metaforce/Runtime/MP1/CSamusHud.hpp

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#pragma once
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#include <array>
#include <memory>
#include <string_view>
#include <vector>
#include "Runtime/CToken.hpp"
#include "Runtime/rstl.hpp"
#include "Runtime/Camera/CCameraFilter.hpp"
#include "Runtime/Graphics/Shaders/CRandomStaticFilter.hpp"
#include "Runtime/GuiSys/CHudBallInterface.hpp"
#include "Runtime/GuiSys/CHudBossEnergyInterface.hpp"
#include "Runtime/GuiSys/CHudDecoInterface.hpp"
#include "Runtime/GuiSys/CHudEnergyInterface.hpp"
#include "Runtime/GuiSys/CHudFreeLookInterface.hpp"
#include "Runtime/GuiSys/CHudHelmetInterface.hpp"
#include "Runtime/GuiSys/CHudMissileInterface.hpp"
#include "Runtime/GuiSys/CHudRadarInterface.hpp"
#include "Runtime/GuiSys/CHudThreatInterface.hpp"
#include "Runtime/GuiSys/CHudVisorBeamMenu.hpp"
#include "Runtime/GuiSys/CTargetingManager.hpp"
#include "Runtime/MP1/CInGameGuiManager.hpp"
#include "Runtime/World/CHUDMemoParms.hpp"
#include <zeus/CColor.hpp>
#include <zeus/CMatrix3f.hpp>
#include <zeus/CQuaternion.hpp>
#include <zeus/CVector3f.hpp>
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namespace metaforce {
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class CGuiFrame;
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class CGuiLight;
class CStateManager;
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enum class EHudState { Combat, XRay, Thermal, Scan, Ball, None };
namespace MP1 {
class CSamusHud {
enum class ELoadPhase { Zero, One, Two, Three };
enum class ETransitionState { NotTransitioning, Countdown, Loading, Transitioning };
struct SCachedHudLight {
zeus::CVector3f x0_pos;
zeus::CColor xc_color;
float x10_distC = 0.f;
float x14_distL = 0.f;
float x18_distQ = 0.f;
float x1c_fader = 0.f;
SCachedHudLight(const zeus::CVector3f& pos, const zeus::CColor& color, float f1, float f2, float f3, float f4)
: x0_pos(pos), xc_color(color), x10_distC(f1), x14_distL(f2), x18_distQ(f3), x1c_fader(f4) {}
};
struct SVideoBand {
CGuiModel* x0_videoband = nullptr;
float x4_randA = 0.f;
float x8_randB = 0.f;
};
struct SProfileInfo {
u32 x0_ = 0;
u32 x4_ = 0;
u64 x8_profUsec = 0;
};
friend class CInGameGuiManager;
ELoadPhase x4_loadPhase = ELoadPhase::Zero;
CTargetingManager x8_targetingMgr;
TLockedToken<CGuiFrame> x258_frmeHelmet;
CGuiFrame* x264_loadedFrmeHelmet = nullptr;
TLockedToken<CGuiFrame> x268_frmeBaseHud;
CGuiFrame* x274_loadedFrmeBaseHud = nullptr;
TLockedToken<CGuiFrame> x278_selectedHud; // used to be optional
CGuiFrame* x288_loadedSelectedHud = nullptr;
std::unique_ptr<CHudEnergyInterface> x28c_energyIntf;
std::unique_ptr<CHudThreatInterface> x290_threatIntf;
std::unique_ptr<CHudMissileInterface> x294_missileIntf;
std::unique_ptr<IFreeLookInterface> x298_freeLookIntf;
std::unique_ptr<IHudDecoInterface> x29c_decoIntf;
std::unique_ptr<CHudHelmetInterface> x2a0_helmetIntf;
std::unique_ptr<CHudVisorBeamMenu> x2a4_visorMenu;
std::unique_ptr<CHudVisorBeamMenu> x2a8_beamMenu;
std::unique_ptr<CHudRadarInterface> x2ac_radarIntf;
std::unique_ptr<CHudBallInterface> x2b0_ballIntf;
std::unique_ptr<CHudBossEnergyInterface> x2b4_bossEnergyIntf;
EHudState x2b8_curState = EHudState::None;
EHudState x2bc_nextState = EHudState::None;
EHudState x2c0_setState = EHudState::None;
ETransitionState x2c4_activeTransState = ETransitionState::NotTransitioning;
float x2c8_transT = 1.f;
u32 x2cc_preLoadCountdown = 0;
float x2d0_playerHealth = 0.f;
u32 x2d4_totalEnergyTanks = 0;
u32 x2d8_missileAmount = 0;
u32 x2dc_missileCapacity = 0;
bool x2e0_24_inFreeLook : 1 = false;
bool x2e0_25_lookControlHeld : 1 = false;
bool x2e0_26_latestFirstPerson : 1 = true;
bool x2e0_27_energyLow : 1;
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u32 x2e4_ = 0;
u32 x2e8_ = 0;
CPlayerGun::EMissileMode x2ec_missileMode = CPlayerGun::EMissileMode::Inactive;
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float x2f0_visorBeamMenuAlpha = 1.f;
zeus::CVector3f x2f8_fpCamDir;
zeus::CVector3f x304_basewidgetIdlePos;
zeus::CVector3f x310_cameraPos;
zeus::CQuaternion x31c_hudLag;
zeus::CQuaternion x32c_invHudLag;
std::unique_ptr<CActorLights> x33c_lights;
rstl::reserved_vector<SCachedHudLight, 3> x340_hudLights;
CSfxHandle x3a4_damageSfx;
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CCameraFilterPass x3a8_camFilter;
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CGuiLight* x3d4_damageLight = nullptr;
std::vector<zeus::CTransform> x3d8_lightTransforms;
float x3e8_damageTIme = 0.f;
float x3ec_damageLightPulser = 0.f;
float x3f0_damageFilterAmtInit = 1.f;
float x3f4_damageFilterAmt = 0.f;
float x3f8_damageFilterAmtGain = 0.f;
float x3fc_hudDamagePracticalsInit = 0.f;
float x400_hudDamagePracticals = 0.f;
float x404_hudDamagePracticalsGain = 0.f;
zeus::CVector3f x408_damagerToPlayerNorm;
float x414_decoShakeTranslateAmt = 0.f;
float x418_decoShakeTranslateAmtVel = 0.f;
zeus::CVector3f x41c_decoShakeTranslate;
zeus::CMatrix3f x428_decoShakeRotate;
zeus::CQuaternion x44c_hudLagShakeRot;
float x45c_decoShakeAmtInit = 0.f;
float x460_decoShakeAmt = 0.f;
float x464_decoShakeAmtGain = 0.f;
rstl::reserved_vector<zeus::CTransform, 3> x46c_;
zeus::CVector2f x500_viewportScale = {1.f, 1.f};
CSfxHandle x508_staticSfxHi;
CSfxHandle x50c_staticSfxLo;
float x510_staticInterp = 0.f;
float x514_staticCycleTimerHi = 0.f;
float x518_staticCycleTimerLo = 0.f;
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CCameraFilterPass x51c_camFilter2;
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CHUDMemoParms x548_hudMemoParms;
TLockedToken<CStringTable> x550_hudMemoString;
u32 x554_hudMemoIdx = 0;
float x558_messageTextTime = 0.f;
float x55c_lastSfxChars = 0.f;
float x560_messageTextScale = 0.f;
CSfxHandle x564_freeLookSfx;
zeus::CVector3f x568_fpCamDir;
float x574_lookDeltaDot = 1.f;
float x578_freeLookSfxCycleTimer = 0.f;
float x57c_energyLowTimer = 0.f;
float x580_energyLowPulse = 0.f;
float x584_abuttonPulse = 0.f;
CGuiWidget* x588_base_basewidget_pivot;
CGuiWidget* x58c_helmet_BaseWidget_Pivot;
CGuiModel* x590_base_Model_AutoMapper;
CGuiTextPane* x594_base_textpane_counter;
CGuiWidget* x598_base_basewidget_message;
CGuiTextPane* x59c_base_textpane_message;
CGuiModel* x5a0_base_model_abutton;
rstl::reserved_vector<SVideoBand, 4> x5a4_videoBands;
rstl::reserved_vector<CGuiLight*, 4> x5d8_guiLights;
std::array<float, 16> x5ec_camFovTweaks;
std::array<float, 64> x62c_camYTweaks;
std::array<float, 32> x72c_camZTweaks;
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rstl::reserved_vector<SProfileInfo, 15> x7ac_;
CColoredQuadFilter m_energyDrainFilter;
CCookieCutterDepthRandomStaticFilter m_cookieCutterStatic{EFilterType::NoColor};
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static CSamusHud* g_SamusHud;
static rstl::reserved_vector<bool, 4> BuildPlayerHasVisors(const CStateManager& mgr);
static rstl::reserved_vector<bool, 4> BuildPlayerHasBeams(const CStateManager& mgr);
void InitializeFrameGluePermanent(const CStateManager& mgr);
void InitializeFrameGlueMutable(const CStateManager& mgr);
void UninitializeFrameGlueMutable();
void InitializeDamageLight();
void UpdateEnergy(float dt, const CStateManager& mgr, bool init);
void UpdateFreeLook(float dt, const CStateManager& mgr);
void UpdateMissile(float dt, const CStateManager& mgr, bool init);
void UpdateVideoBands(float dt, const CStateManager& mgr);
void UpdateBallMode(const CStateManager& mgr, bool init);
void UpdateThreatAssessment(float dt, const CStateManager& mgr);
void UpdateVisorAndBeamMenus(float dt, const CStateManager& mgr);
void UpdateCameraDebugSettings();
void UpdateEnergyLow(float dt, const CStateManager& mgr);
void ApplyClassicLag(const zeus::CUnitVector3f& lookDir, zeus::CQuaternion& rot, const CStateManager& mgr, float dt,
bool invert);
void UpdateHudLag(float dt, const CStateManager& mgr);
bool IsCachedLightInAreaLights(const SCachedHudLight& light, const CActorLights& areaLights) const;
bool IsAreaLightInCachedLights(const CLight& light) const;
int FindEmptyHudLightSlot(const CLight& light) const;
zeus::CColor GetVisorHudLightColor(const zeus::CColor& color, const CStateManager& mgr) const;
void UpdateHudDynamicLights(float dt, const CStateManager& mgr);
void UpdateHudDamage(float dt, const CStateManager& mgr, Tweaks::ITweakGui::EHelmetVisMode helmetVis);
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void UpdateStaticSfx(CSfxHandle& handle, float& cycleTimer, u16 sfxId, float dt, float oldStaticInterp,
float staticThreshold);
void UpdateStaticInterference(float dt, const CStateManager& mgr);
int GetRelativeDirection(const zeus::CVector3f& position, const CStateManager& mgr);
void ShowDamage(const zeus::CVector3f& position, float dam, float prevDam, const CStateManager& mgr);
void EnterFirstPerson(const CStateManager& mgr);
void LeaveFirstPerson(const CStateManager& mgr);
void DrawAttachedEnemyEffect(const CStateManager& mgr);
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static EHudState GetDesiredHudState(const CStateManager& mgr);
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public:
explicit CSamusHud(CStateManager& stateMgr);
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~CSamusHud();
void Update(float dt, const CStateManager& mgr, CInGameGuiManager::EHelmetVisMode helmetVis, bool hudVis,
bool targetingManager);
void Draw(const CStateManager& mgr, float alpha, CInGameGuiManager::EHelmetVisMode helmetVis, bool hudVis,
bool targetingManager);
void DrawHelmet(const CStateManager& mgr, float camYOff);
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void ProcessControllerInput(const CFinalInput& input);
void UpdateStateTransition(float time, const CStateManager& mgr);
bool CheckLoadComplete(CStateManager& stateMgr);
void OnNewInGameGuiState(EInGameGuiState state, CStateManager& stateMgr);
void RefreshHudOptions();
void Touch();
CTargetingManager& GetTargetingManager() { return x8_targetingMgr; }
const zeus::CVector2f& GetViewportScale() const { return x500_viewportScale; }
static zeus::CTransform BuildFinalCameraTransform(const zeus::CQuaternion& rot, const zeus::CVector3f& pos,
const zeus::CVector3f& camPos);
static void DisplayHudMemo(std::u16string_view text, const CHUDMemoParms& info) {
if (g_SamusHud)
g_SamusHud->InternalDisplayHudMemo(text, info);
}
void InternalDisplayHudMemo(std::u16string_view text, const CHUDMemoParms& info) { SetMessage(text, info); }
void SetMessage(std::u16string_view text, const CHUDMemoParms& info);
static void DeferHintMemo(CAssetId strg, u32 strgIdx, const CHUDMemoParms& info) {
if (g_SamusHud)
g_SamusHud->InternalDeferHintMemo(strg, strgIdx, info);
}
void InternalDeferHintMemo(CAssetId strg, u32 strgIdx, const CHUDMemoParms& info);
CGuiFrame* GetBaseHudFrame() const { return x274_loadedFrmeBaseHud; }
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};
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} // namespace MP1
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} // namespace metaforce