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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-08 23:47:42 +00:00

Lots of CMFGame integration

This commit is contained in:
Jack Andersen
2017-02-17 16:19:50 -10:00
parent 98a095d4e8
commit 56328c3e4d
52 changed files with 1017 additions and 84 deletions

View File

@@ -5,14 +5,13 @@
#include "CRandom16.hpp"
#include "CPlayerVisor.hpp"
#include "CFaceplateDecoration.hpp"
#include "CSamusHud.hpp"
#include "CPauseScreen.hpp"
#include "CSamusFaceReflection.hpp"
#include "CMessageScreen.hpp"
#include "CSaveGameScreen.hpp"
#include "Camera/CCameraFilter.hpp"
#include "CStateManager.hpp"
#include "DataSpec/DNACommon/Tweaks/ITweakGui.hpp"
#include "CInventoryScreen.hpp"
namespace urde
{
@@ -27,11 +26,19 @@ class CAutoMapper;
namespace MP1
{
class CPauseScreen;
class CSamusHud;
class CInventoryScreen;
enum class EInGameGuiState
{
Zero,
One
InGame,
MapScreen,
PauseGame,
PauseLogBook,
PauseSaveGame,
PauseHUDMessage
};
class CInGameGuiManager
@@ -59,15 +66,17 @@ class CInGameGuiManager
std::unique_ptr<CAutoMapper> x38_autoMapper;
std::unique_ptr<CPauseScreen> x3c_pauseScreen;
std::unique_ptr<CSamusFaceReflection> x40_samusReflection;
std::unique_ptr<CMessageScreen> x44_;
u32 x48_ = 0;
std::unique_ptr<CMessageScreen> x44_messageScreen;
std::unique_ptr<CInventoryScreen> x48_inventoryScreen;
std::unique_ptr<CSaveGameScreen> x4c_saveUI;
TLockedToken<CTexture> x50_deathDot;
std::vector<TLockedToken<CDependencyGroup>> x5c_pauseScreenDGRPs;
std::vector<TLockedToken<CDependencyGroup>> xc8_inGameGuiDGRPs;
std::vector<u32> xd8_;
std::vector<CToken> xe8_;
std::vector<CToken> xe8_pauseResources;
CCameraFilterPass xf8_camFilter;
ResId x124_pauseGameHudMessage = -1;
float x128_pauseGameHudTime = 0.f;
std::list<CToken> x12c_;
u32 x140_ = 0;
CGuiWidget* x144_basewidget_automapper = nullptr;
@@ -79,8 +88,8 @@ class CInGameGuiManager
zeus::CQuaternion x170_camRotate;
zeus::CVector3f x180_camOffset;
zeus::CTransform x18c_camXf;
u32 x1bc_ = 0;
u32 x1c0_ = 0;
EInGameGuiState x1bc_prevState = EInGameGuiState::Zero;
EInGameGuiState x1c0_nextState = EInGameGuiState::Zero;
SOnScreenTex x1c4_onScreenTex;
float x1d8_ = 0.f;
TLockedToken<CTexture> x1dc_onScreenTexTok; // Used to be heap-allocated
@@ -97,8 +106,8 @@ class CInGameGuiManager
{
bool x1f8_24_ : 1;
bool x1f8_25_ : 1;
bool x1f8_26_ : 1;
bool x1f8_27_ : 1;
bool x1f8_26_deferTransition : 1;
bool x1f8_27_inSaveUI : 1;
};
u32 _dummy = 0;
};
@@ -106,10 +115,26 @@ class CInGameGuiManager
static std::vector<TLockedToken<CDependencyGroup>> LockPauseScreenDependencies();
bool CheckDGRPLoadComplete() const;
void BeginStateTransition(EInGameGuiState state, CStateManager& stateMgr);
void EnsureStates(CStateManager& stateMgr);
void DoStateTransition(CStateManager& stateMgr);
void DestroyAreaTextures(CStateManager& stateMgr);
void TryReloadAreaTextures();
public:
CInGameGuiManager(CStateManager& stateMgr, CArchitectureQueue& archQueue);
bool CheckLoadComplete(CStateManager& stateMgr);
void Update(CStateManager& stateMgr, float dt, CArchitectureQueue& archQueue, bool);
void ProcessControllerInput(CStateManager& stateMgr, const CFinalInput& input,
CArchitectureQueue& archQueue);
void PreDraw(CStateManager& stateMgr);
void Draw(CStateManager& stateMgr);
void ShowPauseGameHudMessage(CStateManager& stateMgr, ResId pauseMsg, float time);
void PauseGame(CStateManager& stateMgr, EInGameGuiState state);
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 GetIsGameDraw() const;
};
}