metaforce/Runtime/MP1/CSamusHud.hpp

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#ifndef __URDE_CSAMUSHUD_HPP__
#define __URDE_CSAMUSHUD_HPP__
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#include "CInGameGuiManager.hpp"
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#include "GuiSys/CTargetingManager.hpp"
#include "GuiSys/CHudBallInterface.hpp"
#include "GuiSys/CHudBossEnergyInterface.hpp"
#include "GuiSys/CHudDecoInterface.hpp"
#include "GuiSys/CHudEnergyInterface.hpp"
#include "GuiSys/CHudFreeLookInterface.hpp"
#include "GuiSys/CHudHelmetInterface.hpp"
#include "GuiSys/CHudMissileInterface.hpp"
#include "GuiSys/CHudRadarInterface.hpp"
#include "GuiSys/CHudThreatInterface.hpp"
#include "GuiSys/CHudVisorBeamMenu.hpp"
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namespace urde
{
class CGuiFrame;
class CStateManager;
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class CGuiLight;
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struct CHUDMemoParms
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{
float x0_;
bool x4_;
bool x5_;
bool x6_;
};
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enum class EHudState
{
Combat,
XRay,
Thermal,
Scan,
Ball,
None
};
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namespace MP1
{
class CSamusHud
{
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enum class ELoadPhase
{
Zero
};
enum class ETransitionState
{
Zero,
One,
Two
};
struct SCachedHudLight
{
zeus::CVector3f x0_pos;
zeus::CColor xc_color;
float x10_ = 0.f;
float x14_ = 0.f;
float x18_ = 0.f;
float x1c_ = 0.f;
SCachedHudLight(const zeus::CVector3f& pos, const zeus::CColor& color,
float f1, float f2, float f3, float f4)
: x0_pos(pos), xc_color(color), x10_(f1), x14_(f2), x18_(f3), x1c_(f4) {}
};
struct SVideoBand
{
CGuiModel* x0_videoband = nullptr;
float x4_randA = 0.f;
float x8_randB = 0.f;
};
struct SProfileInfo
{
u32 x0_ = 0;
u32 x4_ = 0;
u32 x8_ = 0;
u32 xc_ = 0;
};
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friend class CInGameGuiManager;
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ELoadPhase x4_loadPhase = ELoadPhase::Zero;
CTargetingManager x8_targetingMgr;
TLockedToken<CGuiFrame> x258_frmeHelmet;
CGuiFrame* x264_loadedFrmeHelmet = nullptr;
TLockedToken<CGuiFrame> x268_frmeBaseHud;
CGuiFrame* x274_loadedFrmeBaseHud = nullptr;
TLockedToken<CGuiFrame> x278_selectedHud; // used to be optional
CGuiFrame* x288_loadedSelectedHud = nullptr;
std::unique_ptr<CHudEnergyInterfaceBall> x28c_ballEnergyIntf;
std::unique_ptr<IHudThreatInterface> x290_threatIntf;
std::unique_ptr<CHudMissileInterfaceCombat> x294_missileIntf;
std::unique_ptr<IFreeLookInterface> x298_freeLookIntf;
std::unique_ptr<IHudDecoInterface> x29c_decoIntf;
std::unique_ptr<CHudHelmetInterface> x2a0_helmetIntf;
std::unique_ptr<CHudVisorBeamMenu> x2a4_visorMenu;
std::unique_ptr<CHudVisorBeamMenu> x2a8_beamMenu;
std::unique_ptr<CHudRadarInterface> x2ac_radarIntf;
std::unique_ptr<CHudBallInterface> x2b0_ballIntf;
std::unique_ptr<CHudBossEnergyInterface> x2b4_bossEnergyIntf;
EHudState x2b8_curState = EHudState::None;
EHudState x2bc_nextState = EHudState::None;
EHudState x2c0_otherState = EHudState::None;
ETransitionState x2c4_activeTransState = ETransitionState::Zero;
float x2c8_ = 1.f;
ETransitionState x2cc_curTransState = ETransitionState::Zero;
float x2d0_ = 0.f;
u32 x2d4_totalEnergyTanks = 0;
u32 x2d8_missileAmount = 0;
u32 x2dc_missileCapacity = 0;
rstl::reserved_vector<SCachedHudLight, 3> x340_lights;
union
{
struct
{
bool x2e0_24_ : 1;
bool x2e0_25_ : 1;
bool x2e0_26_ : 1;
bool x2e0_27_energyLow : 1;
};
u16 _dummy = 0;
};
u32 x2e4_ = 0;
u32 x2e8_ = 0;
u32 x2ec_missilesActive = 0;
float x2f0_ = 1.f;
zeus::CVector3f x2f8_fpCamDir;
zeus::CVector3f x304_basewidgetIdlePos;
zeus::CVector3f x310_cameraPos;
zeus::CQuaternion x31c_;
zeus::CQuaternion x32c_;
std::unique_ptr<CActorLights> x33c_lights;
rstl::reserved_vector<SCachedHudLight, 3> x340_hudLights;
CSfxHandle x3a4_damageSfx;
CCameraFilterPass x3a8_camFilter;
CGuiWidget* x3d4_selected_basewidget_pivot = nullptr;
std::vector<zeus::CTransform> x3d8_lightTransforms;
float x3e8_ = 0.f;
float x3ec_ = 0.f;
float x3f0_ = 1.f;
float x3f4_ = 0.f;
float x3f8_ = 0.f;
float x3fc_ = 0.f;
float x400_ = 0.f;
float x404_ = 0.f;
zeus::CVector3f x408_;
float x414_ = 0.f;
float x418_ = 0.f;
zeus::CVector3f x41c_;
zeus::CMatrix3f x428_;
zeus::CQuaternion x44c_;
float x45c_ = 0.f;
float x460_ = 0.f;
float x464_ = 0.f;
rstl::reserved_vector<zeus::CTransform, 3> x46c_;
float x500_ = 1.f;
float x504_ = 1.f;
u32 x508_ = 0;
u32 x50c_ = 0;
float x510_ = 0.f;
float x514_ = 0.f;
float x518_ = 0.f;
CCameraFilterPass x51c_camFilter2;
CGuiWidget* x588_base_basewidget_pivot;
CGuiWidget* x58c_helmet_BaseWidget_Pivot;
CGuiModel* x590_base_Model_AutoMapper;
CGuiTextPane* x594_base_textpane_counter;
CGuiWidget* x598_base_basewidget_message;
CGuiTextPane* x59c_base_textpane_message;
CGuiModel* x5a0_base_model_abutton;
rstl::reserved_vector<SVideoBand, 4> x5a4_videoBands;
rstl::reserved_vector<CGuiLight*, 4> x5d8_guiLights;
float x5ec_[16];
float x62c_[64];
float x72c_[32];
rstl::reserved_vector<SProfileInfo, 15> x7ac_;
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static CSamusHud* g_SamusHud;
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static rstl::prereserved_vector<bool, 4> BuildPlayerHasVisors(const CStateManager& mgr);
static rstl::prereserved_vector<bool, 4> BuildPlayerHasBeams(const CStateManager& mgr);
void InitializeFrameGluePermanent(const CStateManager& mgr);
void InitializeFrameGlueMutable(const CStateManager& mgr);
void UpdateEnergy(float dt, const CStateManager& mgr, bool init);
void UpdateMissile(float dt, const CStateManager& mgr, bool init);
void UpdateBallMode(const CStateManager& mgr, bool init);
static EHudState GetDesiredHudState(const CStateManager& mgr);
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public:
CSamusHud(CStateManager& stateMgr);
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void UpdateStateTransition(float time, const CStateManager& mgr);
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bool CheckLoadComplete(CStateManager& stateMgr);
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void OnNewInGameGuiState(EInGameGuiState state, CStateManager& stateMgr);
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void RefreshHudOptions();
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void Touch();
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static zeus::CTransform BuildFinalCameraTransform(const zeus::CQuaternion& rot,
const zeus::CVector3f& pos,
const zeus::CVector3f& camPos);
static void DisplayHudMemo(const std::u16string& text, const CHUDMemoParms& info);
static void DeferHintMemo(ResId strg, u32 timePeriods, const CHUDMemoParms& info)
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{
if (g_SamusHud)
g_SamusHud->_DeferHintMemo(strg, timePeriods, info);
}
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void _DeferHintMemo(ResId strg, u32 timePeriods, const CHUDMemoParms& info);
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};
}
}
#endif // __URDE_CSAMUSHUD_HPP__