#pragma once #include #include "dobject.h" #include "v_2ddrawer.h" #include "d_eventbase.h" #include "s_soundinternal.h" #include "gamestate.h" using CompletionFunc = std::function; struct JobDesc; class ScreenJobRunner; void Job_Init(); #if 0 class DScreenJob : public DObject { DECLARE_CLASS(DScreenJob, DObject) public: const int flags; 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, 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) { 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; } virtual void OnDestroy() override; }; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- 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; 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 { DECLARE_CLASS(DImageScreen, DScreenJob) public: int tilenum = -1; int trans; int waittime; // in ms. bool cleared = false; FTextureID texid; 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; }; #endif #if 0 //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- class ScreenJobRunner { enum { State_Clear, State_Run, State_Fadeout }; TArray 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: ScreenJobRunner(TArray& 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 enum { SJ_BLOCKUI = 1, }; #if 0 void RunScreenJob(TArray& jobs, CompletionFunc completion, int flags = 0); #endif void EndScreenJob(); void DeleteScreenJob(); bool ScreenJobResponder(event_t* ev); bool ScreenJobTick(); void ScreenJobDraw(); struct CutsceneDef; bool StartCutscene(CutsceneDef& cs, int flags, CompletionFunc completion); bool StartCutscene(const char* s, int flags, CompletionFunc completion); void PlayLogos(gameaction_t complete_ga, gameaction_t def_ga, bool stopmusic);