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More GuiSys classes and fields
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@@ -2,10 +2,20 @@
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#define __URDE_CGUIFRAME_HPP__
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#include "CGuiWidget.hpp"
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#include "CGuiAutoRepeatData.hpp"
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#include "CGuiPhysicalMsg.hpp"
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#include "CGuiControllerInfo.hpp"
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#include "CGuiLogicalEventTrigger.hpp"
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#include "CGuiWidgetIdDB.hpp"
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namespace urde
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{
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class CGuiSys;
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class CLight;
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class CGuiCamera;
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class CGuiHeadWidget;
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class CFinalInput;
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class CGuiLight;
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enum class EFrameTransitionOptions
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{
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@@ -23,13 +33,85 @@ public:
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: x0_opts(opts) {}
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};
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class CGuiFrameMessageMapNode
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{
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CGuiLogicalEventTrigger x0_trigger;
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public:
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CGuiFrameMessageMapNode(const CGuiPhysicalMsg& msg, int val)
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: x0_trigger(msg, val, false) {}
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};
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class CGuiFrame
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{
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public:
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enum class EFrameStates
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{
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};
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private:
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std::string x4_name;
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u32 x14_id;
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CGuiFrameTransitionOptions x1c_transitionOpts;
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u32 x34_ = 0;
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u32 x38_ = 0;
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CGuiSys& x3c_guiSys;
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u32 x40_ = 0;
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u32 x44_ = 0;
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std::unique_ptr<CGuiWidget> x48_rootWidget;
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u32 x4c_ = 0;
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u32 x50_ = 0;
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zeus::CQuaternion x54_;
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CGuiWidgetIdDB x64_idDB;
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std::unordered_map<u32, u32> x7c_;
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std::vector<u32> x90_;
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std::vector<u32> xa0_;
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int xb0_a;
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int xb4_b;
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int xb8_c;
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bool xbc_24_flag1 : 1;
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bool xbd_flag2 = false;
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public:
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CGuiFrame(u32 id, const std::string& name, CGuiSys& sys, int, int, int);
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CGuiFrame(u32 id, const std::string& name, CGuiSys& sys, int a, int b, int c);
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CGuiLight* GetFrameLight(int);
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CGuiWidget* FindWidget(const char* name) const;
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CGuiWidget* FindWidget(const std::string& name) const;
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CGuiWidget* FindWidget(s16 id) const;
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void ResetControllerStatus();
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void SetControllerStatus(int, bool);
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void SetFrameBackground(CGuiWidget* widget);
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void SetFrameCamera(CGuiCamera* camr);
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void SetHeadWidget(CGuiHeadWidget* hwig);
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void InterpretGUIControllerState(const CFinalInput& input,
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CGuiPhysicalMsg::PhysicalMap& state,
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char&, char&, char&, char&);
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void FindWidget2LogicalEventMap(u64);
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void FindLogicalEventList(u64, s16);
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void SendWidgetMessage(s16,
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std::list<std::unique_ptr<CGuiFrameMessageMapNode>>&,
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CGuiPhysicalMsg::PhysicalMap& state,
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CGuiControllerInfo::CGuiControllerStateInfo& csInfo);
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void ClearAllMessageMap();
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void SortDrawOrder();
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void EnableLights(u32) const;
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void DisableLights() const;
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void RemoveLight(CGuiLight* light);
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void AddLight(CGuiLight* light);
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bool GetIsFinishedLoading() const;
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void Touch() const;
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void ProcessControllerInput(const CFinalInput& input);
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void Update(float dt);
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void Draw(const CGuiWidgetDrawParms& parms) const;
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void Stop(const CGuiFrameTransitionOptions&, EFrameStates, bool);
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void Run(CGuiFrame*, const CGuiFrameTransitionOptions&, EFrameStates, bool);
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void Initialize();
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void LoadWidgetsInGame(CInputStream& in);
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CGuiWidgetIdDB& GetWidgetIdDB() {return x64_idDB;}
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static CGuiFrame* CreateFrame(u32, CGuiSys& sys, CInputStream& in);
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static std::string CreateFrameName(u32);
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};
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}
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