metaforce/Runtime/MP1/CMFGame.hpp

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#pragma once
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#include <memory>
#include <vector>
#include "Runtime/CMFGameBase.hpp"
#include "Runtime/Camera/CCameraFilter.hpp"
#include "Runtime/MP1/CInGameGuiManager.hpp"
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namespace metaforce {
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class CStateManager;
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;
EGameFlowState x1c_flowState = EGameFlowState::InGame;
float x20_cineSkipTime;
u32 x24_ = 0;
TUniqueId x28_skippedCineCam = kInvalidUniqueId;
bool x2a_24_initialized : 1 = false;
bool x2a_25_samusAlive : 1 = true;
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bool IsCameraActiveFlow() const {
return (x1c_flowState == EGameFlowState::InGame || x1c_flowState == EGameFlowState::SamusDied);
}
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public:
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CMFGame(const std::weak_ptr<CStateManager>& stateMgr, const std::weak_ptr<CInGameGuiManager>& guiMgr,
const CArchitectureQueue&);
~CMFGame() override;
CIOWin::EMessageReturn OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue) override;
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void Touch();
void Draw() override;
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void PlayerDied();
void UnpauseGame();
void EnterMessageScreen(float time);
void SaveGame();
void EnterLogBook();
void PauseGame();
void EnterMapScreen();
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};
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class CMFGameLoader : public CMFGameLoaderBase {
std::shared_ptr<CStateManager> x14_stateMgr;
std::shared_ptr<CInGameGuiManager> x18_guiMgr;
std::vector<CToken> x1c_loadList;
bool x2c_24_initialized : 1 = false;
bool x2c_25_transitionFinished : 1 = false;
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void MakeLoadDependencyList();
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public:
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CMFGameLoader();
~CMFGameLoader() override;
EMessageReturn OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue) override;
void Draw() override;
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};
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} // namespace MP1
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} // namespace metaforce