#pragma once #include #include "dobject.h" using CompletionFunc = std::function; struct JobDesc; class DScreenJob : public DObject { DECLARE_CLASS(DScreenJob, DObject) int64_t now; const int fadestyle; const float fadetime; // in milliseconds int fadestate = fadein; friend void RunScreenJob(JobDesc* jobs, int count, CompletionFunc completion, bool clearbefore); public: enum { visible = 0, fadein = 1, fadeout = 2, }; DScreenJob(int fade = 0, float fadet = 250.f) : fadestyle(fade), fadetime(fadet) {} void SetClock(int64_t nsnow) { now = nsnow; } int64_t GetClock() const { return now; } virtual int Frame(uint64_t clock, bool skiprequest) { return 0; } int GetFadeState() const { return fadestate; } }; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- class DImageScreen : public DScreenJob { DECLARE_CLASS(DImageScreen, DScreenJob) int tilenum = -1; FGameTexture* tex = nullptr; public: DImageScreen(FGameTexture* tile, int fade = DScreenJob::fadein | DScreenJob::fadeout) : DScreenJob(fade) { tex = tile; } DImageScreen(int tile, int fade = DScreenJob::fadein | DScreenJob::fadeout) : DScreenJob(fade) { tilenum = tile; } int Frame(uint64_t clock, bool skiprequest) override; }; struct JobDesc { DScreenJob* job; void (*postAction)(); bool ignoreifskipped; }; void RunScreenJob(JobDesc *jobs, int count, CompletionFunc completion, bool clearbefore = true); struct AnimSound { int framenum; int soundnum; }; DScreenJob *PlayVideo(const char *filename, const AnimSound *ans = nullptr, const int *frameticks = nullptr);