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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 03:07:41 +00:00

Implement CInGameGuiManager::Update()

This commit is contained in:
Jack Andersen
2017-05-18 09:27:21 -10:00
parent 1f25becf8e
commit 0459192951
22 changed files with 249 additions and 39 deletions

View File

@@ -35,6 +35,11 @@ class CPauseScreen;
class CInGameGuiManager
{
public:
using EHelmetVisMode = DataSpec::ITweakGui::EHelmetVisMode;
using EHudVisMode = DataSpec::ITweakGui::EHudVisMode;
private:
enum class ELoadPhase
{
LoadDepsGroup = 0,
@@ -83,23 +88,23 @@ class CInGameGuiManager
EInGameGuiState x1bc_prevState = EInGameGuiState::Zero;
EInGameGuiState x1c0_nextState = EInGameGuiState::Zero;
SOnScreenTex x1c4_onScreenTex;
float x1d8_ = 0.f;
float x1d8_onScreenTexAlpha = 0.f;
TLockedToken<CTexture> x1dc_onScreenTexTok; // Used to be heap-allocated
DataSpec::ITweakGui::EHelmetVisMode x1e0_helmetVisMode;
EHelmetVisMode x1e0_helmetVisMode;
bool x1e4_enableTargetingManager;
bool x1e8_enableAutoMapper;
DataSpec::ITweakGui::EHudVisMode x1ec_hudVisMode;
EHudVisMode x1ec_hudVisMode;
u32 x1f0_enablePlayerVisor;
float x1f4_player74c;
float x1f4_visorStaticAlpha;
union
{
struct
{
bool x1f8_24_ : 1;
bool x1f8_25_ : 1;
bool x1f8_25_playerAlive : 1;
bool x1f8_26_deferTransition : 1;
bool x1f8_27_inSaveUI : 1;
bool x1f8_27_exitSaveUI : 1;
};
u32 _dummy = 0;
};
@@ -113,11 +118,13 @@ class CInGameGuiManager
void TryReloadAreaTextures();
bool IsInGameStateNotTransitioning() const;
bool IsInPausedStateNotTransitioning() const;
void UpdateAutoMapper(float dt, const CStateManager& stateMgr);
void OnNewPauseScreenState(CArchitectureQueue& archQueue);
public:
CInGameGuiManager(CStateManager& stateMgr, CArchitectureQueue& archQueue);
bool CheckLoadComplete(CStateManager& stateMgr);
void Update(CStateManager& stateMgr, float dt, CArchitectureQueue& archQueue, bool);
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);
@@ -127,7 +134,7 @@ public:
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_inSaveUI; }
bool IsInSaveUI() const { return x1f8_27_exitSaveUI; }
bool GetIsGameDraw() const;
static std::string GetIdentifierForMidiEvent(ResId world, ResId area, const std::string& midiObj);
};