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https://github.com/ZDoom/qzdoom.git
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- make StatusScreen inherit directly from ScreenJob
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parent
3ca8c528e0
commit
ce59b47e93
2 changed files with 37 additions and 47 deletions
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@ -4,23 +4,22 @@ class IntermissionController native ui
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{
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// This is mostly a black box to the native intermission code.
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// May be scriptified later, but right now we do not need it.
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/*
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static native IntermissionController Create(String music, int musicorder, String flat, String text, int textInLump, int finalePic, int lookupText, bool ending, Name endsequence);
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static native IntermissionController CreateNamed(Name nm);
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*/
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native bool Responder(InputEvent ev);
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native bool Responder(InputEvent ev);
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native bool Ticker();
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native void Drawer();
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native bool NextPage();
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}
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// Wrappers to play the old intermissions and status screens within a screen job.
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// Wrapper to play the native intermissions within a screen job.
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class IntermissionScreenJob : ScreenJob
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{
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IntermissionController controller;
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ScreenJob Init(IntermissionController ctrl)
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ScreenJob Init(IntermissionController ctrl, bool allowwipe)
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{
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Super.Init();
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if (allowwipe && wipetype != 0) flags = wipetype << ScreenJob.transition_shift;
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controller = ctrl;
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return self;
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}
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@ -37,29 +36,6 @@ class IntermissionScreenJob : ScreenJob
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}
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class StatusScreenJob : ScreenJob
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{
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StatusScreen controller;
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ScreenJob Init(StatusScreen scr, bool allowwipe)
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{
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if (allowwipe && wipetype != 0) flags |= wipetype << ScreenJob.transition_shift;
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controller = scr;
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return self;
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}
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override void OnTick() { controller.Ticker(); if (controller.CurState == StatusScreen.LeavingIntermission) jobstate = finished; }
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override void Draw(double smoothratio) { controller.Drawer(); }
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override bool OnEvent(InputEvent evt) { return controller.Responder(evt); }
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override void OnDestroy()
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{
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controller.Destroy();
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Super.OnDestroy();
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}
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}
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class DoomCutscenes ui
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{
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//---------------------------------------------------------------------------
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@ -72,11 +48,11 @@ class DoomCutscenes ui
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{
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if (status)
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{
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runner.Append(new("StatusScreenJob").Init(status));
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runner.Append(status);
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}
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if (inter)
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{
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runner.Append(new("IntermissionScreenJob").Init(inter, status != nullptr));
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runner.Append(new("IntermissionScreenJob").Init(inter, status != null));
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}
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}
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}
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@ -39,7 +39,7 @@ struct PatchInfo ui version("2.5")
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};
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class StatusScreen abstract ui version("2.5")
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class StatusScreen : ScreenJob abstract version("2.5")
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{
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enum EValues
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{
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@ -105,7 +105,7 @@ class StatusScreen abstract ui version("2.5")
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float shadowalpha;
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PatchInfo mapname;
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PatchInfo finished;
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PatchInfo finishedp;
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PatchInfo entering;
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PatchInfo content;
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PatchInfo author;
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@ -334,7 +334,7 @@ class StatusScreen abstract ui version("2.5")
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if (!TexMan.OkForLocalization(finishedPatch, "$WI_FINISHED"))
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{
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disp += finished.mFont.GetMaxAscender("$WI_FINISHED");
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disp += finishedp.mFont.GetMaxAscender("$WI_FINISHED");
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}
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}
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else
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@ -349,10 +349,10 @@ class StatusScreen abstract ui version("2.5")
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// draw "Finished!"
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int statsy = multiplayer? NG_STATSY : SP_STATSY * scaleFactorY;
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if (y < (statsy - finished.mFont.GetHeight()*3/4) * scaleFactorY)
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if (y < (statsy - finishedp.mFont.GetHeight()*3/4) * scaleFactorY)
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{
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// don't draw 'finished' if the level name is too tall
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y = DrawPatchOrText(y, finished, finishedPatch, "$WI_FINISHED");
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y = DrawPatchOrText(y, finishedp, finishedPatch, "$WI_FINISHED");
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}
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return y;
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}
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@ -787,7 +787,7 @@ class StatusScreen abstract ui version("2.5")
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// ====================================================================
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// checkForAccelerate
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//
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// Purpose: See if the player has hit either the attack or use key
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// or mouse button. If so we set acceleratestage to 1 and
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// all those display routines above jump right to the end.
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@ -796,7 +796,7 @@ class StatusScreen abstract ui version("2.5")
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//
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// ====================================================================
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virtual bool Responder(InputEvent evt)
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override bool OnEvent(InputEvent evt)
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{
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if (evt.type == InputEvent.Type_KeyDown)
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{
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@ -806,9 +806,14 @@ class StatusScreen abstract ui version("2.5")
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return false;
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}
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void checkForAccelerate()
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void nextStage()
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{
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accelerateStage = 1;
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}
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// this one is no longer used, but still needed for old content referencing them.
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deprecated("4.8") void checkForAccelerate()
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{
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// no longer used, but still needed for old content.
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}
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// ====================================================================
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@ -827,11 +832,11 @@ class StatusScreen abstract ui version("2.5")
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//====================================================================
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//
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//
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// Two stage interface to allow redefining this class as a screen job
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//
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//====================================================================
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virtual void Ticker(void)
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protected virtual void Ticker()
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{
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// counter for general background animation
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bcnt++;
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@ -858,18 +863,23 @@ class StatusScreen abstract ui version("2.5")
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break;
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case LeavingIntermission:
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// Hush, GCC.
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break;
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}
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}
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override void OnTick()
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{
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Ticker();
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if (CurState == StatusScreen.LeavingIntermission) jobstate = finished;
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}
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//====================================================================
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//
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//
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//
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//====================================================================
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virtual void Drawer (void)
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protected virtual void Drawer()
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{
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switch (CurState)
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{
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@ -890,6 +900,11 @@ class StatusScreen abstract ui version("2.5")
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}
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}
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override void Draw(double smoothratio)
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{
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Drawer();
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}
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//====================================================================
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//
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//
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@ -917,7 +932,7 @@ class StatusScreen abstract ui version("2.5")
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}
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entering.Init(gameinfo.mStatscreenEnteringFont);
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finished.Init(gameinfo.mStatscreenFinishedFont);
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finishedp.Init(gameinfo.mStatscreenFinishedFont);
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mapname.Init(gameinfo.mStatscreenMapNameFont);
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content.Init(gameinfo.mStatscreenContentFont);
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author.Init(gameinfo.mStatscreenAuthorFont);
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@ -948,7 +963,6 @@ class StatusScreen abstract ui version("2.5")
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scaleFactorY = CleanYfac;
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}
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protected virtual void initStats() {}
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protected virtual void updateStats() {}
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protected virtual void drawStats() {}
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