metaforce/Runtime/MP1/CPauseScreenBlur.hpp

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#pragma once
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#include "Runtime/CToken.hpp"
#include "Runtime/Camera/CCameraFilter.hpp"
#include "Runtime/Graphics/CTexture.hpp"
#include "Runtime/Graphics/Shaders/CTexturedQuadFilter.hpp"
#include "Runtime/Graphics/Shaders/CScanLinesFilter.hpp"
#include "Runtime/MP1/CInGameGuiManagerCommon.hpp"
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namespace urde {
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class CStateManager;
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namespace MP1 {
class CPauseScreenBlur {
enum class EState { InGame, MapScreen, SaveGame, HUDMessage, Pause };
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TLockedToken<CTexture> x4_mapLightQuarter;
EState x10_prevState = EState::InGame;
EState x14_nextState = EState::InGame;
float x18_blurAmt = 0.f;
CCameraBlurPass x1c_camBlur;
bool x50_24_blurring : 1;
bool x50_25_gameDraw : 1;
CTexturedQuadFilter m_quarterFilter{EFilterType::Multiply, x4_mapLightQuarter};
CScanLinesFilterEven m_linesFilter{EFilterType::Multiply};
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void OnBlurComplete(bool);
void SetState(EState state);
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public:
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CPauseScreenBlur();
void OnNewInGameGuiState(EInGameGuiState state, CStateManager& stateMgr);
bool IsGameDraw() const { return x50_25_gameDraw; }
void Update(float dt, const CStateManager& stateMgr, bool);
void Draw(const CStateManager& stateMgr);
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float GetBlurAmt() const { return std::fabs(x18_blurAmt); }
bool IsNotTransitioning() const { return x10_prevState == x14_nextState; }
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};
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} // namespace MP1
} // namespace urde