metaforce/Runtime/MP1/CMFGame.hpp

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#ifndef __URDE_CMFGAME_HPP__
#define __URDE_CMFGAME_HPP__
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#include "CMFGameBase.hpp"
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#include "CInGameGuiManager.hpp"
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#include "Graphics/Shaders/CColoredQuadFilter.hpp"
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namespace urde
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{
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class CStateManager;
class CInGameGuiManager;
class CToken;
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namespace MP1
{
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enum class EGameFlowState
{
InGame = 0,
Paused,
SamusDied,
CinematicSkip
};
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class CMFGame : public CMFGameBase
{
std::shared_ptr<CStateManager> x14_stateManager;
std::shared_ptr<CInGameGuiManager> x18_guiManager;
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EGameFlowState x1c_flowState = EGameFlowState::InGame;
float x20_cineSkipTime;
u32 x24_ = 0;
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TUniqueId x28_skippedCineCam = kInvalidUniqueId;
union
{
struct
{
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bool x2a_24_initialized : 1;
bool x2a_25_samusAlive : 1;
};
u8 _dummy = 0;
};
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CColoredQuadFilter m_fadeToBlack = {EFilterType::Multiply};
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bool IsCameraActiveFlow() const
{
return (x1c_flowState == EGameFlowState::InGame || x1c_flowState == EGameFlowState::SamusDied);
}
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public:
CMFGame(const std::weak_ptr<CStateManager>& stateMgr, const std::weak_ptr<CInGameGuiManager>& guiMgr,
const CArchitectureQueue&);
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~CMFGame();
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CIOWin::EMessageReturn OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue);
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void Touch();
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void Draw() const;
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void PlayerDied();
void UnpauseGame();
void EnterMessageScreen(float time);
void SaveGame();
void EnterLogBook();
void PauseGame();
void EnterMapScreen();
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};
class CMFGameLoader : public CMFGameLoaderBase
{
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std::shared_ptr<CStateManager> x14_stateMgr;
std::shared_ptr<CInGameGuiManager> x18_guiMgr;
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std::vector<CToken> x1c_loadList;
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union
{
struct
{
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bool x2c_24_initialized : 1;
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bool x2c_25_transitionFinished : 1;
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};
u8 _dummy = 0;
};
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void MakeLoadDependencyList();
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public:
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CMFGameLoader();
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EMessageReturn OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue);
void Draw() const;
};
}
}
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#endif // __URDE_CMFGAME_HPP__