osb/source/frontend/StarCinematic.hpp

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#ifndef STAR_CINEMATIC_HPP
#define STAR_CINEMATIC_HPP
#include "StarTime.hpp"
#include "StarRenderer.hpp"
#include "StarDrawable.hpp"
#include "StarWorldCamera.hpp"
#include "StarInputEvent.hpp"
#include "StarTextPainter.hpp"
#include "StarMixer.hpp"
namespace Star {
STAR_CLASS(Cinematic);
STAR_CLASS(Player);
class Cinematic {
public:
Cinematic();
void load(Json const& definition);
void setPlayer(PlayerPtr player);
void update(float dt);
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void render();
bool completed() const;
bool completable() const;
// this won't synchronize audio, so it should only be used for testing
void setTime(float timecode);
void stop();
bool handleInputEvent(InputEvent const& event);
bool suppressInput() const;
bool muteSfx() const;
bool muteMusic() const;
private:
struct TimeSkip {
float availableTime;
float skipToTime;
};
struct KeyFrame {
float timecode;
Json command;
};
struct CameraKeyFrame {
float timecode;
float zoom;
Vec2F pan;
};
struct Panel {
bool useCamera;
String avatar;
JsonArray drawables;
int animationFrames;
String text;
TextPositioning textPosition;
Vec4B fontColor;
unsigned fontSize;
List<KeyFrame> keyFrames;
float startTime;
float endTime;
float loopTime;
};
typedef shared_ptr<Panel> PanelPtr;
struct PanelValues {
float zoom;
float alpha;
Vec2F position;
float frame;
float textPercentage;
bool completable;
};
struct AudioCue {
AudioCue() : timecode(), endTimecode() {}
String resource;
int loops;
float timecode;
float endTimecode;
};
void drawDrawable(Drawable const& drawable, float drawableScale, Vec2F const& drawableTranslation);
void updateCamera(float timecode);
// since the clock time includes the background fade in/out time, this function gives the adjusted
// timecode to use for events within the cinematic
float currentTimecode() const;
PanelValues determinePanelValues(PanelPtr panel, float timecode);
List<TimeSkip> m_timeSkips;
Maybe<TimeSkip> m_currentTimeSkip;
List<CameraKeyFrame> m_cameraKeyFrames;
List<PanelPtr> m_panels;
List<AudioCue> m_audioCues;
std::vector<AudioInstancePtr> m_activeAudio;
// these include the time for background fades so they may not reflect the completion timecode
Clock m_timer;
float m_completionTime{};
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Maybe<Vec4B> m_backgroundColor;
float m_backgroundFadeTime{};
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float m_cameraZoom{1.0f};
Vec2F m_cameraPan{};
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float m_drawableScale{1.0f};
Vec2F m_drawableTranslation{};
Vec2F m_windowSize{};
RectI m_scissorRect{};
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bool m_scissor{true};
bool m_letterbox{true};
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PlayerPtr m_player;
Vec2F m_offset{};
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bool m_skippable{true};
bool m_suppressInput{false};
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bool m_muteSfx{false};
bool m_muteMusic{false};
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bool m_completable{false};
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};
}
#endif