metaforce/Runtime/MP1/CPauseScreenBlur.hpp

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#ifndef __URDE_CPAUSESCREENBLUR_HPP__
#define __URDE_CPAUSESCREENBLUR_HPP__
#include "CInGameGuiManagerCommon.hpp"
#include "CToken.hpp"
#include "Camera/CCameraFilter.hpp"
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#include "Graphics/CTexture.hpp"
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#include "Graphics/Shaders/CTexturedQuadFilter.hpp"
#include "Graphics/Shaders/CScanLinesFilter.hpp"
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namespace urde
{
class CStateManager;
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namespace MP1
{
class CPauseScreenBlur
{
enum class EState
{
InGame,
MapScreen,
SaveGame,
HUDMessage,
Pause
};
TLockedToken<CTexture> x4_mapLightQuarter;
EState x10_prevState = EState::InGame;
EState x14_nextState = EState::InGame;
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float x18_blurAmt = 0.f;
CCameraBlurPass x1c_camBlur;
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CTexturedQuadFilter m_quarterFilter = { EFilterType::Multiply, x4_mapLightQuarter };
CScanLinesFilterEven m_linesFilter = { EFilterType::Multiply };
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union
{
struct
{
bool x50_24_blurring : 1;
bool x50_25_gameDraw : 1;
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};
u32 _dummy = 0;
};
void OnBlurComplete(bool);
void SetState(EState state);
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public:
CPauseScreenBlur();
void OnNewInGameGuiState(EInGameGuiState state, CStateManager& stateMgr);
bool IsGameDraw() const { return x50_25_gameDraw; }
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void Update(float dt, const CStateManager& stateMgr, bool);
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void Draw(const CStateManager& stateMgr) const;
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float GetBlurAmt() const { return std::fabs(x18_blurAmt); }
bool IsNotTransitioning() const { return x10_prevState == x14_nextState; }
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};
}
}
#endif // __URDE_CPAUSESCREENBLUR_HPP__