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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 21:07:42 +00:00

Several architectural fixes and additions

This commit is contained in:
Jack Andersen
2017-01-21 15:40:12 -10:00
parent 00247ca53e
commit 0744a2307a
68 changed files with 508 additions and 586 deletions

View File

@@ -23,12 +23,12 @@ private:
ResId x0_id;
u32 x4_ = 0;
CGuiSys& x8_guiSys;
CGuiHeadWidget* xc_headWidget = nullptr;
std::unique_ptr<CGuiWidget> x10_rootWidget;
CGuiCamera* x14_camera = nullptr;
std::shared_ptr<CGuiHeadWidget> xc_headWidget;
std::shared_ptr<CGuiWidget> x10_rootWidget;
std::shared_ptr<CGuiCamera> x14_camera;
CGuiWidgetIdDB x18_idDB;
std::vector<CGuiWidget*> x2c_widgets;
std::vector<CGuiLight*> x3c_lights;
std::vector<std::shared_ptr<CGuiWidget>> x2c_widgets;
std::vector<std::shared_ptr<CGuiLight>> x3c_lights;
int x4c_a;
int x50_b;
int x54_c;
@@ -39,28 +39,28 @@ public:
CGuiSys& GetGuiSys() {return x8_guiSys;}
CGuiLight* GetFrameLight(int idx) {return x3c_lights[idx];}
CGuiLight* GetFrameLight(int idx) const { return x3c_lights[idx].get(); }
CGuiWidget* FindWidget(const std::string& name) const;
CGuiWidget* FindWidget(s16 id) const;
void SetFrameCamera(CGuiCamera* camr) {x14_camera = camr;}
void SetHeadWidget(CGuiHeadWidget* hwig) {xc_headWidget = hwig;}
void SetFrameCamera(std::shared_ptr<CGuiCamera>&& camr) { x14_camera = std::move(camr); }
void SetHeadWidget(std::shared_ptr<CGuiHeadWidget>&& hwig) { xc_headWidget = std::move(hwig); }
void SortDrawOrder();
void EnableLights(u32 lights) const;
void DisableLights() const;
void RemoveLight(CGuiLight* light);
void AddLight(CGuiLight* light);
void AddLight(std::shared_ptr<CGuiLight>&& light);
bool GetIsFinishedLoading() const;
void Touch() const;
void Update(float dt);
void Draw(const CGuiWidgetDrawParms& parms) const;
void Initialize();
void LoadWidgetsInGame(CInputStream& in);
void LoadWidgetsInGame(CInputStream& in, CSimplePool* sp);
void ProcessUserInput(const CFinalInput& input) const;
CGuiWidgetIdDB& GetWidgetIdDB() {return x18_idDB;}
static CGuiFrame* CreateFrame(ResId frmeId, CGuiSys& sys, CInputStream& in, CSimplePool* sp);
static std::unique_ptr<CGuiFrame> CreateFrame(ResId frmeId, CGuiSys& sys, CInputStream& in, CSimplePool* sp);
};
std::unique_ptr<IObj> RGuiFrameFactoryInGame(const SObjectTag& tag, CInputStream& in,