raze/source/core/screenjob.h

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#pragma once
#include <functional>
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#include "dobject.h"
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using CompletionFunc = std::function<void(bool)>;
struct JobDesc;
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class DScreenJob : public DObject
{
DECLARE_CLASS(DScreenJob, DObject)
int64_t now;
const int fadestyle;
const float fadetime; // in milliseconds
friend void RunScreenJob(JobDesc* jobs, int count, CompletionFunc completion, bool clearbefore);
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public:
enum
{
fadein = 1,
fadeout = 2,
};
DScreenJob(int fade = 0, float fadet = 250.f) : fadestyle(fade), fadetime(fadet) {}
void SetClock(int64_t nsnow)
{
now = nsnow;
}
int64_t GetClock() const
{
return now;
}
virtual int Frame(uint64_t clock, bool skiprequest) = 0;
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};
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DImageScreen : public DScreenJob
{
DECLARE_CLASS(DImageScreen, DScreenJob)
int tilenum = -1;
FGameTexture* tex = nullptr;
public:
DImageScreen(FGameTexture* tile, int fade = DScreenJob::fadein | DScreenJob::fadeout) : DScreenJob(fade)
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{
tex = tile;
}
DImageScreen(int tile, int fade = DScreenJob::fadein | DScreenJob::fadeout) : DScreenJob(fade)
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{
tilenum = tile;
}
int Frame(uint64_t clock, bool skiprequest) override;
};
struct JobDesc
{
DScreenJob* job;
void (*postAction)();
bool ignoreifskipped;
};
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void RunScreenJob(JobDesc *jobs, int count, CompletionFunc completion, bool clearbefore = true);
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struct AnimSound
{
int framenum;
int soundnum;
};
DScreenJob *PlayVideo(const char *filename, const AnimSound *ans = nullptr, const int *frameticks = nullptr);