raze/wadsrc/static/zscript/screenjob.zs

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class ScreenJob native
{
native int flags;
native float fadetime; // in milliseconds
native int fadestate;
native int ticks;
native int jobstate;
native bool pausable;
enum EJobState
{
running = 1, // normal operation
skipped = 2, // finished by user skipping
finished = 3, // finished by completing its sequence
stopping = 4, // running ending animations / fadeout, etc. Will not accept more input.
stopped = 5, // we're done here.
};
enum EJobFlags
{
visible = 0,
fadein = 1,
fadeout = 2,
stopmusic = 4,
stopsound = 8,
};
native void Init(int flags = 0, float fadet = 250.f);
native virtual bool ProcessInput();
native virtual void Start();
native virtual bool OnEvent(InputEvent evt);
native virtual void OnTick();
native virtual void Draw(double smoothratio);
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virtual void OnSkip() {}
//native int DrawFrame(double smoothratio);
//native int GetFadeState();
//native override void OnDestroy();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class SkippableScreenJob : ScreenJob native
{
native void Init(int flags = 0, float fadet = 250.f);
//native override bool OnEvent(InputEvent evt);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class BlackScreen : ScreenJob native
{
native int wait;
native bool cleared;
native void Init(int w, int flags = 0);
//override void OnTick();
//override void Draw(double smooth);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class ImageScreen : SkippableScreenJob native
{
native int tilenum;
native int trans;
native int waittime; // in ms.
native bool cleared;
native TextureID texid;
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native void Init(String tex, int fade = fadein | fadeout, int wait = 3000, int translation = 0);
//override void OnTick();
//override void Draw(double smooth);
}
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//---------------------------------------------------------------------------
//
// this is to have a unified interface to the summary screens
// that can be set up automatically by the games to avoid direct access to game data.
//
//---------------------------------------------------------------------------
class SummaryScreenBase : ScreenJob
{
MapRecord level;
int kills, maxkills;
int secrets, maxsecrets, supersecrets;
int time;
bool cheatflag;
void SetParameters(MapRecord map, int kills_, int maxkills_, int secrets_, int maxsecrets_, int supersecrets_, int time_, bool cheated)
{
level = map;
kills = kills_;
maxkills = maxkills_;
secrets = secrets_;
maxsecrets = maxsecrets_;
supersecrets = supersecrets_;
time = time_;
cheatflag = cheated;
}
}