raze-gles/source/core/screenjob.h
Christoph Oelckers 71e5f9b70f - changed screen job list to work without per-job completion callbacks.
They made things more complex than necessary and do not translate well to scripting.
2021-04-30 20:08:22 +02:00

165 lines
3.6 KiB
C++

#pragma once
#include <functional>
#include "dobject.h"
#include "v_2ddrawer.h"
#include "d_eventbase.h"
#include "s_soundinternal.h"
using CompletionFunc = std::function<void(bool)>;
struct JobDesc;
class ScreenJobRunner;
class DScreenJob : public DObject
{
DECLARE_CLASS(DScreenJob, DObject)
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
{
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, 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)
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)();
};
enum
{
SJ_DONTCLEAR = 1,
SJ_BLOCKUI = 2,
SJ_SKIPALL = 4
};
void RunScreenJob(JobDesc *jobs, int count, CompletionFunc completion, int flags = 0);
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);