prime/include/MetroidPrime/CPauseScreenBlur.hpp

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#ifndef _CPAUSESCREENBLUR
#define _CPAUSESCREENBLUR
#include "MetroidPrime/Cameras/CCameraBlurPass.hpp"
#include "Kyoto/TToken.hpp"
class CTexture;
class CStateManager;
// TODO: move elsewhere?
enum EInGameGuiState {
kIGS_Zero,
kIGS_InGame,
kIGS_MapScreen,
kIGS_PauseGame,
kIGS_PauseLogBook,
kIGS_PauseSaveGame,
kIGS_PauseHUDMessage
};
class CPauseScreenBlur {
public:
enum EState { kS_InGame, kS_MapScreen, kS_SaveGame, kS_HUDMessage, kS_Pause };
CPauseScreenBlur();
virtual ~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;
bool IsNotTransitioning() const { return x10_prevState == x14_nextState; }
private:
TLockedToken< CTexture > x4_mapLightQuarter;
EState x10_prevState;
EState x14_nextState;
float x18_blurAmt;
CCameraBlurPass x1c_camBlur;
bool x50_24_blurring : 1;
bool x50_25_gameDraw : 1;
void OnBlurComplete(bool);
void SetState(EState state);
float GetBlurAmtInline() const { return fabs(x18_blurAmt); }
};
#endif // _CPAUSESCREENBLUR