raze/source/core/screenjob.h
Christoph Oelckers 869dbd70e5 - fixed the design by merging the episode start handler into ShowIntermission.
Tying the start-of-episode cutscene to the cluster does not really work because it gets triggered by all maps of the cluster.
All currently existing intro cutscenes are tied to the map anyway.
Also correcting transition movie name for RRRA E2L1.
2021-04-30 20:08:34 +02:00

30 lines
780 B
C++

#pragma once
#include <functional>
#include "dobject.h"
#include "v_2ddrawer.h"
#include "d_eventbase.h"
#include "s_soundinternal.h"
#include "gamestate.h"
using CompletionFunc = std::function<void(bool)>;
void Job_Init();
enum
{
SJ_BLOCKUI = 1,
};
void EndScreenJob();
void DeleteScreenJob();
bool ScreenJobResponder(event_t* ev);
bool ScreenJobTick();
void ScreenJobDraw();
struct CutsceneDef;
struct MapRecord;
struct SummaryInfo;
bool StartCutscene(const char* s, int flags, const CompletionFunc& completion);
void PlayLogos(gameaction_t complete_ga, gameaction_t def_ga, bool stopmusic);
void ShowScoreboard(int numplayers, const CompletionFunc& completion_);
void ShowIntermission(MapRecord* fromMap, MapRecord* toMap, SummaryInfo* info, CompletionFunc completion_);