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347ed51036
* moved Smacker video playing code into the backend, so now all games can play all supported video formats * logos and level intro/exit videos use ScreenJob
109 lines
2.1 KiB
C++
109 lines
2.1 KiB
C++
#pragma once
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#include <functional>
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#include "dobject.h"
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#include "v_2ddrawer.h"
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using CompletionFunc = std::function<void(bool)>;
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struct JobDesc;
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class ScreenJobRunner;
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class DScreenJob : public DObject
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{
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DECLARE_CLASS(DScreenJob, DObject)
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int64_t now;
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const int fadestyle;
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const float fadetime; // in milliseconds
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int fadestate = fadein;
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friend class ScreenJobRunner;
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public:
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enum
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{
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visible = 0,
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fadein = 1,
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fadeout = 2,
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};
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DScreenJob(int fade = 0, float fadet = 250.f) : fadestyle(fade), fadetime(fadet) {}
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void SetClock(int64_t nsnow)
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{
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now = nsnow;
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}
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int64_t GetClock() const
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{
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return now;
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}
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virtual int Frame(uint64_t clock, bool skiprequest) { return 0; }
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int GetFadeState() const { return fadestate; }
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};
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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class DBlackScreen : public DScreenJob
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{
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int wait;
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public:
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DBlackScreen(int w) : wait(w) {}
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int Frame(uint64_t clock, bool skiprequest) override;
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};
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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class DImageScreen : public DScreenJob
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{
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DECLARE_CLASS(DImageScreen, DScreenJob)
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int tilenum = -1;
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int waittime; // in ms.
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FGameTexture* tex = nullptr;
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public:
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DImageScreen(FGameTexture* tile, int fade = DScreenJob::fadein | DScreenJob::fadeout, int wait = 3000) : DScreenJob(fade), waittime(wait)
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{
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tex = tile;
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}
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DImageScreen(int tile, int fade = DScreenJob::fadein | DScreenJob::fadeout, int wait = 3000) : DScreenJob(fade), waittime(wait)
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{
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tilenum = tile;
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}
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int Frame(uint64_t clock, bool skiprequest) override;
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};
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struct JobDesc
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{
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DScreenJob* job;
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void (*postAction)();
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bool ignoreifskipped;
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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 DeleteScreenJob();
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void RunScreenJobFrame();
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struct AnimSound
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{
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int framenum;
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int soundnum;
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};
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DScreenJob *PlayVideo(const char *filename, const AnimSound *ans = nullptr, const int *frameticks = nullptr);
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