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https://github.com/ZDoom/raze-gles.git
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- simplified screen job setup where all elements can be skipped in one go.
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parent
9bebd7fabf
commit
af3eac8456
3 changed files with 11 additions and 10 deletions
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@ -125,14 +125,15 @@ class ScreenJobRunner
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int index = -1;
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int index = -1;
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float screenfade;
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float screenfade;
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bool clearbefore;
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bool clearbefore;
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bool skipall;
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int actionState;
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int actionState;
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int terminateState;
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int terminateState;
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int fadeticks = 0;
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int fadeticks = 0;
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int last_paused_tic = -1;
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int last_paused_tic = -1;
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public:
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public:
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ScreenJobRunner(JobDesc* jobs_, int count, CompletionFunc completion_, bool clearbefore_)
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ScreenJobRunner(JobDesc* jobs_, int count, CompletionFunc completion_, bool clearbefore_, bool skipall_)
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: completion(std::move(completion_)), clearbefore(clearbefore_)
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: completion(std::move(completion_)), clearbefore(clearbefore_), skipall(skipall_)
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{
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{
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jobs.Resize(count);
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jobs.Resize(count);
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memcpy(jobs.Data(), jobs_, count * sizeof(JobDesc));
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memcpy(jobs.Data(), jobs_, count * sizeof(JobDesc));
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@ -167,7 +168,7 @@ public:
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jobs[index].job->Destroy();
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jobs[index].job->Destroy();
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}
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}
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index++;
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index++;
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while (index < jobs.Size() && (jobs[index].job == nullptr || (skip && jobs[index].ignoreifskipped)))
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while (index < jobs.Size() && (jobs[index].job == nullptr || (skip && skipall)))
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{
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{
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if (jobs[index].job != nullptr) jobs[index].job->Destroy();
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if (jobs[index].job != nullptr) jobs[index].job->Destroy();
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index++;
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index++;
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@ -316,13 +317,13 @@ public:
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ScreenJobRunner *runner;
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ScreenJobRunner *runner;
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void RunScreenJob(JobDesc* jobs, int count, CompletionFunc completion, bool clearbefore, bool blockingui)
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void RunScreenJob(JobDesc* jobs, int count, CompletionFunc completion, bool clearbefore, bool blockingui, bool skipall)
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{
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{
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assert(completion != nullptr);
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assert(completion != nullptr);
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videoclearFade();
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videoclearFade();
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if (count)
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if (count)
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{
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{
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runner = new ScreenJobRunner(jobs, count, completion, clearbefore);
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runner = new ScreenJobRunner(jobs, count, completion, clearbefore, skipall);
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gameaction = blockingui? ga_intro : ga_intermission;
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gameaction = blockingui? ga_intro : ga_intermission;
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}
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}
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else
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else
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@ -135,11 +135,11 @@ struct JobDesc
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{
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{
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DScreenJob* job;
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DScreenJob* job;
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void (*postAction)();
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void (*postAction)();
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bool ignoreifskipped;
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//bool ignoreifskipped;
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};
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};
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void RunScreenJob(JobDesc *jobs, int count, CompletionFunc completion, bool clearbefore = true, bool blockingui = false);
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void RunScreenJob(JobDesc *jobs, int count, CompletionFunc completion, bool clearbefore = true, bool blockingui = false, bool skipall = false);
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void EndScreenJob();
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void EndScreenJob();
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void DeleteScreenJob();
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void DeleteScreenJob();
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bool ScreenJobResponder(event_t* ev);
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bool ScreenJobResponder(event_t* ev);
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@ -1129,9 +1129,9 @@ void e4intro(const CompletionFunc& completion)
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S_PlaySpecialMusic(MUS_BRIEFING);
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S_PlaySpecialMusic(MUS_BRIEFING);
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jobs[job++] = { PlayVideo("vol41a.anm", vol41a, framespeed_10), nullptr };
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jobs[job++] = { PlayVideo("vol41a.anm", vol41a, framespeed_10), nullptr };
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jobs[job++] = { PlayVideo("vol42a.anm", vol42a, framespeed_14), nullptr, true };
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jobs[job++] = { PlayVideo("vol42a.anm", vol42a, framespeed_14), nullptr };
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jobs[job++] = { PlayVideo("vol43a.anm", vol43a, framespeed_10), nullptr, true };
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jobs[job++] = { PlayVideo("vol43a.anm", vol43a, framespeed_10), nullptr };
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RunScreenJob(jobs, job, completion);
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RunScreenJob(jobs, job, completion, true, false, true);
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}
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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