#pragma once #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" namespace urde { class CStateManager; namespace MP1 { class CPauseScreenBlur { enum class EState { InGame, MapScreen, SaveGame, HUDMessage, Pause }; TLockedToken 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}; void OnBlurComplete(bool); void SetState(EState state); public: 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); float GetBlurAmt() const { return std::fabs(x18_blurAmt); } bool IsNotTransitioning() const { return x10_prevState == x14_nextState; } }; } // namespace MP1 } // namespace urde