raze/source/core/screenjob.h

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#pragma once
#include <functional>
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#include "dobject.h"
#include "v_2ddrawer.h"
#include "d_eventbase.h"
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using CompletionFunc = std::function<void(bool)>;
struct JobDesc;
class ScreenJobRunner;
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class DScreenJob : public DObject
{
DECLARE_CLASS(DScreenJob, DObject)
int64_t now;
const int fadestyle;
const float fadetime; // in milliseconds
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int fadestate = fadein;
friend class ScreenJobRunner;
protected:
int ticks = 0;
int state = running;
bool pausable = true;
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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
{
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visible = 0,
fadein = 1,
fadeout = 2,
};
DScreenJob(int fade = 0, float fadet = 250.f) : fadestyle(fade), fadetime(fadet) {}
virtual bool ProcessInput()
{
return false;
}
void SetClock(int64_t nsnow)
{
now = nsnow;
}
int64_t GetClock() const
{
return now;
}
virtual bool OnEvent(event_t* evt) { return false; }
virtual void OnTick() { /*state = finished;*/ }
virtual int Frame(uint64_t clock, bool skiprequest) { return 1; }
virtual void Draw(double smoothratio) {}
int Frame(uint64_t clock, bool skiprequest, double smoothratio)
{
Draw(smoothratio);
if (state == skipped) return -1;
if (state == finished) return 0;
return Frame(clock, skiprequest);
}
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int GetFadeState() const { return fadestate; }
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};
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DSkippableScreenJob : public DScreenJob
{
protected:
DSkippableScreenJob(int fade = 0, float fadet = 250.f) : DScreenJob(fade, fadet)
{}
bool OnEvent(event_t* evt) override;
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DBlackScreen : public DScreenJob
{
int wait;
bool cleared = false;
public:
DBlackScreen(int w) : wait(w) {}
void OnTick() override;
void Draw(double smooth) override;
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DImageScreen : public DSkippableScreenJob
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{
DECLARE_CLASS(DImageScreen, DScreenJob)
int tilenum = -1;
int trans;
int waittime; // in ms.
bool cleared = false;
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FGameTexture* tex = nullptr;
public:
DImageScreen(FGameTexture* tile, int fade = DScreenJob::fadein | DScreenJob::fadeout, int wait = 3000, int translation = 0) : DSkippableScreenJob(fade), waittime(wait)
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{
tex = tile;
trans = translation;
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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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{
tilenum = tile;
trans = translation;
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}
void OnTick() override;
void Draw(double smooth) override;
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};
struct JobDesc
{
DScreenJob* job;
void (*postAction)();
bool ignoreifskipped;
};
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void RunScreenJob(JobDesc *jobs, int count, CompletionFunc completion, bool clearbefore = true, bool blockingui = false);
void EndScreenJob();
void DeleteScreenJob();
bool ScreenJobResponder(event_t* ev);
void ScreenJobTick();
void ScreenJobDraw();
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struct AnimSound
{
int framenum;
int soundnum;
};
DScreenJob *PlayVideo(const char *filename, const AnimSound *ans = nullptr, const int *frameticks = nullptr, bool nosoundstop = false);