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Initial pause screen implementations
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@@ -2,28 +2,59 @@
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#define __URDE_CPAUSESCREEN_HPP__
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#include "CInGameGuiManager.hpp"
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#include "Editor/ProjectResourceFactoryBase.hpp"
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#include "CPauseScreenBase.hpp"
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namespace urde
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{
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class CDependencyGroup;
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namespace MP1
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{
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class CPauseScreen
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{
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union
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{
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struct
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{
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bool x50_24_ : 1;
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bool x50_25_ : 1;
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};
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u32 _dummy = 0;
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};
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public:
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CPauseScreen();
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bool CheckLoadComplete();
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void OnNewInGameGuiState(EInGameGuiState state, CStateManager& stateMgr);
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bool GetX50_25() const { return x50_25_; }
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enum class ESubScreen
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{
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LogBook,
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Options,
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Inventory,
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Invalid
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};
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private:
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u32 x0_w1;
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u32 x4_ = 2;
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ESubScreen x8_ = ESubScreen::Invalid;
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ESubScreen xc_ = ESubScreen::Invalid;
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float x10_ = 0.f;
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TLockedToken<CStringTable> x14_strgPauseScreen;
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const CDependencyGroup& x20_suitDgrp;
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const CDependencyGroup& x24_ballDgrp;
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TLockedToken<CGuiFrame> x28_pauseScreenInstructions;
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CGuiFrame* x34_loadedPauseScreenInstructions = nullptr;
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CGuiTextPane* x38_textpane_l1 = nullptr;
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CGuiTextPane* x3c_textpane_r = nullptr;
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CGuiTextPane* x40_textpane_a = nullptr;
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CGuiTextPane* x48_textpane_return = nullptr;
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CGuiTextPane* x4c_textpane_next = nullptr;
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CGuiTextPane* x50_textpane_back = nullptr;
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ResId x54_frmePauseScreenId;
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u32 x58_frmePauseScreenBufSz;
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std::unique_ptr<u8[]> x5c_frmePauseScreenBuf;
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std::shared_ptr<ProjectResourceFactoryBase::AsyncTask> x60_loadTok;
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rstl::reserved_vector<std::unique_ptr<CGuiFrame>, 2> x64_frames;
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u32 x78_activeIdx = 0;
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rstl::reserved_vector<std::unique_ptr<CPauseScreenBase>, 2> x7c_screens;
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bool x90_resourcesLoaded = false;
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bool x91_inPauseScreen = true;
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public:
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CPauseScreen(u32 w1, const CDependencyGroup& suitDgrp, const CDependencyGroup& ballDgrp);
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void ProcessControllerInput(const CStateManager& mgr, const CFinalInput& input);
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void Update(float dt, CRandom16& rand, const CStateManager& mgr);
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void PreDraw();
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};
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}
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