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Various AutoMapper stubs
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120
Runtime/AutoMapper/CAutoMapper.hpp
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120
Runtime/AutoMapper/CAutoMapper.hpp
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#ifndef __URDE_CAUTOMAPPER_HPP__
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#define __URDE_CAUTOMAPPER_HPP__
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#include "RetroTypes.hpp"
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#include "CInGameTweakManagerBase.hpp"
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#include "zeus/CQuaternion.hpp"
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#include "zeus/CTransform.hpp"
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#include "zeus/CVector3f.hpp"
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namespace urde
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{
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class CFinalInput;
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class IWorld;
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class CMapWorldInfo;
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class CStateManager;
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enum class EInGameGuiState;
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class CAutoMapper
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{
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public:
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enum class EAutoMapperState
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{
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};
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struct SAutoMapperRenderState
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{
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};
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class CAudioMenu
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{
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public:
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enum class EMenu
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{
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};
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struct SMenuOption
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{
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SMenuOption(const std::string&, s32, s32, s32);
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void BuildDrawableString();
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};
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private:
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public:
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CAudioMenu()=default;
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void SetIsHighlighted(bool);
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void AddOption(const SMenuOption&);
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void ProcessControllerInput(const CFinalInput&);
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u32 GetSelectionIndex() const;
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const SMenuOption& GetOption(s32) const;
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SMenuOption& Option(s32);
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void SetSelectionIndex(s32);
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void Draw(EMenu) const;
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};
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private:
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public:
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CAutoMapper(CStateManager&);
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bool CheckLoadComplete();
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bool CanLeaveMapScrean(const CStateManager&) const;
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float GetMapRotationX() const;
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float GetMapRotationZ() const;
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u32 GetFocusAreaIndex() const;
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ResId GetCurrWorldAssetId() const;
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void MuteAllLoopedSounds();
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void UnmuteAllLoopedSounds();
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void ProcessControllerInput(const CFinalInput&, CStateManager&);
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bool IsInPlayerControlState() const;
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void Draw(const CStateManager&, const zeus::CTransform&, float) const;
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bool IsInOrTransitioningToMapScreenState() const;
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float GetTimeIntoInterpolation() const;
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bool IsFullyInMapScreenState() const;
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void BeginMapperStateTransition(EAutoMapperState, const CStateManager&);
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void CompleteMapperStateTransition();
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void ResetInterpolationTimer(float);
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void BuildMiniMapWorldRenderState(const CStateManager&, const zeus::CQuaternion&, s32) const;
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void BuildMapScreenWorldRenderState(const CStateManager&, const zeus::CQuaternion&, s32) const;
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void BuildMapScreenUniverseRenderState(const CStateManager&, const zeus::CQuaternion&, s32) const;
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void SetShouldPanningSoundBePlaying(bool);
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void SetShouldZoomingSoundBePlaying(bool);
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void SetShouldRotatingSoundBePlaying(bool);
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void LeaveMapScreenState();
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void GetMiniMapCameraOrientation(CStateManager&);
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void GetAreaPointOfInterest(CStateManager, s32);
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void FindClosestVisibleArea(const zeus::CVector3f&, const zeus::CUnitVector3f&, const CStateManager&,
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const IWorld&, const CMapWorldInfo&) const;
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void FindClosestVisibleWorld(const zeus::CVector3f&, const zeus::CUnitVector3f&, const CStateManager&) const;
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void GetMiniMapViewportSize();
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void GetMapScreenViewportSize();
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float GetMapAreaMiniDrawDepth();
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float GetMapAreaMaxDrawDepth();
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void GetMapAreaMiniMapDrawAlphaSurfaceVisited(const CStateManager&);
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void GetMapAreaMiniMapDrawAlphaOutlineVisited(const CStateManager&);
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void GetMapAreaMiniMapDrawAlphaSurfaceUnvisited(const CStateManager&);
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void GetMapAreaMiniMapDrawAlphaOutlineUnvisited(const CStateManager&);
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void GetClampedMapScreenCameraDistance(float) const;
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void GetDesiredMiniMapCameraDistance(const CStateManager&) const;
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float GetBaseCameraMoveSpeed() const;
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float GetFinalCameraMoveSpeed() const;
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bool IsInMapperState(EAutoMapperState) const;
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bool IsInMapperTransition() const;
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bool IsRenderStateInterpolating() const;
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void TransformRenderStatesWorldToUniverse();
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void TransformRenderStatesUniverseToWorld();
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void TransformRenderStateWorldToUniverse(SAutoMapperRenderState&);
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void UpdateOptionsMenu(const CTweakValue::Audio&);
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void UpdateAudioMusicMenu();
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void UpdateAudioEvents();
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void UpdateAudioEventMenu();
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void GetCurrentAudioInfo() const;
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void PresentAudioMenuInput(const CFinalInput&);
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void SetFocusAudioMenu(CAudioMenu::EMenu);
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bool IsStateTransitioning() const;
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bool IsFullyInMiniMapState() const;
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static bool IsDrawState(EAutoMapperState);
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void OnNewInGameGuiState(EInGameGuiState, const CStateManager&);
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void OnChangeAudioMusicSelection();
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};
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}
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#endif // __URDE_CAUTOMAPPER_HPP__
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