frontend: skip the intro movie on a button press
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1e4c963486
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3 changed files with 62 additions and 9 deletions
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@ -789,6 +789,11 @@ void Skate3BaseApp::OnPostSetup() {
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auto* dispatcher = runtime()->function_dispatcher();
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skate3::native_render::Install();
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skate3::demo_path::InstallHooks(dispatcher);
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// User-facing intro-movie skip (independent of the demo path): the movie
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// completion override polls the merged UI pad state through this provider.
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skate3::demo_path::SetUiInputProvider([this]() {
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return static_cast<rex::input::InputSystem*>(runtime()->input_system());
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});
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if (dispatcher->InitializeFunctionTable(eawebkit_PPCImageConfig.code_base,
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eawebkit_PPCImageConfig.code_size,
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eawebkit_PPCImageConfig.image_base,
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@ -15,6 +15,7 @@
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#include <rex/cvar.h>
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#include <rex/graphics/ultrawide_debug.h>
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#include <rex/input/input.h>
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#include <rex/input/input_system.h>
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#include <rex/kernel/xam/input_injection.h>
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#include <rex/logging.h>
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#include <rex/ppc/context.h>
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@ -44,6 +45,9 @@ REXCVAR_DEFINE_INT32(skate3_demo_path_input_settle_ms, 2500, "Skate 3",
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REXCVAR_DEFINE_INT32(skate3_demo_path_input_delay_ms, 600, "Skate 3",
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"Demo path: delay between injected gameplay inputs")
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.range(50, 10000);
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REXCVAR_DEFINE_BOOL(skate3_intro_movie_skip, true, "Skate 3",
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"Skip the frontend intro movie when A or Start is pressed "
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"(the default keyboard bindings make that Space and Enter)");
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namespace skate3::demo_path {
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namespace {
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@ -244,6 +248,38 @@ const GameplayInputToken* FindGameplayInputToken(const std::string& name) {
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return nullptr;
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}
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// Set once during app setup (before the guest boots), read from the guest
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// thread by the movie-skip poll.
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std::function<rex::input::InputSystem*()> g_ui_input_provider;
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// User-facing movie skip: a fresh A / Start press while a frontend movie is
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// updating completes it (the generated FEMoviePlayer::Update patch consults
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// ShouldForceIntroMovieComplete every movie tick, demo path or not). The
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// merged raw pad state is polled so the default keyboard bindings (Space = A,
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// Enter = Start) work identically on every backend; rising-edge only, so a
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// button held since before the movie doesn't blow straight through it.
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bool UserRequestedMovieSkip() {
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static std::atomic<bool> s_was_down{true};
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if (!REXCVAR_GET(skate3_intro_movie_skip) || !g_ui_input_provider) {
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return false;
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}
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rex::input::InputSystem* input = g_ui_input_provider();
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if (input == nullptr) {
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return false;
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}
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constexpr uint16_t kSkipButtons =
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rex::input::X_INPUT_GAMEPAD_A | rex::input::X_INPUT_GAMEPAD_START;
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rex::input::X_INPUT_GAMEPAD pad;
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const bool down =
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input->GetUiGamepadState(&pad) && (pad.buttons & kSkipButtons) != 0;
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const bool was_down = s_was_down.exchange(down, std::memory_order_relaxed);
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if (down && !was_down) {
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REXLOG_INFO("Skate 3: frontend movie skipped by user input");
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return true;
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}
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return false;
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}
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std::atomic<bool> g_input_worker_quit{false};
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std::thread g_input_worker;
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@ -364,11 +400,12 @@ void InstallHooks(rex::runtime::FunctionDispatcher* dispatcher) {
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StartGameplayInputWorkerIfNeeded();
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}
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bool ShouldForceIntroMovieComplete() {
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if (!AutomationEnabled() || !g_skip_intro_movie.load(std::memory_order_relaxed)) {
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return false;
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void SetUiInputProvider(std::function<rex::input::InputSystem*()> provider) {
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g_ui_input_provider = std::move(provider);
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}
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bool ShouldForceIntroMovieComplete() {
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if (AutomationEnabled() && g_skip_intro_movie.load(std::memory_order_relaxed)) {
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bool expected = false;
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if (g_logged_intro_movie_skip.compare_exchange_strong(expected, true,
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std::memory_order_relaxed)) {
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@ -376,5 +413,7 @@ bool ShouldForceIntroMovieComplete() {
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}
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return true;
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}
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return UserRequestedMovieSkip();
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}
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} // namespace skate3::demo_path
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@ -1,12 +1,21 @@
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#pragma once
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#include <functional>
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namespace rex::runtime {
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class FunctionDispatcher;
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}
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namespace rex::input {
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class InputSystem;
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}
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namespace skate3::demo_path {
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void InstallHooks(rex::runtime::FunctionDispatcher* dispatcher);
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// Provider for the merged UI pad state consumed by the user-facing frontend
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// movie skip. Set during app setup, before the guest boots (the provider is
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// read from the guest thread without further synchronization).
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void SetUiInputProvider(std::function<rex::input::InputSystem*()> provider);
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bool ShouldForceIntroMovieComplete();
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} // namespace skate3::demo_path
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