#pragma once #include #include "dobject.h" #include "v_2ddrawer.h" #include "d_eventbase.h" using CompletionFunc = std::function; struct JobDesc; class ScreenJobRunner; class DScreenJob : public DObject { DECLARE_CLASS(DScreenJob, DObject) const int fadestyle; const float fadetime; // in milliseconds int fadestate = fadein; friend class ScreenJobRunner; protected: int ticks = 0; int state = running; bool pausable = true; 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 { visible = 0, fadein = 1, fadeout = 2, }; DScreenJob(int fade = 0, float fadet = 250.f) : fadestyle(fade), fadetime(fadet) {} virtual bool ProcessInput() { return false; } virtual bool OnEvent(event_t* evt) { return false; } virtual void OnTick() { /*state = finished;*/ } virtual void Draw(double smoothratio) {} int DrawFrame(double smoothratio) { 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; } int GetFadeState() const { return fadestate; } }; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- class DSkippableScreenJob : public DScreenJob { protected: DSkippableScreenJob(int fade = 0, float fadet = 250.f) : DScreenJob(fade, fadet) {} bool OnEvent(event_t* evt) override; virtual void Skipped() {} }; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- class DBlackScreen : public DScreenJob { int wait; bool cleared = false; public: DBlackScreen(int w) : wait(w) {} void OnTick() override; void Draw(double smooth) override; }; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- class DImageScreen : public DSkippableScreenJob { DECLARE_CLASS(DImageScreen, DScreenJob) int tilenum = -1; int trans; int waittime; // in ms. bool cleared = false; FGameTexture* tex = nullptr; public: DImageScreen(FGameTexture* tile, int fade = DScreenJob::fadein | DScreenJob::fadeout, int wait = 3000, int translation = 0) : DSkippableScreenJob(fade), waittime(wait) { tex = tile; trans = translation; } DImageScreen(int tile, int fade = DScreenJob::fadein | DScreenJob::fadeout, int wait = 3000, int translation = 0) : DSkippableScreenJob(fade), waittime(wait) { tilenum = tile; trans = translation; } void OnTick() override; void Draw(double smooth) override; }; struct JobDesc { DScreenJob* job; void (*postAction)(); bool ignoreifskipped; }; void RunScreenJob(JobDesc *jobs, int count, CompletionFunc completion, bool clearbefore = true, bool blockingui = false); void EndScreenJob(); void DeleteScreenJob(); bool ScreenJobResponder(event_t* ev); void ScreenJobTick(); bool ScreenJobDraw(); struct AnimSound { int framenum; int soundnum; }; DScreenJob *PlayVideo(const char *filename, const AnimSound *ans = nullptr, const int *frameticks = nullptr, bool nosoundstop = false);