metaforce/Runtime/AutoMapper/CAutoMapper.hpp

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#ifndef __URDE_CAUTOMAPPER_HPP__
#define __URDE_CAUTOMAPPER_HPP__
#include "RetroTypes.hpp"
#include "CInGameTweakManagerBase.hpp"
#include "zeus/CQuaternion.hpp"
#include "zeus/CTransform.hpp"
#include "zeus/CVector3f.hpp"
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#include "MP1/CInGameGuiManager.hpp"
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namespace urde
{
class CFinalInput;
class IWorld;
class CMapWorldInfo;
class CStateManager;
class CAutoMapper
{
public:
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using EInGameGuiState = MP1::EInGameGuiState;
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enum class EAutoMapperState
{
};
struct SAutoMapperRenderState
{
};
class CAudioMenu
{
public:
enum class EMenu
{
};
struct SMenuOption
{
SMenuOption(const std::string&, s32, s32, s32);
void BuildDrawableString();
};
private:
public:
CAudioMenu()=default;
void SetIsHighlighted(bool);
void AddOption(const SMenuOption&);
void ProcessControllerInput(const CFinalInput&);
u32 GetSelectionIndex() const;
const SMenuOption& GetOption(s32) const;
SMenuOption& Option(s32);
void SetSelectionIndex(s32);
void Draw(EMenu) const;
};
private:
public:
CAutoMapper(CStateManager&);
bool CheckLoadComplete();
bool CanLeaveMapScrean(const CStateManager&) const;
float GetMapRotationX() const;
float GetMapRotationZ() const;
u32 GetFocusAreaIndex() const;
ResId GetCurrWorldAssetId() const;
void MuteAllLoopedSounds();
void UnmuteAllLoopedSounds();
void ProcessControllerInput(const CFinalInput&, CStateManager&);
bool IsInPlayerControlState() const;
void Draw(const CStateManager&, const zeus::CTransform&, float) const;
bool IsInOrTransitioningToMapScreenState() const;
float GetTimeIntoInterpolation() const;
bool IsFullyInMapScreenState() const;
void BeginMapperStateTransition(EAutoMapperState, const CStateManager&);
void CompleteMapperStateTransition();
void ResetInterpolationTimer(float);
void BuildMiniMapWorldRenderState(const CStateManager&, const zeus::CQuaternion&, s32) const;
void BuildMapScreenWorldRenderState(const CStateManager&, const zeus::CQuaternion&, s32) const;
void BuildMapScreenUniverseRenderState(const CStateManager&, const zeus::CQuaternion&, s32) const;
void SetShouldPanningSoundBePlaying(bool);
void SetShouldZoomingSoundBePlaying(bool);
void SetShouldRotatingSoundBePlaying(bool);
void LeaveMapScreenState();
void GetMiniMapCameraOrientation(CStateManager&);
void GetAreaPointOfInterest(CStateManager, s32);
void FindClosestVisibleArea(const zeus::CVector3f&, const zeus::CUnitVector3f&, const CStateManager&,
const IWorld&, const CMapWorldInfo&) const;
void FindClosestVisibleWorld(const zeus::CVector3f&, const zeus::CUnitVector3f&, const CStateManager&) const;
void GetMiniMapViewportSize();
void GetMapScreenViewportSize();
float GetMapAreaMiniDrawDepth();
float GetMapAreaMaxDrawDepth();
void GetMapAreaMiniMapDrawAlphaSurfaceVisited(const CStateManager&);
void GetMapAreaMiniMapDrawAlphaOutlineVisited(const CStateManager&);
void GetMapAreaMiniMapDrawAlphaSurfaceUnvisited(const CStateManager&);
void GetMapAreaMiniMapDrawAlphaOutlineUnvisited(const CStateManager&);
void GetClampedMapScreenCameraDistance(float) const;
void GetDesiredMiniMapCameraDistance(const CStateManager&) const;
float GetBaseCameraMoveSpeed() const;
float GetFinalCameraMoveSpeed() const;
bool IsInMapperState(EAutoMapperState) const;
bool IsInMapperTransition() const;
bool IsRenderStateInterpolating() const;
void TransformRenderStatesWorldToUniverse();
void TransformRenderStatesUniverseToWorld();
void TransformRenderStateWorldToUniverse(SAutoMapperRenderState&);
void UpdateOptionsMenu(const CTweakValue::Audio&);
void UpdateAudioMusicMenu();
void UpdateAudioEvents();
void UpdateAudioEventMenu();
void GetCurrentAudioInfo() const;
void PresentAudioMenuInput(const CFinalInput&);
void SetFocusAudioMenu(CAudioMenu::EMenu);
bool IsStateTransitioning() const;
bool IsFullyInMiniMapState() const;
static bool IsDrawState(EAutoMapperState);
void OnNewInGameGuiState(EInGameGuiState, const CStateManager&);
void OnChangeAudioMusicSelection();
};
}
#endif // __URDE_CAUTOMAPPER_HPP__