2018-10-07 03:42:33 +00:00
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#pragma once
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2017-04-26 06:43:48 +00:00
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2019-09-28 02:53:03 +00:00
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#include "Runtime/CToken.hpp"
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#include "Runtime/Camera/CCameraFilter.hpp"
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#include "Runtime/Graphics/CTexture.hpp"
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#include "Runtime/Graphics/Shaders/CTexturedQuadFilter.hpp"
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#include "Runtime/Graphics/Shaders/CScanLinesFilter.hpp"
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#include "Runtime/MP1/CInGameGuiManagerCommon.hpp"
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2017-04-26 06:43:48 +00:00
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2018-12-08 05:30:43 +00:00
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namespace urde {
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2017-04-26 06:43:48 +00:00
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class CStateManager;
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2017-05-29 19:55:44 +00:00
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2018-12-08 05:30:43 +00:00
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namespace MP1 {
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class CPauseScreenBlur {
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enum class EState { InGame, MapScreen, SaveGame, HUDMessage, Pause };
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2017-05-29 19:55:44 +00:00
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2018-12-08 05:30:43 +00:00
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TLockedToken<CTexture> x4_mapLightQuarter;
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EState x10_prevState = EState::InGame;
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EState x14_nextState = EState::InGame;
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float x18_blurAmt = 0.f;
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CCameraBlurPass x1c_camBlur;
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2020-04-10 19:25:40 +00:00
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bool x50_24_blurring : 1;
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bool x50_25_gameDraw : 1;
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2020-03-31 03:52:22 +00:00
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CTexturedQuadFilter m_quarterFilter{EFilterType::Multiply, x4_mapLightQuarter};
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CScanLinesFilterEven m_linesFilter{EFilterType::Multiply};
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2018-12-08 05:30:43 +00:00
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void OnBlurComplete(bool);
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void SetState(EState state);
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2017-05-29 19:55:44 +00:00
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2017-04-26 06:43:48 +00:00
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public:
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2018-12-08 05:30:43 +00:00
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CPauseScreenBlur();
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void OnNewInGameGuiState(EInGameGuiState state, CStateManager& stateMgr);
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bool IsGameDraw() const { return x50_25_gameDraw; }
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void Update(float dt, const CStateManager& stateMgr, bool);
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2020-03-16 01:38:25 +00:00
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void Draw(const CStateManager& stateMgr);
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2018-12-08 05:30:43 +00:00
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float GetBlurAmt() const { return std::fabs(x18_blurAmt); }
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bool IsNotTransitioning() const { return x10_prevState == x14_nextState; }
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2017-04-26 06:43:48 +00:00
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};
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2018-12-08 05:30:43 +00:00
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} // namespace MP1
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} // namespace urde
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