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b21dadeef0
The game timer actually starts before the main loop is ready so we have to wait with the cutscene until the loop is in sync with the timer.
31 lines
795 B
C++
31 lines
795 B
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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#include "s_soundinternal.h"
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#include "gamestate.h"
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using CompletionFunc = std::function<void(bool)>;
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void Job_Init();
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enum
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{
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SJ_BLOCKUI = 1,
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SJ_DELAY = 2,
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};
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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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bool ScreenJobTick();
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void ScreenJobDraw();
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struct CutsceneDef;
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struct MapRecord;
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struct SummaryInfo;
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bool StartCutscene(const char* s, int flags, const CompletionFunc& completion);
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void PlayLogos(gameaction_t complete_ga, gameaction_t def_ga, bool stopmusic);
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void ShowScoreboard(int numplayers, const CompletionFunc& completion_);
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void ShowIntermission(MapRecord* fromMap, MapRecord* toMap, SummaryInfo* info, CompletionFunc completion_);
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