metaforce/Runtime/MP1/CInGameGuiManager.hpp

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#pragma once
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#include "CToken.hpp"
#include "CRandom16.hpp"
#include "CPlayerVisor.hpp"
#include "CFaceplateDecoration.hpp"
#include "CSamusFaceReflection.hpp"
#include "CMessageScreen.hpp"
#include "CSaveGameScreen.hpp"
#include "Camera/CCameraFilter.hpp"
#include "CStateManager.hpp"
#include "DataSpec/DNACommon/Tweaks/ITweakGui.hpp"
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#include "CInventoryScreen.hpp"
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#include "CPauseScreen.hpp"
#include "CPauseScreenBlur.hpp"
#include "CInGameGuiManagerCommon.hpp"
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#include "Graphics/Shaders/CRandomStaticFilter.hpp"
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namespace urde {
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class CStateManager;
class CArchitectureQueue;
class CDependencyGroup;
class CModelData;
class CActorLights;
class CGuiModel;
class CGuiCamera;
class CAutoMapper;
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namespace MP1 {
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class CPauseScreenBlur;
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class CSamusHud;
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class CPauseScreen;
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class CInGameGuiManager {
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public:
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using EHelmetVisMode = DataSpec::ITweakGui::EHelmetVisMode;
using EHudVisMode = DataSpec::ITweakGui::EHudVisMode;
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private:
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enum class ELoadPhase { LoadDepsGroup = 0, PreLoadDeps, LoadDeps, Done };
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struct SGuiProfileInfo {};
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TLockedToken<CDependencyGroup> x0_iggmPreLoad;
std::vector<CToken> x8_preLoadDeps;
ELoadPhase x18_loadPhase = ELoadPhase::LoadDepsGroup;
CRandom16 x1c_rand;
CFaceplateDecoration x20_faceplateDecor;
std::unique_ptr<CPlayerVisor> x30_playerVisor;
std::unique_ptr<CSamusHud> x34_samusHud;
std::unique_ptr<CAutoMapper> x38_autoMapper;
std::unique_ptr<CPauseScreenBlur> x3c_pauseScreenBlur;
std::unique_ptr<CSamusFaceReflection> x40_samusReflection;
std::unique_ptr<CMessageScreen> x44_messageScreen;
std::unique_ptr<CPauseScreen> x48_pauseScreen;
std::unique_ptr<CSaveGameScreen> x4c_saveUI;
TLockedToken<CTexture> x50_deathDot;
std::vector<TLockedToken<CDependencyGroup>> x5c_pauseScreenDGRPs;
std::vector<TLockedToken<CDependencyGroup>> xc8_inGameGuiDGRPs;
std::vector<u32> xd8_;
std::vector<CToken> xe8_pauseResources;
CCameraFilterPass<CColoredQuadFilter> xf8_camFilter;
CAssetId x124_pauseGameHudMessage;
float x128_pauseGameHudTime = 0.f;
std::list<CToken> x12c_;
u32 x140_ = 0;
CGuiWidget* x144_basewidget_automapper = nullptr;
CGuiModel* x148_model_automapper = nullptr;
CGuiCamera* x14c_basehud_camera = nullptr;
CGuiWidget* x150_basewidget_functional = nullptr;
zeus::CQuaternion x154_automapperRotate;
zeus::CVector3f x164_automapperOffset;
zeus::CQuaternion x170_camRotate;
zeus::CVector3f x180_camOffset;
zeus::CTransform x18c_mapCamXf;
EInGameGuiState x1bc_prevState = EInGameGuiState::Zero;
EInGameGuiState x1c0_nextState = EInGameGuiState::Zero;
SOnScreenTex x1c4_onScreenTex;
float x1d8_onScreenTexAlpha = 0.f;
TLockedToken<CTexture> x1dc_onScreenTexTok; // Used to be heap-allocated
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rstl::optional<CTexturedQuadFilterAlpha> m_onScreenQuad;
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EHelmetVisMode x1e0_helmetVisMode;
bool x1e4_enableTargetingManager;
bool x1e8_enableAutoMapper;
EHudVisMode x1ec_hudVisMode;
u32 x1f0_enablePlayerVisor;
float x1f4_visorStaticAlpha;
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rstl::optional<CTexturedQuadFilter> m_deathRenderTexQuad;
rstl::optional<CTexturedQuadFilter> m_deathDotQuad;
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CRandomStaticFilter m_randomStatic = {EFilterType::Blend};
CColoredQuadFilter m_deathWhiteout = {EFilterType::Blend};
CColoredQuadFilter m_deathBlackout = {EFilterType::Blend};
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union {
struct {
bool x1f8_24_ : 1;
bool x1f8_25_playerAlive : 1;
bool x1f8_26_deferTransition : 1;
bool x1f8_27_exitSaveUI : 1;
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};
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u32 _dummy = 0;
};
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static std::vector<TLockedToken<CDependencyGroup>> LockPauseScreenDependencies();
bool CheckDGRPLoadComplete() const;
void BeginStateTransition(EInGameGuiState state, CStateManager& stateMgr);
void EnsureStates(CStateManager& stateMgr);
void DoStateTransition(CStateManager& stateMgr);
void DestroyAreaTextures(CStateManager& stateMgr);
void TryReloadAreaTextures();
bool IsInGameStateNotTransitioning() const;
bool IsInPausedStateNotTransitioning() const;
void UpdateAutoMapper(float dt, const CStateManager& stateMgr);
void OnNewPauseScreenState(CArchitectureQueue& archQueue);
void RefreshHudOptions();
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public:
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CInGameGuiManager(CStateManager& stateMgr, CArchitectureQueue& archQueue);
bool CheckLoadComplete(CStateManager& stateMgr);
void Update(CStateManager& stateMgr, float dt, CArchitectureQueue& archQueue, bool useHud);
void ProcessControllerInput(CStateManager& stateMgr, const CFinalInput& input, CArchitectureQueue& archQueue);
void PreDraw(CStateManager& stateMgr, bool cameraActive);
void Draw(CStateManager& stateMgr);
void ShowPauseGameHudMessage(CStateManager& stateMgr, CAssetId pauseMsg, float time);
void PauseGame(CStateManager& stateMgr, EInGameGuiState state);
void StartFadeIn();
bool WasInGame() const {
return x1bc_prevState >= EInGameGuiState::Zero && x1bc_prevState <= EInGameGuiState::InGame;
}
bool IsInGame() const { return x1c0_nextState >= EInGameGuiState::Zero && x1c0_nextState <= EInGameGuiState::InGame; }
bool IsInSaveUI() const { return x1f8_27_exitSaveUI; }
bool GetIsGameDraw() const;
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};
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} // namespace MP1
} // namespace urde