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https://github.com/ZDoom/raze-gles.git
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154 lines
3.5 KiB
C++
154 lines
3.5 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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#include "d_eventbase.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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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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protected:
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int ticks = 0;
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int state = running;
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bool pausable = true;
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public:
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enum
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{
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running = 1, // normal operation
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skipped = 2, // finished by user skipping
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finished = 3, // finished by completing its sequence
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stopping = 4, // running ending animations / fadeout, etc. Will not accept more input.
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stopped = 5, // we're done here.
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};
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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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virtual bool ProcessInput()
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{
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return false;
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}
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virtual bool OnEvent(event_t* evt) { return false; }
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virtual void OnTick() { /*state = finished;*/ }
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virtual void Draw(double smoothratio) {}
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int DrawFrame(double smoothratio)
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{
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if (state != running) smoothratio = 1; // this is necessary because the ticker won't be incremented anymore to avoid having a negative time span.
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Draw(smoothratio);
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if (state == skipped) return -1;
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if (state == finished) return 0;
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return 1;
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}
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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 DSkippableScreenJob : public DScreenJob
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{
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protected:
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DSkippableScreenJob(int fade = 0, float fadet = 250.f) : DScreenJob(fade, fadet)
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{}
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bool OnEvent(event_t* evt) override;
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virtual void Skipped() {}
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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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bool cleared = false;
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public:
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DBlackScreen(int w) : wait(w) {}
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void OnTick() override;
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void Draw(double smooth) 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 DSkippableScreenJob
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{
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DECLARE_CLASS(DImageScreen, DScreenJob)
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int tilenum = -1;
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int trans;
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int waittime; // in ms.
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bool cleared = false;
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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, int translation = 0) : DSkippableScreenJob(fade), waittime(wait)
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{
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tex = tile;
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trans = translation;
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}
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DImageScreen(int tile, int fade = DScreenJob::fadein | DScreenJob::fadeout, int wait = 3000, int translation = 0) : DSkippableScreenJob(fade), waittime(wait)
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{
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tilenum = tile;
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trans = translation;
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}
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void OnTick() override;
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void Draw(double smooth) 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 EndScreenJob();
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void DeleteScreenJob();
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bool ScreenJobResponder(event_t* ev);
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void ScreenJobTick();
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void ScreenJobDraw();
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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, bool nosoundstop = false);
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