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metaforce/Runtime/MP1/CPauseScreenBlur.hpp
Luke Street f80813b9cc Transition all Textured/ColoredQuad usages
- Upload textures using staging buffer
- Fixes SetOrtho logic
- More work on thermal visor rendering (still WIP)
- Rework Dawn backend initialization
- Support MoltenVK on Metal
- Various fixes & cleanup
2022-05-23 20:26:35 -04:00

39 lines
1.1 KiB
C++

#pragma once
#include "Runtime/CToken.hpp"
#include "Runtime/Camera/CCameraFilter.hpp"
#include "Runtime/Graphics/CTexture.hpp"
#include "Runtime/MP1/CInGameGuiManagerCommon.hpp"
namespace metaforce {
class CStateManager;
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;
float x18_blurAmt = 0.f;
CCameraBlurPass x1c_camBlur;
bool x50_24_blurring : 1 = false;
bool x50_25_gameDraw : 1 = true;
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 metaforce