Refactoring cutscenes

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Vladislav Khorev committed 2026-06-06 22:04:42 +03:00
1 parent 7011bbb754
commit 2e5988f8f4
20 files changed
+1913 -1881

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+9 -46
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@@ -2,7 +2,6 @@
#include "dialogue/DialogueDatabase.h"
#include "quest/QuestJournal.h"
#include "external/nlohmann/json.hpp"
#include <functional>
#include <string>
#include <unordered_map>
@@ -13,70 +12,54 @@ namespace ZL::Dialogue {
class DialogueRuntime {
public:
using json = nlohmann::json;
void setDatabase(const DialogueDatabase* value);
bool startDialogue(const std::string& dialogueId);
bool startStandaloneCutscene(const std::string& cutsceneId);
void setOnCutsceneFinished(std::function<void(const std::string&)> cb);
void setOnDialogueLineStarted(std::function<void(const std::string&)> cb);
void setOnCutsceneLineStarted(std::function<void(const std::string&)> cb);
void setOnCutsceneFadeInComplete(std::function<void(const std::string&)> cb);
void setOnChatBubbleReady(std::function<void(const std::string&, bool)> cb);
void stop();
// Called by DialogueSystem after the inline cutscene finishes.
void resumeFromNode(const std::string& nodeId);
void setOnCutsceneStartNeeded(std::function<void(const std::string& cutsceneId, const std::string& nextNodeId)> cb);
void setOnDialogueLineStarted(std::function<void(const std::string&)> cb);
void setOnChatBubbleReady(std::function<void(const std::string&, bool)> cb);
void update(int deltaMs);
bool isActive() const { return mode != Mode::Inactive; }
bool isInChoice() const { return mode == Mode::WaitingForChoice; }
bool isPlayingCutscene() const { return mode == Mode::PlayingCutscene; }
void confirmAdvance();
void moveSelection(int delta);
void selectChoice(int index);
bool canSkipCurrentCutscene() const;
void skipCurrentCutscene();
const PresentationModel& getPresentation() const { return presentation; }
void setFlag(const std::string& name, int value);
int getFlag(const std::string& name) const;
void setGlobalFlagStore(std::unordered_map<std::string, int>* store);
void setQuestJournal(Quest::QuestJournal* journal);
//json buildSaveState() const;
//bool restoreSaveState(const json& state);
private:
enum class Mode {
Inactive,
PresentingLine,
WaitingForChoice,
PlayingCutscene
WaitingForCutscene // paused while an inline cutscene plays
};
std::function<void(const std::string&)> onCutsceneFinished;
std::function<void(const std::string&, const std::string&)> onCutsceneStartNeeded;
std::function<void(const std::string&)> onDialogueLineStarted;
std::function<void(const std::string&)> onCutsceneLineStarted;
std::function<void(const std::string&)> onCutsceneFadeInComplete;
std::function<void(const std::string&, bool)> onChatBubbleReady;
std::string activeCutsceneId;
bool fadeInCallbackFired = false;
const DialogueDatabase* database = nullptr;
Quest::QuestJournal* questJournal = nullptr;
const DialogueDefinition* activeDialogue = nullptr;
const StaticCutsceneDefinition* activeCutscene = nullptr;
std::unordered_map<std::string, int>* flagStore = nullptr;
std::unordered_set<std::string> consumedChoices;
std::string currentNodeId;
std::string pendingNodeAfterCutscene;
std::vector<Choice> visibleChoices;
PresentationModel presentation;
Mode mode = Mode::Inactive;
@@ -84,14 +67,6 @@ private:
int selectedChoice = -1;
float revealCharacters = 0.0f;
float revealSpeedCharsPerSecond = 52.0f;
int currentCutsceneLine = -1;
int cutsceneTimerMs = 0;
int cutsceneElapsedMs = 0;
int cutsceneTotalDurationMs = 0;
int cutsceneContentDurationMs = 0;
std::string currentCutsceneBackground;
bool evaluateConditions(const std::vector<Condition>& conditions) const;
void applyEffects(const std::vector<Effect>& effects);
@@ -102,18 +77,6 @@ private:
bool enterNode(const std::string& nodeId);
void presentLine(const Node& node);
void presentChoices(const Node& node);
void startCutscene(const std::string& cutsceneId, const std::string& nextNodeAfterCutscene);
void finishCutscene();
void syncCutsceneLineToElapsedTime();
void advanceCutsceneLine();
void refreshCutscenePresentation();
CutsceneCameraBlendState evaluateCutsceneCameraBlend() const;
std::vector<PresentedCutsceneImage> evaluateCutsceneImages() const;
static float applyEasing(EasingType easing, float t);
static int computeFallbackCutsceneDurationMs(const std::string& text);
static int computeCameraTrackDurationMs(const StaticCutsceneDefinition& cutscene);
};
} // namespace ZL::Dialogue