raze-gles/source/core/screenjob.h

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#pragma once
#include <functional>
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#include "dobject.h"
#include "v_2ddrawer.h"
#include "d_eventbase.h"
#include "s_soundinternal.h"
#include "gamestate.h"
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using CompletionFunc = std::function<void(bool)>;
struct JobDesc;
class ScreenJobRunner;
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#if 0
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class DScreenJob : public DObject
{
DECLARE_CLASS(DScreenJob, DObject)
public:
const int flags;
const float fadetime; // in milliseconds
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int fadestate = fadein;
friend class ScreenJobRunner;
//protected:
int ticks = 0;
int state = running;
bool pausable = true;
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public:
enum
{
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
{
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visible = 0,
fadein = 1,
fadeout = 2,
stopmusic = 4,
stopsound = 8,
};
DScreenJob(int fade = 0, float fadet = 250.f) : flags(fade), fadetime(fadet) {}
virtual bool ProcessInput()
{
return false;
}
virtual void Start() {}
virtual bool OnEvent(event_t* evt) { return false; }
virtual void OnTick() { /*state = finished;*/ }
virtual void Draw(double smoothratio) {}
int DrawFrame(double smoothratio)
{
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if (state != running) smoothratio = 1; // this is necessary because the ticker won't be incremented anymore to avoid having a negative time span.
Draw(smoothratio);
if (state == skipped) return -1;
if (state == finished) return 0;
return 1;
}
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int GetFadeState() const { return fadestate; }
virtual void OnDestroy() override;
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};
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DSkippableScreenJob : public DScreenJob
{
DECLARE_CLASS(DSkippableScreenJob, DScreenJob)
public:
DSkippableScreenJob(int fade = 0, float fadet = 250.f) : DScreenJob(fade, fadet)
{}
bool OnEvent(event_t* evt) override;
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virtual void Skipped() {}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DBlackScreen : public DScreenJob
{
DECLARE_CLASS(DBlackScreen, DScreenJob)
public:
int wait;
bool cleared = false;
public:
DBlackScreen(int w, int flags = 0) : DScreenJob(flags & ~(fadein|fadeout)), wait(w) {}
void OnTick() override;
void Draw(double smooth) override;
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DImageScreen : public DSkippableScreenJob
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{
DECLARE_CLASS(DImageScreen, DScreenJob)
public:
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int tilenum = -1;
int trans;
int waittime; // in ms.
bool cleared = false;
FTextureID texid;
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FGameTexture* tex = nullptr;
public:
DImageScreen(FGameTexture* tile, int fade = DScreenJob::fadein | DScreenJob::fadeout, int wait = 3000, int translation = 0) : DSkippableScreenJob(fade), waittime(wait)
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{
tex = tile;
trans = translation;
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}
DImageScreen(int tile, int fade = DScreenJob::fadein | DScreenJob::fadeout, int wait = 3000, int translation = 0) : DSkippableScreenJob(fade), waittime(wait)
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{
tilenum = tile;
trans = translation;
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}
void OnTick() override;
void Draw(double smooth) override;
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};
#endif
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#if 0
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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class ScreenJobRunner
{
enum
{
State_Clear,
State_Run,
State_Fadeout
};
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TArray<DScreenJob*> jobs;
CompletionFunc completion;
int index = -1;
float screenfade;
bool clearbefore;
bool skipall;
int actionState;
int terminateState;
int fadeticks = 0;
int last_paused_tic = -1;
public:
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ScreenJobRunner(TArray<DScreenJob*>& jobs, CompletionFunc completion_, bool clearbefore_, bool skipall_);
~ScreenJobRunner();
void DeleteJobs();
void AdvanceJob(bool skip);
int DisplayFrame(double smoothratio);
int FadeoutFrame(double smoothratio);
bool OnEvent(event_t* ev);
void OnFinished();
void OnTick();
bool RunFrame();
};
#endif
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enum
{
SJ_BLOCKUI = 1,
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};
#if 0
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void RunScreenJob(TArray<DScreenJob*>& jobs, CompletionFunc completion, int flags = 0);
#endif
void EndScreenJob();
void DeleteScreenJob();
bool ScreenJobResponder(event_t* ev);
bool ScreenJobTick();
void ScreenJobDraw();
void PlayLogos(gameaction_t complete_ga, gameaction_t def_ga, bool stopmusic);