metaforce/Runtime/GuiSys/CGuiFrame.hpp

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#ifndef __URDE_CGUIFRAME_HPP__
#define __URDE_CGUIFRAME_HPP__
#include "CGuiWidget.hpp"
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#include "CGuiHeadWidget.hpp"
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#include "CGuiWidgetIdDB.hpp"
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#include "IObj.hpp"
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#include <array>
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namespace urde
{
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class CGuiSys;
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class CLight;
class CGuiCamera;
class CFinalInput;
class CGuiLight;
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class CVParamTransfer;
class CObjectReference;
class CSimplePool;
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class CGuiFrame
{
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friend class CGuiSys;
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private:
ResId x0_id;
u32 x4_ = 0;
CGuiSys& x8_guiSys;
std::shared_ptr<CGuiHeadWidget> xc_headWidget;
std::shared_ptr<CGuiWidget> x10_rootWidget;
std::shared_ptr<CGuiCamera> x14_camera;
CGuiWidgetIdDB x18_idDB;
std::vector<std::shared_ptr<CGuiWidget>> x2c_widgets;
std::vector<std::shared_ptr<CGuiLight>> x3c_lights;
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std::vector<CGuiLight*> m_indexedLights;
int x4c_a;
int x50_b;
int x54_c;
bool x58_24_loaded : 1;
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zeus::CTransform m_aspectTransform;
float m_aspectConstraint = -1.f;
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public:
CGuiFrame(ResId id, CGuiSys& sys, int a, int b, int c, CSimplePool* sp);
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~CGuiFrame();
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CGuiSys& GetGuiSys() {return x8_guiSys;}
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CGuiLight* GetFrameLight(int idx) const { return m_indexedLights[idx]; }
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CGuiCamera* GetFrameCamera() const { return x14_camera.get(); }
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CGuiWidget* FindWidget(const std::string& name) const;
CGuiWidget* FindWidget(s16 id) const;
void SetFrameCamera(std::shared_ptr<CGuiCamera>&& camr) { x14_camera = std::move(camr); }
void SetHeadWidget(std::shared_ptr<CGuiHeadWidget>&& hwig) { xc_headWidget = std::move(hwig); }
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CGuiHeadWidget* GetHeadWidget() const { return xc_headWidget.get(); }
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void SortDrawOrder();
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void EnableLights(u32 lights) const;
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void DisableLights() const;
void RemoveLight(CGuiLight* light);
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void AddLight(CGuiLight* light);
void RegisterLight(std::shared_ptr<CGuiLight>&& light);
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bool GetIsFinishedLoading() const;
void Touch() const;
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const zeus::CTransform& GetAspectTransform() const { return m_aspectTransform; }
void SetAspectConstraint(float c);
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void Update(float dt);
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void Draw(const CGuiWidgetDrawParms& parms) const;
void Initialize();
void LoadWidgetsInGame(CInputStream& in, CSimplePool* sp);
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void ProcessUserInput(const CFinalInput& input) const;
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CGuiWidgetIdDB& GetWidgetIdDB() {return x18_idDB;}
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static std::unique_ptr<CGuiFrame> CreateFrame(ResId frmeId, CGuiSys& sys, CInputStream& in, CSimplePool* sp);
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};
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std::unique_ptr<IObj> RGuiFrameFactoryInGame(const SObjectTag& tag, CInputStream& in,
const CVParamTransfer& vparms,
CObjectReference* selfRef);
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}
#endif // __URDE_CGUIFRAME_HPP__