metaforce/Runtime/MP1/CPauseScreenBlur.hpp

59 lines
1.3 KiB
C++

#ifndef __URDE_CPAUSESCREENBLUR_HPP__
#define __URDE_CPAUSESCREENBLUR_HPP__
#include "CInGameGuiManagerCommon.hpp"
#include "CToken.hpp"
#include "Camera/CCameraFilter.hpp"
#include "Graphics/CTexture.hpp"
namespace urde
{
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;
union
{
struct
{
bool x50_24_blurring : 1;
bool x50_25_gameDraw : 1;
};
u32 _dummy = 0;
};
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) const;
float GetBlurAmt() const { return std::fabs(x18_blurAmt); }
bool IsNotTransitioning() const { return x10_prevState == x14_nextState; }
};
}
}
#endif // __URDE_CPAUSESCREENBLUR_HPP__