raze/source/core/screenjob.h
Christoph Oelckers 347ed51036 - refactored Blood's main loop.
* moved Smacker video playing code into the backend, so now all games can play all supported video formats
* logos and level intro/exit videos use ScreenJob
2020-07-29 23:18:08 +02:00

109 lines
2.1 KiB
C++

#pragma once
#include <functional>
#include "dobject.h"
#include "v_2ddrawer.h"
using CompletionFunc = std::function<void(bool)>;
struct JobDesc;
class ScreenJobRunner;
class DScreenJob : public DObject
{
DECLARE_CLASS(DScreenJob, DObject)
int64_t now;
const int fadestyle;
const float fadetime; // in milliseconds
int fadestate = fadein;
friend class ScreenJobRunner;
public:
enum
{
visible = 0,
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) { return 0; }
int GetFadeState() const { return fadestate; }
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DBlackScreen : public DScreenJob
{
int wait;
public:
DBlackScreen(int w) : wait(w) {}
int Frame(uint64_t clock, bool skiprequest) override;
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DImageScreen : public DScreenJob
{
DECLARE_CLASS(DImageScreen, DScreenJob)
int tilenum = -1;
int waittime; // in ms.
FGameTexture* tex = nullptr;
public:
DImageScreen(FGameTexture* tile, int fade = DScreenJob::fadein | DScreenJob::fadeout, int wait = 3000) : DScreenJob(fade), waittime(wait)
{
tex = tile;
}
DImageScreen(int tile, int fade = DScreenJob::fadein | DScreenJob::fadeout, int wait = 3000) : DScreenJob(fade), waittime(wait)
{
tilenum = tile;
}
int Frame(uint64_t clock, bool skiprequest) override;
};
struct JobDesc
{
DScreenJob* job;
void (*postAction)();
bool ignoreifskipped;
};
void RunScreenJob(JobDesc *jobs, int count, CompletionFunc completion, bool clearbefore = true, bool blockingui = false);
void DeleteScreenJob();
void RunScreenJobFrame();
struct AnimSound
{
int framenum;
int soundnum;
};
DScreenJob *PlayVideo(const char *filename, const AnimSound *ans = nullptr, const int *frameticks = nullptr);