metaforce/Runtime/GuiSys/CGuiAnimController.hpp

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#ifndef __URDE_CGUIANIMCONTROLLER_HPP__
#define __URDE_CGUIANIMCONTROLLER_HPP__
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#include "CGuiWidget.hpp"
#include <array>
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namespace urde
{
class CGuiAnimSet
{
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friend class CGuiAnimController;
std::unordered_map<int, CGuiAnimBase*> x0_map;
EGuiAnimBehListID x14_id;
bool x18_update = false;
bool x19_isDone = true;
bool x1a_ = false;
bool x1b_ = false;
bool x1c_ = false;
u32 x20_ = 0;
u32 x24_ = 0;
float x28_totalTime = 0.f;
float x2c_ = 1.f;
public:
CGuiAnimSet(EGuiAnimBehListID id) : x14_id(id) {}
void AddAnim(CGuiAnimBase* anim);
void RecalcTotalTime();
void Init(CGuiAnimController* controller, float fval);
void Update(CGuiAnimController* controller, bool flag);
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};
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class CGuiAnimController : public CGuiWidget
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{
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friend class CGuiAnimSet;
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std::array<std::unique_ptr<CGuiAnimSet>, 13> xf8_sets;
float x164_ = 0.f;
CGuiWidget* x168_widget;
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zeus::CColor x16c_ = zeus::CColor::skClear;
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u32 x170_ = 0;
public:
CGuiAnimController(const CGuiWidget::CGuiWidgetParms& parms, CGuiWidget* widget);
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CGuiAnimSet* FindAnimSet(EGuiAnimBehListID id) const;
void AddAnimation(CGuiAnimBase* anim, EGuiAnimBehListID id);
void ResetListUpdateState();
void SetListUpdateState(EGuiAnimBehListID id, bool state);
float GetAnimSetLength(EGuiAnimBehListID id) const;
void IsAnimsDone(EGuiAnimBehListID id, bool& isDone) const;
void InitTransform(CGuiWidget* widget, EGuiAnimBehListID id, float fval, bool flag,
EGuiAnimInitMode initMode);
void FinishAnim();
void Step(bool flag);
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};
}
#endif // __URDE_CGUIANIMCONTROLLER_HPP__