metaforce/Runtime/GuiSys/CHudRadarInterface.hpp

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#pragma once
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#include "CToken.hpp"
#include "Graphics/CTexture.hpp"
#include "Graphics/Shaders/CRadarPaintShader.hpp"
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namespace urde {
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class CGuiFrame;
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class CGuiWidget;
class CGuiCamera;
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class CStateManager;
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class CHudRadarInterface {
struct SRadarPaintDrawParms {
zeus::CVector3f x0_playerPos;
zeus::CTransform xc_preTranslate;
zeus::CTransform x3c_postTranslate;
float x6c_scopeRadius;
float x70_scopeScalar;
float x74_alpha;
float x78_xyRadius;
float x7c_zRadius;
float x80_ZCloseRadius;
};
TLockedToken<CTexture> x0_txtrRadarPaint;
zeus::CTransform xc_radarStuffXf;
bool x3c_24_visibleGame : 1;
bool x3c_25_visibleDebug : 1;
CGuiWidget* x40_BaseWidget_RadarStuff;
CGuiCamera* x44_camera;
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mutable CRadarPaintShader m_paintShader;
mutable std::vector<CRadarPaintShader::Instance> m_paintInsts;
void DoDrawRadarPaint(const zeus::CVector3f& translate, float radius, const zeus::CColor& color) const;
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void DrawRadarPaint(const zeus::CVector3f& enemyPos, float radius, float alpha,
const SRadarPaintDrawParms& parms) const;
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public:
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CHudRadarInterface(CGuiFrame& baseHud, CStateManager& stateMgr);
void SetIsVisibleGame(bool v);
void Update(float dt, const CStateManager& mgr);
void Draw(const CStateManager& mgr, float alpha) const;
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};
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} // namespace urde