEBUG_SCOPE("Display Video");
gr_clear();
player->draw(state->posTopLeft.x, state->posTopLeft.y, state->posBottomRight.x, state->posBottomRight.y);
auto subtitle = player->getCurrentSubtitle();
if (!subtitle.empty() && state->subtitle_font >= 0) {
gr_set_color_fast(&state->subtitle_color);
font::set_font(state->subtitle_font);
int width;
int height;
gr_get_string_size(&width, &height, subtitle.c_str());
// Offset the subtitle by 20% of the viewport size from the bottom
auto y_offset = static_cast<int>((state->posBottomRight.y - state->posTopLeft.y) * 0.1);
auto center_x = (state->posBottomRight.x - state->posTopLeft.x) / 2;
auto text_x = center_x - width / 2;
auto text_y = state->posBottomRight.y - y_offset - height;
gr_string(text_x, text_y, subtitle.c_str(), GR_RESIZE_NONE);
}
if (Cmdline_show_video_info) {
showVideoInfo(player->getInternalState());
}
gr_flip();
}
void determine_display_positions(Player* player, PlaybackState* state) {
auto& props = player->getMovieProperties();
float screen_ratio = (float) gr_screen.center_w / (float) gr_screen.center_h;
float movie_ratio = (float) props.size.width / (float) props.size.height;
float scale_by;
if (screen_ratio > movie_ratio) {
scale_by = (float) gr_screen.center_h / (float) props.size.height;
} else {
scale_by = (float) gr_screen.center_w / (float) props.size.width;
}
float screenX;
float screenY;
if (!Cmdline_noscalevid && (scale_by != 1.0f)) {
screenX = ((gr_screen.center_w / 2.0f + gr_screen.center_offset_x) / scale_by) - (static_cast<int>(props.size.width) / 2.0f) + 0.5f;
screenY = ((gr_screen.center_h / 2.0f + gr_screen.center_offset_y) / scale_by) - (static_cast<int>(props.size.height) / 2.0f) + 0.5f;
} else {
// centers on 1024x768, fills on 640x480
screenX = i2fl(((gr_screen.center_w - static_cast<int>(props.size.width)) / 2) + gr_screen.center_offset_x);
screenY = i2fl(((gr_screen.center_h - static_cast<int>(props.size.height)) / 2) + gr_screen.center_offset_y);
}
// set additional values for screen width/height and UV coords
float screenXW = screenX + static_cast<int>(props.size.width);
float screenYH = screenY + static_cast<int>(props.size.height);
if (!Cmdline_noscalevid && (scale_by != 1.0f)) {
// Apply scaling
screenX *= scale_by;
screenY *= scale_by;
screenXW *= scale_by;
screenYH *= scale_by;
}
state->posTopLeft.x = screenX;
state->posTopLeft.y = screenY;
state->posBottomRight.x = screenXW;
state->posBottomRight.y = screenYH;
}
void initialize_player_state(Player* player, PlaybackState* state) {
determine_display_positions(player, state);
if (!Movie_subtitle_font.empty()) {
state->subtitle_font = font::FontManager::getFontIndex(Movie_subtitle_font);
if (state->subtitle_font < 0) {
Warning(LOCATION, "Failed to load subtitle font '%s'! Subtitles will be disabled.", Movie_subtitle_font.c_str());
}
if ((Movie_subtitle_rgba[0] >= 0 && Movie_subtitle_rgba[0] <= 255) &&
(Movie_subtitle_rgba[1] >= 0 && Movie_subtitle_rgba[1] <= 255) &&
(Movie_subtitle_rgba[2] >= 0 && Movie_subtitle_rgba[2] <= 255) &&
(Movie_subtitle_rgba[3] >= 0 && Movie_subtitle_rgba[3] <= 255))
{
gr_init_alphacolor(&state->subtitle_color,
Movie_subtitle_rgba[0],
Movie_subtitle_rgba[1],
Movie_subtitle_rgba[2],
Movie_subtitle_rgba[3]);
}
}
else if (font::FontManager::numberOfFonts() > 0) {
state->subtitle_font = 0; // if not explicitly specified, default to the first available font
}
}
void movie_display_loop(Player* player, PlaybackState* state) {
// Compute the maximum time we will sleep to make sure we can still maintain the movie FPS
// and not waste too much CPU time
// We will sleep at most half the time a frame would be displayed
auto sleepTime = static_cast<std::uint64_t>((1. / (4. * player->getMovieProperties().fps)) * 1000.);
auto listener = [state](const SDL_Event& event) {
switch (event.key.key) {
case SDLK_ESCAPE:
case SDLK_KP_ENTER:
case SDLK_RETURN:
case SDLK_SPACE:
state->playing = false;
return true;
default:
return false;
}
};
// Use a dedicated listener here since we want to listen for the KEYUP event
auto key_handle = os::events::addEventListener(SDL_EVENT_KEY_UP, os::events::DEFAULT_LISTENER_WEIGHT - 10, listener);
// slight hack to make sure that game_set_frametime() doesn't also try to cap the framerate
auto fpsCapSave = Cmdline_NoFPSCap;
Cmdline_NoFPSCap = 1;
auto lastDisplayTime = timer_get_microseconds();
while (state->playing) {
TRACE_SCOPE(tracing::CutsceneStep);
auto now = timer_get_microseconds();
auto passed = now - lastDisplayTime;
lastDisplayTime = now;
if (player->isPlaybackReady()) {
// Play as long as the player reports that there is more to display
state->playing = player->update(passed);
displayVideo(player, state);
}
processEvents();
// NOTE: This does not update mission time! If movies get enabled in places
// other than through cutscenes then some refactoring should be done
// to account for normal time progression rather than just timestamps
game_set_frametime(-1);
// maybe do multi processing
if ( (Game_mode & GM_MULTIPLAYER) && Net_player && (Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ) {
multi_do_frame();
}
if (passed < sleepTime) {
auto sleep = sleepTime - passed;
os_sleep(static_cast<uint>(sleep));
}
}
Cmdline_NoFPSCap = fpsCapSave;
os::events::removeEventListener(key_handle);
// flush keys so we don't pass anything to the current state
key_flush();
}
}
namespace movie {
// Play one movie
bool play(const char* filename, bool via_tech_room = false)
{
if (scripting::hooks::OnMovieAboutToPlay->isActive())
{
auto paramList = scripting::hook_param_list(scripting::hook_param("Filename", 's', filename), scripting::hook_param("ViaTechRoom", 'b', via_tech_room));
bool skip = scripting::hooks::OnMovieAboutToPlay->isOverride(paramList);
scripting::hooks::OnMovieAboutToPlay->run(std::move(paramList));
if (skip)
return false;
}
// mark the movie as viewable to the player when in a campaign
// do this before anything else so that we're sure the movie is available
// to the player even if it's not going to play right now
if (Game_mode & GM_CAMPAIGN_MODE) {
cutscene_mark_viewable(filename);
}
if (Cmdline_nomovies || Is_standalone) {
return false;
}
// for multiplayer, change the state in my netplayer structure
if ( (Game_mode & GM_MULTIPLAYER) && Net_player ) {
Net_player->state = NETPLAYER_STATE_CUTSCENE;
}
// clear the screen and hide the mouse cursor
io::mouse::CursorManager::get()->pushStatus();
io::mouse::CursorManager::get()->showCursor(false);
Movie_active = true;
gr_reset_clip();
gr_set_color(255, 255, 255);
gr_set_clear_color(0, 0, 0);
gr_zbuffer_clear(0);
// clear first buffer
gr_clear();
gr_flip();
// clear second buffer (may not be one, but that's ok)
gr_clear();
gr_flip();
// clear third buffer (may not be one, but that's ok)
gr_clear();
auto player = cutscene::Player::newPlayer(filename);
if (player) {
PlaybackState state;
initialize_player_state(player.get(), &state);
movie_display_loop(player.get(), &state);
player->stopPlayback();
} else {
// uh-oh, movie is invalid... Abory, Retry, Fail?
mprintf(("MOVIE ERROR: Found invalid movie! (%s)\n", filename));
}
Movie_active = false;
// show the mouse cursor again
io::mouse::CursorManager::get()->popStatus();
return true;
}
void play_two(const char* filename1, const char* filename2) {
if (play(filename1)) {
play(filename2);
}
}
}